UE3:UTWeaponPickupFactory (UT3): Difference between revisions

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}}
{{autogenerated}}
{{autogenerated}}
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.


==Properties==
==Properties==
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'''Default value:''' {{cl|ParticleSystemComponent}}'{{tl|GlowEffect}}'
'''Default value:''' {{cl|ParticleSystemComponent}}'{{tl|GlowEffect}}'
====bIsActive====
'''Type:''' [[bool]]
clientside flag - whether the locker should be displayed as active and having weapons available
====bVerifiedWeaponStay====
'''Type:''' [[bool]]
<!-- enter variable description -->


====bWeaponStay====
====bWeaponStay====
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'''Default value:''' True
'''Default value:''' True
====Customers====
'''Type:''' [[array]]<{{tl|PawnToucher|UTWeaponLocker}}>
<!-- enter variable description -->


====WeaponPickupScaling====
====WeaponPickupScaling====
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Used to scale weapon pickup drawscale
Used to scale weapon pickup drawscale


'''Default value:''' 1.0
'''Default value:''' 1.2


===Default values===
===Default values===
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! Value
! Value
|-
|-
| 000000,Y
| X
|  
| 0.0
|-
|-
| 000000,Z
| Y
|  
| 0.0
|-
|-
| X
| Z
| 0.0
| -44.0
|}
|}
|}
|}
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! Value
! Value
|-
|-
| 000000,Y
| X
|  
| 0.0
|-
|-
| 000000,Z
| Y
|  
| 0.0
|-
|-
| X
| Z
| 0.0
| -44.0
|}
|}
|}
|}
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===Other instance functions===
===Other instance functions===
====AddCustomer====
{{code|function [[bool]]&nbsp;'''AddCustomer''' ({{cl|Pawn}}&nbsp;'''P''')}}
<!-- enter function description -->
====AllowPickup====
{{code|function [[bool]]&nbsp;'''AllowPickup''' ({{cl|UTBot}}&nbsp;'''Bot''')}}
<!-- enter function description -->
====AllowRepeatPickup====
====AllowRepeatPickup====
{{code|function [[bool]]&nbsp;'''AllowRepeatPickup''' ()}}
{{code|function [[bool]]&nbsp;'''AllowRepeatPickup''' ()}}
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'''Overrides:''' {{tl|CheckForErrors|PickupFactory}}
'''Overrides:''' {{tl|CheckForErrors|PickupFactory}}
<!-- enter function description -->
====CheckWeaponStay====
{{code|simulated function '''CheckWeaponStay''' ()}}
<!-- enter function description -->
====HasCustomer====
{{code|function [[bool]]&nbsp;'''HasCustomer''' ({{cl|Pawn}}&nbsp;'''P''')}}


<!-- enter function description -->
<!-- enter function description -->
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'''Overrides:''' {{tl|InitializePickup|PickupFactory}}
'''Overrides:''' {{tl|InitializePickup|PickupFactory}}
<!-- enter function description -->
====NotifyLocalPlayerDead====
{{code|simulated function '''NotifyLocalPlayerDead''' ({{cl|PlayerController}}&nbsp;'''PC''')}}


<!-- enter function description -->
<!-- enter function description -->
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If our charge is not a super weapon and weaponstay is on, set weapon stay
If our charge is not a super weapon and weaponstay is on, set weapon stay
====ShowActive====
{{code|simulated function '''ShowActive''' ()}}
<!-- enter function description -->
====ShowHidden====
{{code|simulated function '''ShowHidden''' ()}}
<!-- enter function description -->


====SpawnCopyFor====
====SpawnCopyFor====
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'''Overrides:''' {{tl|StartSleeping|PickupFactory}}
'''Overrides:''' {{tl|StartSleeping|PickupFactory}}
<!-- enter function description -->
==States==
===Pickup===
<!-- enter state description -->
'''Inherits from:''' {{tl|Pickup|UTPickupFactory}}
'''[[States#Modifiers|Modifiers]]:''' auto
====Pickup.BeginState====
{{code|simulated event '''BeginState''' ([[name]]&nbsp;'''PreviousStateName''')}}
'''Overrides:''' {{tl|Pickup.BeginState|UTPickupFactory}}
Called immediately when entering a state, while within the
GotoState() call that caused the state change (before any
state code is executed).
====Pickup.Touch====
{{code|simulated event '''Touch''' ({{cl|Actor}}&nbsp;'''Other''', {{cl|PrimitiveComponent}}&nbsp;'''OtherComp''', {{tl|Vector|Object|structs}}&nbsp;'''HitLocation''', {{tl|Vector|Object|structs}}&nbsp;'''HitNormal''')}}
'''Overrides:''' {{tl|Pickup.Touch|PickupFactory}}
<!-- enter event description -->
====Pickup.AllowPickup====
{{code|function [[bool]]&nbsp;'''AllowPickup''' ({{cl|UTBot}}&nbsp;'''Bot''')}}
'''Overrides:''' {{tl|AllowPickup}} ''(global)''
<!-- enter function description -->
====Pickup.NotifyLocalPlayerDead====
{{code|simulated function '''NotifyLocalPlayerDead''' ({{cl|PlayerController}}&nbsp;'''PC''')}}
'''Overrides:''' {{tl|NotifyLocalPlayerDead}} ''(global)''
<!-- enter function description -->
====Pickup.ShowActive====
{{code|simulated function '''ShowActive''' ()}}
'''Overrides:''' {{tl|ShowActive}} ''(global)''
<!-- enter function description -->
====Pickup.ValidTouch====
{{code|simulated function [[bool]]&nbsp;'''ValidTouch''' ({{cl|Pawn}}&nbsp;'''Other''')}}
'''Overrides:''' {{tl|Pickup.ValidTouch|PickupFactory}}


