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UE3:UTPickupFactory (UDK)

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UDK Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory

Contents

Package: 
UTGame
Direct subclasses:
UTItemPickupFactory, UTPowerupPickupFactory, UTWeaponLocker, UTWeaponPickupFactory
This class in other games:
UT3


Properties[edit]

BaseBrightEmissive[edit]

Type: Object.LinearColor

The baseline material colors

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

BaseDimEmissive[edit]

Type: Object.LinearColor

When the pickup isn't on the base

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

BaseEmissive[edit]

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

BaseMaterialInstance[edit]

Type: MaterialInstanceConstant

Used to pulse the emissive on the base

BaseMaterialParamName[edit]

Type: name

This material instance parameter for adjusting the emissive

Default value: 'BaseEmissiveControl'

BaseMesh[edit]

Type: StaticMeshComponent

Modifiers: transient

pickup base mesh

BasePulseRate[edit]

Type: float

How fast does the base pulse

Default value: 0.5

BasePulseTime[edit]

Type: float

How much time left in the current pulse

BaseTargetEmissive[edit]

Type: Object.LinearColor

The TargetEmissive Color

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

bDoVisibilityFadeIn[edit]

Type: bool

This determines whether this health pickup fades in or not.

NOTE: need to move this up to the highest pickup factory so all items will fade in

Default value: True

bFloatingPickup[edit]

Type: bool

if true, the pickup mesh floats (bobs) slightly

bHasLocationSpeech[edit]

Type: bool


bIsDisabled[edit]

Type: bool

Modifiers: repnotify

In disabled state

bIsRespawning[edit]

Type: bool

Modifiers: repnotify


BobBaseOffset[edit]

Type: float

The base offset (Translation.Y) cached

BobOffset[edit]

Type: float

How far to bob. It will go from +/- this number

BobSpeed[edit]

Type: float

How fast should it bob

BobTimer[edit]

Type: float

Tracks the bob time. Used to create the position

bPulseBase[edit]

Type: bool

Modifiers: repnotify

When set to true, this base will begin pulsing it's emissive

bRandomStart[edit]

Type: bool

if true, this pickup will start at a random height

bRotatingPickup[edit]

Type: bool

if true, the pickup mesh rotates

bUpdatingPickup[edit]

Type: bool

whether this pickup is updating

Glow[edit]

Type: ParticleSystemComponent

the glowing effect that comes from the base on spawn

GlowEmissiveParam[edit]

Type: name


Default value: 'LightStrength'

LastSeekNotificationTime[edit]

Type: float


LightEnvironment[edit]

Type: DynamicLightEnvironmentComponent

The pickup's light environment

Default value: DynamicLightEnvironmentComponent'PickupLightEnvironment'

LocationSpeech[edit]

Type: array<SoundNodeWave>


MIC_Visibility[edit]

Type: MaterialInstanceConstant

holds the pickups material so parameters can be set *

MIC_VisibilitySecondMaterial[edit]

Type: MaterialInstanceConstant

holds the pickups 2nd material so parameters can be set *

PickupReadySound[edit]

Type: AudioComponent

Sound played on base while available to pickup

PickupStatName[edit]

Type: name

Name used for the stats system

PickUpWaveForm[edit]

Type: ForceFeedbackWaveform


Default value: ForceFeedbackWaveform'UTGame.Default__UTPickupFactory:ForceFeedbackWaveformPickUp'

PivotTranslation[edit]

Type: Object.Vector

Translation of pivot point

PulseThreshold[edit]

Type: float

This pickup base will begin pulsing when there are PulseThreshold seconds left before respawn.

Default value: 5.0

RespawnSound[edit]

Type: SoundCue

sound played when the pickup becomes available

Default value: SoundCue'A_Pickups.Generic.Cue.A_Pickups_Generic_ItemRespawn_Cue'

TeamOwner[edit]

Type: Controller

Array size: 4

AI controller currently going after this pickup (for team coordination)

VisibilityParamName[edit]

Type: name


Default value: 'ResIn'

YawRotationRate[edit]

Type: float


Default value: 32768.0

Default values[edit]

Property Value
bMovable False
Components[0] CylinderComponent'CollisionCylinder'
Components[1] PathRenderingComponent'PathRenderer'
Components[2] DynamicLightEnvironmentComponent'PickupLightEnvironment'
Components[3] StaticMeshComponent'BaseMeshComp'

Subobjects[edit]

BaseMeshComp[edit]

Class: Engine.StaticMeshComponent

Property Value
bCastDynamicShadow False
bForceDirectLightMap True
CachedMaxDrawDistance 7000.0
CastShadow False
CollideActors False
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
MaxDrawDistance 7000.0
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: PickupFactory.CollisionCylinder

Property Value
CollisionHeight 44.0
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: PickupFactory.PathRenderer

Property Value
ReplacementPrimitive None

PickupLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Property Value
bCastShadows False
bDynamic False

Functions[edit]

Static functions[edit]

UpdateHUD[edit]

simulated static function UpdateHUD (UTHUD H)


Events[edit]

InitPickupMeshEffects[edit]

simulated event InitPickupMeshEffects ()

split out from SetPickupMesh() for subclasses that don't want to do the base PickupFactory implementation

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: PickupFactory.ReplicatedEvent

Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly

SetInitialState[edit]

simulated event SetInitialState ()

Overrides: PickupFactory.SetInitialState


ShutDown[edit]

simulated event ShutDown ()

Overrides: PickupFactory.ShutDown

ShutDown an actor.

Other instance functions[edit]

DisablePickup[edit]

simulated function DisablePickup ()


GetPickupStatName[edit]

function name GetPickupStatName ()

Stats

PickedUpBy[edit]

function PickedUpBy (Pawn P)

Overrides: PickupFactory.PickedUpBy

(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup

Parameters:

  • P - the Pawn that picked us up

Todo: remove this and fix up the DenyPickupQuery() calls that use this

RespawnEffect[edit]

simulated function RespawnEffect ()

Overrides: PickupFactory.RespawnEffect


SetPickupHidden[edit]

simulated function SetPickupHidden ()

Overrides: PickupFactory.SetPickupHidden


SetPickupMesh[edit]

simulated function SetPickupMesh ()

Overrides: PickupFactory.SetPickupMesh


SetPickupVisible[edit]

simulated function SetPickupVisible ()

Overrides: PickupFactory.SetPickupVisible


SetResOut[edit]

simulated function SetResOut ()


ShouldCamp[edit]

function bool ShouldCamp (UTBot B, float MaxWait)

Returns true if Bot should wait for me

StartPulse[edit]

simulated function StartPulse (Object.LinearColor TargetEmissive)

Pulse to the Brightest point

StopsProjectile[edit]

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile


States[edit]

Disabled[edit]

Disabled.BotDesireability[edit]

function float BotDesireability (Pawn P, Controller C)


Pickup[edit]

Inherits from: PickupFactory.Pickup

Modifiers: auto

Pickup.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: PickupFactory.Pickup.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Pickup.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Sleeping[edit]

Sleeping.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: PickupFactory.Sleeping.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Sleeping.EndState[edit]

event EndState (name NextStateName)

Overrides: PickupFactory.Sleeping.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Sleeping.PulseThresholdMet[edit]

function PulseThresholdMet ()