UE3:UTWeaponPickupFactory (UT3): Difference between revisions
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Copyright 1998- | 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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===Other instance functions=== | ===Other instance functions=== | ||
====AddCustomer==== | |||
{{code|function [[bool]] '''AddCustomer''' ({{cl|Pawn}} '''P''')}} | |||
<!-- enter function description --> | |||
====AllowPickup==== | |||
{{code|function [[bool]] '''AllowPickup''' ({{cl|UTBot}} '''Bot''')}} | |||
<!-- enter function description --> | |||
====AllowRepeatPickup==== | ====AllowRepeatPickup==== | ||
{{code|function [[bool]] '''AllowRepeatPickup''' ()}} | {{code|function [[bool]] '''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]] '''HasCustomer''' ({{cl|Pawn}} '''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}} '''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]] '''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}} '''Other''', {{cl|PrimitiveComponent}} '''OtherComp''', {{tl|Vector|Object|structs}} '''HitLocation''', {{tl|Vector|Object|structs}} '''HitNormal''')}} | |||
'''Overrides:''' {{tl|Pickup.Touch|PickupFactory}} | |||
<!-- enter event description --> | |||
====Pickup.AllowPickup==== | |||
{{code|function [[bool]] '''AllowPickup''' ({{cl|UTBot}} '''Bot''')}} | |||
'''Overrides:''' {{tl|AllowPickup}} ''(global)'' | |||
<!-- enter function description --> | |||
====Pickup.NotifyLocalPlayerDead==== | |||
{{code|simulated function '''NotifyLocalPlayerDead''' ({{cl|PlayerController}} '''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]] '''ValidTouch''' ({{cl|Pawn}} '''Other''')}} | |||
'''Overrides:''' {{tl|Pickup.ValidTouch|PickupFactory}} | |||
<!-- enter function description --> | <!-- enter function description --> |
Latest revision as of 07:32, 16 August 2009
![]() |
Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTWeaponPickupFactory |
- Package:
- UTGame
- This class in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTWeaponPickupFactory'
WeaponPickupClass
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 |
|
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 |
|
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
Overrides: UTPickupFactory.ReplicatedEvent
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly
Other instance functions
AddCustomer
AllowPickup
AllowRepeatPickup
CheckForErrors
Overrides: PickupFactory.CheckForErrors
CheckWeaponStay
HasCustomer
InitializePickup
Overrides: PickupFactory.InitializePickup
NotifyLocalPlayerDead
PickedUpBy
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
Overrides: UTPickupFactory.SetPickupHidden
SetPickupMesh
Overrides: UTPickupFactory.SetPickupMesh
SetPickupVisible
Overrides: UTPickupFactory.SetPickupVisible
SetWeaponStay
If our charge is not a super weapon and weaponstay is on, set weapon stay
ShowActive
ShowHidden
SpawnCopyFor
Overrides: PickupFactory.SpawnCopyFor
StartSleeping
Overrides: PickupFactory.StartSleeping
States
Pickup
Inherits from: UTPickupFactory.Pickup
Modifiers: auto
Pickup.BeginState
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
Overrides: PickupFactory.Pickup.Touch
Pickup.AllowPickup
Overrides: AllowPickup (global)
Pickup.NotifyLocalPlayerDead
Overrides: NotifyLocalPlayerDead (global)
Pickup.ShowActive
Overrides: ShowActive (global)
Pickup.ValidTouch
Overrides: PickupFactory.Pickup.ValidTouch