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UE3:UTWeaponPickupFactory (UT3)
Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTWeaponPickupFactory |
Contents
- 1 Properties
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AddCustomer
- 2.2.2 AllowPickup
- 2.2.3 AllowRepeatPickup
- 2.2.4 CheckForErrors
- 2.2.5 CheckWeaponStay
- 2.2.6 HasCustomer
- 2.2.7 InitializePickup
- 2.2.8 NotifyLocalPlayerDead
- 2.2.9 PickedUpBy
- 2.2.10 SetPickupHidden
- 2.2.11 SetPickupMesh
- 2.2.12 SetPickupVisible
- 2.2.13 SetWeaponStay
- 2.2.14 ShowActive
- 2.2.15 ShowHidden
- 2.2.16 SpawnCopyFor
- 2.2.17 StartSleeping
- 3 States
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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