Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "UE3:UTWeaponPickupFactory (UT3)"

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}}
 
}}
 
{{autogenerated}}
 
{{autogenerated}}
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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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}}'
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====bIsActive====
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'''Type:''' [[bool]]
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 +
clientside flag - whether the locker should be displayed as active and having weapons available
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 +
====bVerifiedWeaponStay====
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'''Type:''' [[bool]]
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 +
<!-- enter variable description -->
  
 
====bWeaponStay====
 
====bWeaponStay====
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'''Default value:''' True
 
'''Default value:''' True
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====Customers====
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'''Type:''' [[array]]<{{tl|PawnToucher|UTWeaponLocker}}>
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 +
<!-- enter variable description -->
  
 
====WeaponPickupScaling====
 
====WeaponPickupScaling====
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===Other instance functions===
 
===Other instance functions===
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====AddCustomer====
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{{code|function [[bool]]&nbsp;'''AddCustomer''' ({{cl|Pawn}}&nbsp;'''P''')}}
 +
 +
<!-- enter function description -->
 +
 +
====AllowPickup====
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{{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}}
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<!-- enter function description -->
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====CheckWeaponStay====
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{{code|simulated function '''CheckWeaponStay''' ()}}
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<!-- enter function description -->
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====HasCustomer====
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{{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}}
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 +
<!-- enter function description -->
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====NotifyLocalPlayerDead====
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{{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
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====ShowActive====
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{{code|simulated function '''ShowActive''' ()}}
 +
 +
<!-- enter function description -->
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====ShowHidden====
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{{code|simulated function '''ShowHidden''' ()}}
 +
 +
<!-- enter function description -->
  
 
====SpawnCopyFor====
 
====SpawnCopyFor====
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'''Overrides:''' {{tl|StartSleeping|PickupFactory}}
 
'''Overrides:''' {{tl|StartSleeping|PickupFactory}}
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 +
<!-- enter function description -->
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==States==
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===Pickup===
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<!-- enter state description -->
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'''Inherits from:''' {{tl|Pickup|UTPickupFactory}}
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'''[[States#Modifiers|Modifiers]]:''' auto
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====Pickup.BeginState====
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{{code|simulated event '''BeginState''' ([[name]]&nbsp;'''PreviousStateName''')}}
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 +
'''Overrides:''' {{tl|Pickup.BeginState|UTPickupFactory}}
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 +
Called immediately when entering a state, while within the
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GotoState() call that caused the state change (before any
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state code is executed).
 +
 +
====Pickup.Touch====
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{{code|simulated event '''Touch''' ({{cl|Actor}}&nbsp;'''Other''', {{cl|PrimitiveComponent}}&nbsp;'''OtherComp''', {{tl|Vector|Object|structs}}&nbsp;'''HitLocation''', {{tl|Vector|Object|structs}}&nbsp;'''HitNormal''')}}
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'''Overrides:''' {{tl|Pickup.Touch|PickupFactory}}
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<!-- enter event description -->
 +
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====Pickup.AllowPickup====
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{{code|function [[bool]]&nbsp;'''AllowPickup''' ({{cl|UTBot}}&nbsp;'''Bot''')}}
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'''Overrides:''' {{tl|AllowPickup}} ''(global)''
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 +
<!-- enter function description -->
 +
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====Pickup.NotifyLocalPlayerDead====
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{{code|simulated function '''NotifyLocalPlayerDead''' ({{cl|PlayerController}}&nbsp;'''PC''')}}
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'''Overrides:''' {{tl|NotifyLocalPlayerDead}} ''(global)''
 +
 +
<!-- enter function description -->
 +
 +
====Pickup.ShowActive====
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{{code|simulated function '''ShowActive''' ()}}
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'''Overrides:''' {{tl|ShowActive}} ''(global)''
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 +
<!-- enter function description -->
 +
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====Pickup.ValidTouch====
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{{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:
UDK

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

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

bVerifiedWeaponStay[edit]

Type: bool


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
CollisionType COLLIDE_CustomDefault
Components[4] ParticleSystemComponent'GlowEffect'
RespawnSound SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Respawn_Cue'

Subobjects[edit]

BaseMeshComp[edit]

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[edit]

Class: Engine.CylinderComponent

Inherits from: UTPickupFactory.CollisionCylinder

Property Value
BlockZeroExtent False

GlowEffect[edit]

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[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTPickupFactory.PathRenderer

No new values.

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)


AllowRepeatPickup[edit]

function bool AllowRepeatPickup ()


CheckForErrors[edit]

function bool CheckForErrors ()

Overrides: PickupFactory.CheckForErrors


CheckWeaponStay[edit]

simulated function CheckWeaponStay ()


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.AllowPickup[edit]

function bool AllowPickup (UTBot Bot)

Overrides: AllowPickup (global)


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