UE2:Pickup (UT2004)

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UT2004 Object >> Actor >> Pickup

Contents

Package: 
Engine

Pickup items.

Pickup is the base class of actors that when touched by an appropriate pawn, will create and place an Inventory actor in that pawn's inventory chain. Each pickup class has an associated inventory class (its InventoryType). Pickups are placed by level designers. Pickups can only interact with pawns when in their default Pickup state. Pickups verify that they can give inventory to a pawn by calling the GameInfo's PickupQuery() function. After a pickup spawns an inventory item for a pawn, it then queries the GameInfo by calling the GameInfo's ShouldRespawn() function about whether it should remain active, enter its Sleep state and later become active again, or destroy itself.

When navigation paths are built, each pickup has an InventorySpot (a subclass of NavigationPoint) placed on it and associated with it (the Pickup's MyMarker== the InventorySpot, and the InventorySpot's markedItem == the pickup).

Properties

Property group 'Display'

bAmbientGlow

Type: bool

Whether to glow or not.

Property group 'Pickup'

bInstantRespawn

Type: bool

Can be tagged so this item respawns instantly.

InventoryType

Type: class<Inventory>


PickUpBase

Type: xPickUpBase

Pick-up base which spawned this pickup.

PickupForce

Type: string

jdf

PickupMessage

Type: string

Modifiers: localized

Human readable description when picked up.

Default value: "Snagged an item."

PickupSound

Type: Sound


RespawnTime

Type: float

Respawn after this time, 0 for instant.

Internal variables

bDropped

Type: bool


bOnlyReplicateHidden

Type: bool

only replicate changes in bHidden (optimization for level pickups)

Default value: True

bPredictRespawns

Type: bool

high skill bots may predict respawns for this item

MaxDesireability

Type: float

Maximum desireability this item will ever have.

Default value: 0.1

MyMarker

Type: InventorySpot


PickupCache

Type: NavigationPoint

used for dropped pickups

RespawnEffectTime

Type: float


Default value: 0.5

TeamOwner

Type: Controller

Array size: 4

AI controller currently going after this pickup (for team coordination)

Default values

Property Value
bAlwaysRelevant True
bCollideActors True
bCollideWorld True
bFixedRotationDir True
bIgnoreEncroachers True
bIgnoreVehicles True
bOnlyDirtyReplication True
bOrientOnSlope True
bShouldBaseAtStartup True
bUseCylinderCollision True
CullDistance 8000.0
DesiredRotation
Member Value
Yaw 30000
DrawType DT_Mesh
NetPriority 1.4
NetUpdateFrequency 0.1
RotationRate
Member Value
Yaw 5000
Texture Texture'Engine.S_Inventory'

Functions

Static functions

GetLocalString

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)

Overrides: Actor.GetLocalString


StaticPrecache

static function StaticPrecache (LevelInfo L)


UpdateHUD

simulated static function UpdateHUD (Hud H)


Native functions

AddToNavigation

native final function AddToNavigation ()


RemoveFromNavigation

native final function RemoveFromNavigation ()


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


Landed

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


Other instance functions

AnnouncePickup

function AnnouncePickup (Pawn Receiver)


BotDesireability

function float BotDesireability (Pawn Bot)


DetourWeight

function float DetourWeight (Pawn Other, float PathWeight)


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetRespawnTime

function float GetRespawnTime ()


InitDroppedPickupFor

function InitDroppedPickupFor (Inventory Inv)


IsSuperItem

function bool IsSuperItem ()


ReadyToPickup

function bool ReadyToPickup (float MaxWait)


Reset

function Reset ()

Overrides: Actor.Reset


RespawnEffect

function RespawnEffect ()


SetRespawn

function SetRespawn ()


SpawnCopy

function Inventory SpawnCopy (Pawn Other)


StartSleeping

function StartSleeping ()


Transmogrify

function Pickup Transmogrify (class<PickupNewClass)


States

Disabled

Disabled.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Disabled.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Disabled.Reset

function Reset ()

Overrides: Reset (global)


Disabled.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)


FadeOut

Extends: Pickup

FadeOut.BeginState

event BeginState ()

Overrides: Pickup.BeginState


FadeOut.EndState

event EndState ()

Overrides: Pickup.EndState


FadeOut.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FallingPickup

Extends: Pickup

FallingPickup.BeginState

event BeginState ()

Overrides: Pickup.BeginState


FallingPickup.Timer

event Timer ()

Overrides: Pickup.Timer


FallingPickup.CheckTouching

function CheckTouching ()

Overrides: Pickup.CheckTouching


Pickup

Modifiers: auto

Pickup.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Pickup.EndState

event EndState ()

Overrides: Object.EndState (global)


Pickup.Timer

event Timer ()

Overrides: Actor.Timer (global)


Pickup.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Pickup.CheckTouching

function CheckTouching ()


Pickup.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Pickup.ValidTouch

function bool ValidTouch (Actor Other)


Sleeping

Ignores: Touch

Sleeping.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Sleeping.EndState

event EndState ()

Overrides: Object.EndState (global)


Sleeping.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


Sleeping.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)


WaitingForMatch

Ignores: Touch

WaitingForMatch.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


WaitingForMatch.MatchStarting

function MatchStarting ()

Overrides: Actor.MatchStarting (global)