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UE3:UTWeaponLocker (UDK)

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UDK Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTWeaponLocker
Package: 
UTGame
Direct subclass:
UTWeaponLocker_Content
This class in other games:
UT3


Properties[edit]

Property group 'UTWeaponLocker'[edit]

Weapons[edit]

Type: array<WeaponEntry>


Internal variables[edit]

ActiveEffectTemplate[edit]

Type: ParticleSystem

effect for when the weapon locker is usable by the player right now

AmbientEffect[edit]

Type: ParticleSystemComponent

component for the active/inactive effect, depending on state

bIsActive[edit]

Type: bool

clientside flag - whether the locker should be displayed as active and having weapons available

bPlayerNearby[edit]

Type: bool

clientside flag - whether or not a local player is near this locker

bScalingUp[edit]

Type: bool

whether weapons are currently scaling up

CurrentWeaponScaleX[edit]

Type: float

current scaling up weapon scale

Customers[edit]

Type: array<PawnToucher>


InactiveEffectTemplate[edit]

Type: ParticleSystem

effect for when the weapon locker cannot be used by the player right now

LockerPositions[edit]

Type: array<Object.Vector>

offsets from locker location where we can place weapon meshes

Default value, index 0:

Member Value
X 18.0
Y -30.0
Z 0.0

Default value, index 1:

Member Value
X -15.0
Y 25.0
Z 0.0

Default value, index 2:

Member Value
X 34.0
Y -2.0
Z 0.0

Default value, index 3:

Member Value
X -30.0
Y 0.0
Z 0.0

Default value, index 4:

Member Value
X 16.0
Y 22.0
Z 0.0

Default value, index 5:

Member Value
X -19.0
Y -32.0
Z 0.0

LockerString[edit]

Type: string

Modifiers: localized


Default value: "Weapon Locker"

NextProximityCheckTime[edit]

Type: float

Next proximity check time

ProximityDistanceSquared[edit]

Type: float

how close a player needs to be to be considered nearby

Default value: 600000.0

ProximityEffect[edit]

Type: ParticleSystemComponent

effect that's visible when active and the player gets nearby

ReplacementWeapons[edit]

Type: ReplacementWeaponEntry

Array size: 6

Modifiers: repnotify


ScaleRate[edit]

Type: float

the rate to scale the weapons's Scale3D.X when spawning them in (set to 0.0 to disable the scaling)

Default value: 2.0

WeaponSpawnEffectTemplate[edit]

Type: ParticleSystem

effect played over weapons being scaled in when the player is nearby

Default values[edit]

Property Value
PickUpWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeaponLocker:ForceFeedbackWaveformPickUp'

Subobjects[edit]

BaseMeshComp[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTPickupFactory.BaseMeshComp

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTPickupFactory.CollisionCylinder

Property Value
CollisionHeight 50.0
CollisionRadius 80.0
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTPickupFactory.PathRenderer

Property Value
ReplacementPrimitive None

PickupLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPickupFactory.PickupLightEnvironment

No new values.

Structs[edit]

PawnToucher[edit]

Modifiers: native

Pawn
float NextTouchTime 

ReplacementWeaponEntry[edit]

Modifiers: native

when received on the client, replaces Weapons array classes with this array instead

bool bReplaced 
indicates whether this entry in the Weapons array was actually replaced

(so we can distinguish between WeaponClass == None because it wasn't touched vs. because it was removed

class<UTWeapon> WeaponClass 
the class of weapon to replace with

WeaponEntry[edit]

Modifiers: native

class<UTWeapon> WeaponClass 
PrimitiveComponent PickupMesh 

Functions[edit]

Events[edit]

DetourWeight[edit]

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: PickupFactory.DetourWeight


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTPickupFactory.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTPickupFactory.ReplicatedEvent

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

Reset[edit]

event Reset ()

Overrides: PickupFactory.Reset


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: UTPickupFactory.SetInitialState


SetPlayerNearby[edit]

simulated event SetPlayerNearby (PlayerController PC, bool bNewPlayerNearby, bool bPlayEffects)


Other instance functions[edit]

AddCustomer[edit]

function bool AddCustomer (Pawn P)


BotDesireability[edit]

function float BotDesireability (Pawn Bot, Controller C)


DestroyWeapons[edit]

simulated function DestroyWeapons ()


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


HasCustomer[edit]

function bool HasCustomer (Pawn P)


InitializePickup[edit]

simulated function InitializePickup ()

Overrides: PickupFactory.InitializePickup


InitializeWeapons[edit]

simulated function InitializeWeapons ()

initialize properties/display for the weapons that are listed in the array

NotifyLocalPlayerDead[edit]

simulated function NotifyLocalPlayerDead (PlayerController PC)


ReplaceWeapon[edit]

function ReplaceWeapon (int Index, class<UTWeaponNewWeaponClass)

replaces an entry in the Weapons array (generally used by mutators)

ShouldCamp[edit]

function bool ShouldCamp (UTBot B, float MaxWait)

Overrides: UTPickupFactory.ShouldCamp

Returns true if Bot should wait for me

ShowActive[edit]

simulated function ShowActive ()


ShowHidden[edit]

simulated function ShowHidden ()


States[edit]

Disabled[edit]

Disabled.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: PickupFactory.Disabled.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

LockerPickup[edit]

Modifiers: auto

LockerPickup.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

LockerPickup.Touch[edit]

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch (global)


LockerPickup.CheckTouching[edit]

function CheckTouching ()

Make sure no pawn already touching (while touch was disabled in sleep).

LockerPickup.NotifyLocalPlayerDead[edit]

simulated function NotifyLocalPlayerDead (PlayerController PC)

Overrides: NotifyLocalPlayerDead (global)


LockerPickup.ReadyToPickup[edit]

function bool ReadyToPickup (float MaxWait)

Overrides: PickupFactory.ReadyToPickup (global)


LockerPickup.RecheckValidTouch[edit]

function RecheckValidTouch ()

Overrides: PickupFactory.RecheckValidTouch (global)

Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed

LockerPickup.ShowActive[edit]

simulated function ShowActive ()

Overrides: ShowActive (global)


LockerPickup.ValidTouch[edit]

simulated function bool ValidTouch (Actor Other)