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UE3:UTWeaponPickupFactory (UDK)

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UDK Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTWeaponPickupFactory
Package: 
UTGame
This class in other games:
UT3


Properties[edit]

Property group 'UTWeaponPickupFactory'[edit]

WeaponPickupClass[edit]

Type: class<UTWeapon>


Internal variables[edit]

BaseGlow[edit]

Type: ParticleSystemComponent

The glow that emits from the base while the weapon is available

Default value: ParticleSystemComponent'GlowEffect'

bIsActive[edit]

Type: bool

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

bWeaponStay[edit]

Type: bool


Default value: True

Customers[edit]

Type: array<UTWeaponLocker.PawnToucher>


WeaponPickupScaling[edit]

Type: float

Used to scale weapon pickup drawscale

Default value: 1.2

Default values[edit]

Property Value
bBlockActors True
bDoVisibilityFadeIn False
bRotatingPickup True
Components[4] ParticleSystemComponent'GlowEffect'
PickUpWaveForm ForceFeedbackWaveform'UTGame.Default__UTWeaponPickupFactory:ForceFeedbackWaveformPickUp'
RespawnSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Respawn_Cue'

Subobjects[edit]

BaseMeshComp[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTPickupFactory.BaseMeshComp

Property Value
ReplacementPrimitive None
StaticMesh StaticMesh'Pickups.WeaponBase.S_Pickups_WeaponBase'
Translation
Member Value
X 0.0
Y 0.0
Z -44.0

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTPickupFactory.CollisionCylinder

Property Value
BlockZeroExtent False
ReplacementPrimitive None

GlowEffect[edit]

Class: Engine.ParticleSystemComponent

Property Value
ReplacementPrimitive None
Template ParticleSystem'Pickups.WeaponBase.Effects.P_Pickups_WeaponBase_Glow'
Translation
Member Value
X 0.0
Y 0.0
Z -44.0

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.

Functions[edit]

Events[edit]

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTPickupFactory.ReplicatedEvent

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

Other instance functions[edit]

AddCustomer[edit]

function bool AddCustomer (Pawn P)


AllowPickup[edit]

function bool AllowPickup (UTBot Bot)


CheckForErrors[edit]

function bool CheckForErrors ()

Overrides: PickupFactory.CheckForErrors


HasCustomer[edit]

function bool HasCustomer (Pawn P)


InitializePickup[edit]

simulated function InitializePickup ()

Overrides: PickupFactory.InitializePickup


NotifyLocalPlayerDead[edit]

simulated function NotifyLocalPlayerDead (PlayerController PC)


PickedUpBy[edit]

function PickedUpBy (Pawn P)

Overrides: UTPickupFactory.PickedUpBy

(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup

Parameters:

  • P - the Pawn that picked us up

Todo: remove this and fix up the DenyPickupQuery() calls that use this

SetPickupHidden[edit]

simulated function SetPickupHidden ()

Overrides: UTPickupFactory.SetPickupHidden


SetPickupMesh[edit]

simulated function SetPickupMesh ()

Overrides: UTPickupFactory.SetPickupMesh


SetPickupVisible[edit]

simulated function SetPickupVisible ()

Overrides: UTPickupFactory.SetPickupVisible


SetWeaponStay[edit]

function SetWeaponStay ()

If our charge is not a super weapon and weaponstay is on, set weapon stay

ShowActive[edit]

simulated function ShowActive ()


ShowHidden[edit]

simulated function ShowHidden ()


SpawnCopyFor[edit]

function SpawnCopyFor (Pawn Recipient)

Overrides: PickupFactory.SpawnCopyFor


StartSleeping[edit]

function StartSleeping ()

Overrides: PickupFactory.StartSleeping


States[edit]

Pickup[edit]

Inherits from: UTPickupFactory.Pickup

Modifiers: auto

Pickup.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTPickupFactory.Pickup.BeginState

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

Pickup.Touch[edit]

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

Overrides: PickupFactory.Pickup.Touch


Pickup.NotifyLocalPlayerDead[edit]

simulated function NotifyLocalPlayerDead (PlayerController PC)

Overrides: NotifyLocalPlayerDead (global)


Pickup.ShowActive[edit]

simulated function ShowActive ()

Overrides: ShowActive (global)


Pickup.ValidTouch[edit]

simulated function bool ValidTouch (Pawn Other)

Overrides: PickupFactory.Pickup.ValidTouch