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UE3:UTPickupFactory (UT3)

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Revision as of 02:00, 11 August 2009 by Wormbo (Talk | contribs) (added some descriptions)

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UT3 Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory

Contents

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

The base class for all UT3 pickup factories.

Properties

Property group 'floating'

bRandomStart

Type: bool

For floating pickups (Health Vials and Health Packs), this pickup will start at a random height.

Internal variables

BaseBrightEmissive

Type: Object.LinearColor

The baseline material color when the pickup is on the base.

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

BaseDimEmissive

Type: Object.LinearColor

The baseline material color 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

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

BaseMaterialInstance

Type: MaterialInstanceConstant

Used to pulse the emissive on the base

BaseMaterialParamName

Type: name

This material instance parameter for adjusting the emissive

Default value: 'BaseEmissiveControl'

BaseMesh

Type: StaticMeshComponent

Modifiers: transient

pickup base mesh

BasePulseRate

Type: float

How fast does the base pulse

Default value: 0.5

BasePulseTime

Type: float

How much time left in the current pulse

BaseTargetEmissive

Type: Object.LinearColor

The TargetEmissive Color

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

bDoVisibilityFadeIn

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

Type: bool

Whether the pickup mesh floats (bobs) slightly. (e.g. Health Vials and Health Packs)

bHasLocationSpeech

Type: bool

Whether the factory has a location speech. (e.g. Shaped Charge and Redeemer)

bIsDisabled

Type: bool

Modifiers: repnotify

In disabled state

bIsRespawning

Type: bool

Modifiers: repnotify

Whether the pickup is currently respawning. This stays True until the pickup goes back to sleeping state.

BobBaseOffset

Type: float

The base offset (Translation.Y) cached

BobOffset

Type: float

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

BobSpeed

Type: float

How fast should it bob

BobTimer

Type: float

Tracks the bob time. Used to create the position

bPulseBase

Type: bool

Modifiers: repnotify

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

bRotatingPickup

Type: bool

if true, the pickup mesh rotates

bUpdatingPickup

Type: bool

whether this pickup is updating

Glow

Type: ParticleSystemComponent

the glowing effect that comes from the base on spawn

GlowEmissiveParam

Type: name


Default value: 'LightStrength'

LastSeekNotificationTime

Type: float


LightEnvironment

Type: DynamicLightEnvironmentComponent

The pickup's light environment

Default value: DynamicLightEnvironmentComponent'PickupLightEnvironment'

LocationSpeech

Type: array<SoundNodeWave>


MIC_Visibility

Type: MaterialInstanceConstant

holds the pickups material so parameters can be set *

MIC_VisibilitySecondMaterial

Type: MaterialInstanceConstant

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

PickupReadySound

Type: AudioComponent

Sound played on base while available to pickup

PickupStatName

Type: name

Name used for the stats system

PivotTranslation

Type: Object.Vector

Translation of pivot point

PulseThreshold

Type: float

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

Default value: 5.0

RespawnSound

Type: SoundCue

sound played when the pickup becomes available

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

TeamOwner

Type: Controller

Array size: 4

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

VisibilityParamName

Type: name


Default value: 'ResIn'

YawRotationRate

Type: float


Default value: 32768.0

Default values

Property Value
BadSprite None
bMovable False
Components[0] CylinderComponent'CollisionCylinder'
Components[1] PathRenderingComponent'PathRenderer'
Components[2] DynamicLightEnvironmentComponent'PickupLightEnvironment'
Components[3] StaticMeshComponent'BaseMeshComp'
GoodSprite None

Subobjects

BaseMeshComp

Class: Engine.StaticMeshComponent

Property Value
bCastDynamicShadow False
bForceDirectLightMap True
bUseAsOccluder False
CachedCullDistance 7000.0
CastShadow False
CollideActors False
CullDistance 7000.0
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
LightingChannels
Member Value
BSP True
Static True

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: PickupFactory.CollisionCylinder

Property Value
CollisionHeight 44.0

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: PickupFactory.PathRenderer

No new values.

PickupLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Property Value
AmbientGlow
Member Value
A 1.0
B 0.3
G 0.3
R 0.3
bCastShadows False
bDynamic False

Functions

Static functions

UpdateHUD

simulated static function UpdateHUD (UTHUD H)


Events

InitPickupMeshEffects

simulated event InitPickupMeshEffects ()

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

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: PickupFactory.ReplicatedEvent

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

SetInitialState

simulated event SetInitialState ()

Overrides: PickupFactory.SetInitialState


ShutDown

simulated event ShutDown ()

Overrides: PickupFactory.ShutDown

ShutDown an actor.

Other instance functions

DisablePickup

simulated function DisablePickup ()


GetPickupStatName

function name GetPickupStatName ()

Stats

PickedUpBy

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

simulated function RespawnEffect ()

Overrides: PickupFactory.RespawnEffect


SetPickupHidden

simulated function SetPickupHidden ()

Overrides: PickupFactory.SetPickupHidden


SetPickupMesh

simulated function SetPickupMesh ()

Overrides: PickupFactory.SetPickupMesh


SetPickupVisible

simulated function SetPickupVisible ()

Overrides: PickupFactory.SetPickupVisible


SetResOut

simulated function SetResOut ()


ShouldCamp

function bool ShouldCamp (UTBot B, float MaxWait)

Returns true if Bot should wait for me

StartPulse

simulated function StartPulse (Object.LinearColor TargetEmissive)

Pulse to the Brightest point

StopsProjectile

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile


States

Disabled

Disabled.BotDesireability

function float BotDesireability (Pawn P, Controller C)


Pickup

Inherits from: PickupFactory.Pickup

Modifiers: auto

Pickup.BeginState

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

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

Sleeping.BeginState

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

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

function PulseThresholdMet ()