Legacy:Inventory (UT)

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Revision as of 13:02, 18 January 2004 by imported>EntropicLqd
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UT :: Actor (UT) >> Inventory (Package: Engine)

Abstract parent class of all objects that can be picked up by players or other actors.

The corresponding class Inventory in UT2003 only represents objects in a player's inventory. UT2003 pickups have a seperate base class called Pickup.

UT inventory items

It's worth mentioning here that inventory items for Unreal Tournament can be tricky to locate in the class tree. This is because Unreal Tournament is built on top of the Unreal 1 engine.

Timer Events

If you need an inventory item to fire a timer after it has been created, make sure the timer is initialised after the call to Inventory.GiveTo(). Inventory.GiveTo() calls Inventory.BecomeItem() which turns the timer off.

Properties

These are the comments from the class script, most probably need padding out a little.

AutoSwitchPriority 
Autoswitch value, 0=never autoswitch.
InventoryGroup 
The weapon/inventory set, 1-9 (0=none).
bActivatable 
Whether item can be activated.
bDisplayableInv 
Item displayed in HUD.
bInstantRespawn 
Can be tagged so this item respawns instantly.
bRotatingPickup 
Rotates when in pickup state.
PickupMessage 
Human readable description when picked up.
ItemName 
Human readable name of item
ItemArticle 
Human readable article (e.g. "a", "an")
RespawnTime 
Respawn after this time, 0 for instant.
PlayerViewOffset 
Offset from view center.
PlayerViewMesh 
Mesh to render.
PlayerViewScale 
Mesh scale.
BobDamping 
how much to damp view bob
PickupViewMesh 
Mesh to render.
PickupViewScale 
Mesh scale.
ThirdPersonMesh 
Mesh to render.
ThirdPersonScale 
Mesh scale.
StatusIcon 
Icon used with ammo/charge/power count.
ProtectionType1 
Protects against DamageType (None if non-armor).
ProtectionType2 
Secondary protection type (None if non-armor).
Charge 
Amount of armor or charge if not an armor (charge in time*10).
ArmorAbsorption 
Percent of damage item absorbs 0-100.
bIsAnArmor 
Item will protect player.
AbsorptionPriority 
Which items absorb damage first (higher=first).
NextArmor 
Temporary list created by Armors to prioritize damage absorption.
MaxDesireability 
Maximum desireability this item will ever have.
PickupSound, ActivateSound, DeActivateSound, RespawnSound 
Icon 
M_Activated 
M_Selected 
M_Deactivated 
PickupMessageClass 
ItemMessageClass 

MuzzleFlash

bMuzzleFlashParticles 
bToggleSteadyFlash 
MuzzleFlashStyle 
MuzzleFlashMesh 
MuzzleFlashScale 
MuzzleFlashTexture 

Display

Inventory adds an extra property to the Display group:

bAmbientGlow 

Known Subclasses