Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE3:UTTimedPowerup (UDK)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
m (1 revision: class descriptions for UDK January update (part 8))
 
(No difference)

Latest revision as of 06:02, 17 January 2010

UDK Object >> Actor >> Inventory >> UTInventory >> UTTimedPowerup
Package: 
UTGame
Direct subclasses:
UTBerserk, UTUDamage
This class in other games:
UT3


Properties[edit]

HudIndex[edit]

Type: int

Used to determine which symbol represents this object on the paperdoll

IconCoords[edit]

Type: UIRoot.TextureCoordinates

Coords of the icon for this powerup

PowerupOverSound[edit]

Type: SoundCue

Sound played when powerup's time is up

PowerupStatName[edit]

Type: name

Name used for the stats system

PP_Scene_Desaturation[edit]

Type: float


PP_Scene_HighLights[edit]

Type: Object.Vector

post processing applied while holding this powerup

TimeRemaining[edit]

Type: float

the amount of time remaining before the powerup expires

Note: only counts down while the item is owned by someone (not when on a dropped pickup)

Default value: 30.0

TransitionDuration[edit]

Type: float


Default value: 0.5

TransitionTime[edit]

Type: float


WarningTime[edit]

Type: float

Beging flashing when there is < this amount of time

Default value: 3.0

Default values[edit]

Property Value
bDelayedSpawn True
bDropOnDeath True
bPredictRespawns True
MaxDesireability 2.0
RespawnTime 90.0

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTInventory.Sprite

Property Value
ReplacementPrimitive None

Functions[edit]

Static functions[edit]

BotDesireability[edit]

static function float BotDesireability (Actor PickupHolder, Pawn P, Controller C)

Overrides: Inventory.BotDesireability


DetourWeight[edit]

static function float DetourWeight (Pawn Other, float PathWeight)

Overrides: Inventory.DetourWeight


Events[edit]

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

AdjustPPEffects[edit]

simulated function AdjustPPEffects (Pawn P, bool bRemove)

applies and removes any post processing effects while holding this item

ClientGivenTo[edit]

reliable client function ClientGivenTo (Pawn NewOwner, bool bDoNotActivate)

Overrides: Inventory.ClientGivenTo

(Description copied from Inventory.ClientGivenTo)
This Inventory Item has just been given to this Pawn (owning client only)

Parameters:

  • thisPawn - new Inventory owner
  • bDoNotActivate - If true, this item will not try to activate

ClientLostItem[edit]

reliable client function ClientLostItem ()

Overrides: UTInventory.ClientLostItem

called on the owning client just before the pickup is dropped or destroyed

ClientSetTimeRemaining[edit]

reliable client function ClientSetTimeRemaining (float NewTimeRemaining)

called by the server on the client to tell it how much time the UDamage has for the HUD timer

DenyPickupQuery[edit]

function bool DenyPickupQuery (class<InventoryItemClass, Actor Pickup)

Overrides: Inventory.DenyPickupQuery

(Description copied from Inventory.DenyPickupQuery)
DenyPickupQuery Function which lets existing items in a pawn's inventory prevent the pawn from picking something up.

Parameters:

  • ItemClass - Class of Inventory our Owner is trying to pick up
  • Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)

Returns:

true to abort pickup or if item handles pickup

DisplayPowerup[edit]

simulated function DisplayPowerup (Canvas Canvas, UTHUD HUD, float ResolutionScale, out float YPos)


GetPowerupStatName[edit]

function name GetPowerupStatName ()

Stats

GivenTo[edit]

function GivenTo (Pawn NewOwner, optional bool bDoNotActivate)

Overrides: Inventory.GivenTo

(Description copied from Inventory.GivenTo)
This Inventory Item has just been given to this Pawn (server only)

Parameters:

  • thisPawn - new Inventory owner
  • bDoNotActivate - If true, this item will not try to activate

TimeExpired[edit]

function TimeExpired ()

called when TimeRemaining reaches zero

TimeRemaingUpdated[edit]

simulated function TimeRemaingUpdated ()