Gah - a solution with more questions. – EntropicLqd
UE3:UTUDamage (UT3)
Object >> Actor >> Inventory >> UTInventory >> UTTimedPowerup >> UTUDamage |
Contents
- Package:
- UTGameContent
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
DamageAmbientSound[edit]
Type: SoundCue
ambient sound played while active
Default value: SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_PowerLoopCue'
LastUDamageSoundTime[edit]
Type: float
last time we played that sound, so it isn't too often
OverlayMaterialInstance[edit]
Type: MaterialInterface
overlay material applied to owner
Default value: Material'PICKUPS.UDamage.M_UDamage_Overlay'
UDamageFadingSound[edit]
Type: SoundCue
sound played when the UDamage is running out
Default value: SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_WarningCue'
UDamageFireSound[edit]
Type: SoundCue
sound played when our owner fires
Default value: SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_UDamage_FireCue'
VehicleWeaponEffect[edit]
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[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bReceiveOwnerEvents | True | ||||||||||
bRenderOverlays | True | ||||||||||
DroppedPickupMesh | StaticMeshComponent'MeshComponentA' | ||||||||||
DroppedPickupParticles | UTParticleSystemComponent'PickupParticles' | ||||||||||
IconCoords |
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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 |
|
Subobjects[edit]
MeshComponentA[edit]
Class: Engine.StaticMeshComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bCastDynamicShadow | False | ||||||||
bForceDirectLightMap | True | ||||||||
BlockRigidBody | False | ||||||||
bUseAsOccluder | False | ||||||||
CachedCullDistance | 8000.0 | ||||||||
CastShadow | False | ||||||||
CollideActors | False | ||||||||
CullDistance | 8000.0 | ||||||||
Scale3D |
|
||||||||
StaticMesh | StaticMesh'PICKUPS.UDamage.Mesh.S_Pickups_UDamage' | ||||||||
Translation |
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PickupParticles[edit]
Class: UTGame.UTParticleSystemComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bAutoActivate | False | ||||||||
Template | ParticleSystem'PICKUPS.UDamage.Effects.P_Pickups_UDamage_Idle' | ||||||||
Translation |
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Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: UTTimedPowerup.Sprite
No new values.
Functions[edit]
Static functions[edit]
AddWeaponOverlay[edit]
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[edit]
GivenTo[edit]
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[edit]
Overrides: Inventory.ItemRemovedFromInvManager
Event called when Item is removed from Inventory Manager. Network: Authority
OwnerEvent[edit]
Overrides: Inventory.OwnerEvent
PlayUDamageFadingSound[edit]
called on a timer to play UDamage ending sound