<!-- enter function description -->
<!-- enter function description -->

Latest revision as of 07:32, 16 August 2009

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

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'UTWeaponPickupFactory'

WeaponPickupClass

Type: class<UTWeapon>


Internal variables

BaseGlow

Type: ParticleSystemComponent

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

Default value: ParticleSystemComponent'GlowEffect'

bIsActive

Type: bool

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

bVerifiedWeaponStay

Type: bool


bWeaponStay

Type: bool


Default value: True

Customers

Type: array<UTWeaponLocker.PawnToucher>


WeaponPickupScaling

Type: float

Used to scale weapon pickup drawscale

Default value: 1.2

Default values

Property Value
bBlockActors True
bDoVisibilityFadeIn False
bRotatingPickup True
CollisionType COLLIDE_CustomDefault
Components[4] ParticleSystemComponent'GlowEffect'
RespawnSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Respawn_Cue'

Subobjects

BaseMeshComp

Class: Engine.StaticMeshComponent

Inherits from: UTPickupFactory.BaseMeshComp

Property Value
StaticMesh StaticMesh'PICKUPS.WeaponBase.S_Pickups_WeaponBase'
Translation
Member Value
X 0.0
Y 0.0
Z -44.0

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTPickupFactory.CollisionCylinder

Property Value
BlockZeroExtent False

GlowEffect

Class: Engine.ParticleSystemComponent

Property Value
SecondsBeforeInactive 1.0
Template ParticleSystem'PICKUPS.WeaponBase.Effects.P_Pickups_WeaponBase_Glow'
Translation
Member Value
X 0.0
Y 0.0
Z -44.0

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTPickupFactory.PathRenderer

No new values.

PickupLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPickupFactory.PickupLightEnvironment

No new values.

Functions

Events

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTPickupFactory.ReplicatedEvent

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

Other instance functions

AddCustomer

function bool AddCustomer (Pawn P)


AllowPickup

function bool AllowPickup (UTBot Bot)


AllowRepeatPickup

function bool AllowRepeatPickup ()


CheckForErrors

function bool CheckForErrors ()

Overrides: PickupFactory.CheckForErrors


CheckWeaponStay

simulated function CheckWeaponStay ()


HasCustomer

function bool HasCustomer (Pawn P)


InitializePickup

simulated function InitializePickup ()

Overrides: PickupFactory.InitializePickup


NotifyLocalPlayerDead

simulated function NotifyLocalPlayerDead (PlayerController PC)


PickedUpBy

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

simulated function SetPickupHidden ()

Overrides: UTPickupFactory.SetPickupHidden


SetPickupMesh

simulated function SetPickupMesh ()

Overrides: UTPickupFactory.SetPickupMesh


SetPickupVisible

simulated function SetPickupVisible ()

Overrides: UTPickupFactory.SetPickupVisible


SetWeaponStay

function SetWeaponStay ()

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

ShowActive

simulated function ShowActive ()


ShowHidden

simulated function ShowHidden ()


SpawnCopyFor

function SpawnCopyFor (Pawn Recipient)

Overrides: PickupFactory.SpawnCopyFor


StartSleeping

function StartSleeping ()

Overrides: PickupFactory.StartSleeping


States

Pickup

Inherits from: UTPickupFactory.Pickup

Modifiers: auto

Pickup.BeginState

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

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

Overrides: PickupFactory.Pickup.Touch


Pickup.AllowPickup

function bool AllowPickup (UTBot Bot)

Overrides: AllowPickup (global)


Pickup.NotifyLocalPlayerDead

simulated function NotifyLocalPlayerDead (PlayerController PC)

Overrides: NotifyLocalPlayerDead (global)


Pickup.ShowActive

simulated function ShowActive ()

Overrides: ShowActive (global)


Pickup.ValidTouch

simulated function bool ValidTouch (Pawn Other)

Overrides: PickupFactory.Pickup.ValidTouch