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

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Used to scale weapon pickup drawscale
 
Used to scale weapon pickup drawscale
  
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Revision as of 07:40, 23 May 2008

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

Copyright 1998-2007 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'

bWeaponStay

Type: bool


Default value: True

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

AllowRepeatPickup

function bool AllowRepeatPickup ()


CheckForErrors

function bool CheckForErrors ()

Overrides: PickupFactory.CheckForErrors


InitializePickup

simulated function InitializePickup ()

Overrides: PickupFactory.InitializePickup


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

SpawnCopyFor

function SpawnCopyFor (Pawn Recipient)

Overrides: PickupFactory.SpawnCopyFor


StartSleeping

function StartSleeping ()

Overrides: PickupFactory.StartSleeping