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UE3:UTTimedPowerup (UDK)

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


Properties

HudIndex

Type: int

Used to determine which symbol represents this object on the paperdoll

IconCoords

Type: UIRoot.TextureCoordinates

Coords of the icon for this powerup

PowerupOverSound

Type: SoundCue

Sound played when powerup's time is up

PowerupStatName

Type: name

Name used for the stats system

PP_Scene_Desaturation

Type: float


PP_Scene_HighLights

Type: Object.Vector

post processing applied while holding this powerup

TimeRemaining

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

Type: float


Default value: 0.5

TransitionTime

Type: float


WarningTime

Type: float

Beging flashing when there is < this amount of time

Default value: 3.0

Default values

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

Subobjects

Sprite

Class: Engine.SpriteComponent

Inherits from: UTInventory.Sprite

Property Value
ReplacementPrimitive None

Functions

Static functions

BotDesireability

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

Overrides: Inventory.BotDesireability


DetourWeight

static function float DetourWeight (Pawn Other, float PathWeight)

Overrides: Inventory.DetourWeight


Events

Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

AdjustPPEffects

simulated function AdjustPPEffects (Pawn P, bool bRemove)

applies and removes any post processing effects while holding this item

ClientGivenTo

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

reliable client function ClientLostItem ()

Overrides: UTInventory.ClientLostItem

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

ClientSetTimeRemaining

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

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

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


GetPowerupStatName

function name GetPowerupStatName ()

Stats

GivenTo

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

function TimeExpired ()

called when TimeRemaining reaches zero

TimeRemaingUpdated

simulated function TimeRemaingUpdated ()