Always snap to grid

UE3:UTUDamage (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 12:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> Inventory >> UTInventory >> UTTimedPowerup >> UTUDamage
Package: 
UTGameContent
This class in other games:
UT3


Properties

DamageAmbientSound

Type: SoundCue

ambient sound played while active

Default value: SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_PowerLoopCue'

LastUDamageSoundTime

Type: float

last time we played that sound, so it isn't too often

OverlayMaterialInstance

Type: MaterialInterface

overlay material applied to owner

Default value: Material'Pickups.UDamage.M_UDamage_Overlay'

UDamageFadingSound

Type: SoundCue

sound played when the UDamage is running out

Default value: SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_WarningCue'

UDamageFireSound

Type: SoundCue

sound played when our owner fires

Default value: SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_FireCue'

VehicleWeaponEffect

Type: UTGameReplicationInfo.MeshEffect

particle effect played on vehicle weapons

Default value:

Member Value
Material Material'Envy_Effects.Energy.Materials.M_VH_UDamage'
Mesh StaticMesh'Envy_Effects.Mesh.S_VH_Powerups'

Default values

Property Value
bReceiveOwnerEvents True
bRenderOverlays True
DroppedPickupMesh StaticMeshComponent'MeshComponentA'
DroppedPickupParticles UTParticleSystemComponent'PickupParticles'
IconCoords
Member Value
U 792.0
UL 43.0
V 41.0
VL 58.0
PickupFactoryMesh StaticMeshComponent'MeshComponentA'
PickupMessage "DAMAGE AMP!"
PickupSound SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_PickupCue'
PowerupOverSound SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_EndCue'
PowerupStatName 'POWERUPTIME_UDAMAGE'
PP_Scene_HighLights
Member Value
X -0.1
Y 0.04
Z -0.2

Subobjects

MeshComponentA

Class: Engine.StaticMeshComponent

Property Value
bCastDynamicShadow False
bForceDirectLightMap True
BlockRigidBody False
bUseAsOccluder False
CachedMaxDrawDistance 8000.0
CastShadow False
CollideActors False
MaxDrawDistance 8000.0
ReplacementPrimitive None
Scale3D
Member Value
X 0.6
Y 0.6
Z 0.6
StaticMesh StaticMesh'Pickups.UDamage.Mesh.S_Pickups_UDamage'
Translation
Member Value
X 0.0
Y 0.0
Z 5.0

PickupParticles

Class: UTGame.UTParticleSystemComponent

Property Value
bAutoActivate False
ReplacementPrimitive None
Template ParticleSystem'Pickups.UDamage.Effects.P_Pickups_UDamage_Idle'
Translation
Member Value
X 0.0
Y 0.0
Z 5.0

Sprite

Class: Engine.SpriteComponent

Inherits from: UTTimedPowerup.Sprite

Property Value
ReplacementPrimitive None

Functions

Static functions

AddWeaponOverlay

simulated static function AddWeaponOverlay (UTGameReplicationInfo GRI)

Overrides: UTInventory.AddWeaponOverlay

(Description copied from UTInventory.AddWeaponOverlay)
adds weapon overlay material this item uses (if any) to the GRI in the correct spot

See: UTPawn.WeaponOverlayFlags, UTWeapon::SetWeaponOverlayFlags

Instance functions

GivenTo

function GivenTo (Pawn NewOwner, optional bool bDoNotActivate)

Overrides: UTTimedPowerup.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

ItemRemovedFromInvManager

function ItemRemovedFromInvManager ()

Overrides: Inventory.ItemRemovedFromInvManager

Event called when Item is removed from Inventory Manager. Network: Authority

OwnerEvent

simulated function OwnerEvent (name EventName)

Overrides: Inventory.OwnerEvent


PlayUDamageFadingSound

function PlayUDamageFadingSound ()

called on a timer to play UDamage ending sound