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UTGame.UTAmmoPickupFactory

Extends
UTItemPickupFactory
Modifiers
native abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.PickupFactory
         |   
         +-- UTGame.UTPickupFactory
            |   
            +-- UTGame.UTItemPickupFactory
               |   
               +-- UTGame.UTAmmoPickupFactory

Direct Known Subclasses:

UTAmmo_AVRiL, UTAmmo_BioRifle, UTAmmo_BioRifle_Content, UTAmmo_Enforcer, UTAmmo_FlakCannon, UTAmmo_LinkGun, UTAmmo_RocketLauncher, UTAmmo_ShockRifle, UTAmmo_SniperRifle, UTAmmo_Stinger

Variables Summary
intAmmoAmount
class<UTWeapon>TargetWeapon
class<UTAmmoPickupFactory>TransformedClass
Inherited Variables from UTGame.UTItemPickupFactory
PickupMessage, PickupSound, RespawnTime
Inherited Variables from UTGame.UTPickupFactory
BaseBrightEmissive, BaseDimEmissive, BaseEmissive, BaseMaterialInstance, BaseMaterialParamName, BaseMesh, BasePulseRate, BasePulseTime, BaseTargetEmissive, bDoVisibilityFadeIn, bFloatingPickup, bHasLocationSpeech, bIsDisabled, bIsRespawning, BobBaseOffset, BobOffset, BobSpeed, BobTimer, bPulseBase, bRandomStart, bRotatingPickup, bTrackPickup, bUpdatingPickup, Glow, GlowEmissiveParam, LastSeekNotificationTime, LightEnvironment, LocationSpeech, MIC_Visibility, MIC_VisibilitySecondMaterial, PickupIndex, PickupReadySound, PickupStatName, PickUpWaveForm, PivotTranslation, PulseThreshold, RespawnSound, TeamOwner[4], VisibilityParamName, YawRotationRate

Functions Summary
functionfloat BotDesireability (Pawn P, Controller C))
functionfloat DetourWeight (Pawn P, loat PathWeight))
Pickup
event ReplicatedEvent (name VarName))
function SpawnCopyFor (Pawn Recipient ))
function TransformAmmoType (class<UTAmmoPickupFactory> NewAmmoClass)
function UpdateHUD (UTHUD H))
functionbool ValidTouch (Pawn Other ))
Pickup
Inherited Functions from UTGame.UTItemPickupFactory
BotDesireability, GetLocalString, GetRespawnTime, InitializePickup, SetRespawn, SpawnCopyFor
Inherited Functions from UTGame.UTPickupFactory
BeginState, BotDesireability, DisablePickup, EndState, GetPickupStatName, InitPickupMeshEffects, PickedUpBy, PostBeginPlay, PulseThresholdMet, ReplicatedEvent, RespawnEffect, SetInitialState, SetPickupHidden, SetPickupMesh, SetPickupVisible, SetResOut, ShouldCamp, ShutDown, StartPulse, StopsProjectile, UpdateHUD

States Summary
Pickup Source code
auto state Pickup
DetourWeight, ValidTouch


Variables Detail

AmmoAmount Source code

var int AmmoAmount;
The amount of ammo to give

TargetWeapon Source code

var class<UTWeapon> TargetWeapon;
The class of the weapon this ammo is for.

TransformedClass Source code

var repnotify class<UTAmmoPickupFactory> TransformedClass;
set when TransformAmmoType() has been called on this ammo pickup to transform it into a different kind, to notify clients


Functions Detail

BotDesireability Source code

function float BotDesireability ( Pawn P, Controller C) )

DetourWeight Pickup Source code

function float DetourWeight ( Pawn P,float PathWeight) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SpawnCopyFor Source code

function SpawnCopyFor ( Pawn Recipient ) )

TransformAmmoType Source code

native function TransformAmmoType ( class<UTAmmoPickupFactory> NewAmmoClass )
transforms this ammo into the specified kind of ammo the native implementation copies pickup related properties from NewAmmoClass but if an ammo class implements special code functionality, that might not work so you can override this and simply spawn a new pickup factory instead
@param NewAmmoClass - the kind of ammo to emulate

UpdateHUD Source code

simulated static function UpdateHUD ( UTHUD H) )

ValidTouch Pickup Source code

function bool ValidTouch ( Pawn Other ) )


Defaultproperties

defaultproperties
{
   PickupMessage="Ammo"
   RespawnSound=SoundCue'A_Pickups.Ammo.Cue.A_Pickup_Ammo_Respawn_Cue'
   Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTItemPickupFactory:PickupLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTItemPickupFactory:PickupLightEnvironment'
   End Object
   LightEnvironment=PickupLightEnvironment
   MaxDesireability=0.200000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTItemPickupFactory:CollisionCylinder'
      CollisionHeight=9.600000
      CollisionRadius=24.000000
      ObjectArchetype=CylinderComponent'UTGame.Default__UTItemPickupFactory:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTItemPickupFactory:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTItemPickupFactory:PathRenderer'
   End Object
   Components(1)=PathRenderer
   Components(2)=PickupLightEnvironment
   Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=BaseMeshComp Archetype=StaticMeshComponent'UTGame.Default__UTItemPickupFactory:BaseMeshComp'
      ObjectArchetype=StaticMeshComponent'UTGame.Default__UTItemPickupFactory:BaseMeshComp'
   End Object
   Components(3)=BaseMeshComp
   Begin Object Class=StaticMeshComponent Name=AmmoMeshComp ObjName=AmmoMeshComp Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTAmmoPickupFactory:PickupLightEnvironment'
      CullDistance=4000.000000
      CachedCullDistance=4000.000000
      bUseAsOccluder=False
      CastShadow=False
      bForceDirectLightMap=True
      bCastDynamicShadow=False
      LightingChannels=(BSP=True,Static=True)
      CollideActors=False
      BlockActors=False
      BlockZeroExtent=False
      BlockNonZeroExtent=False
      BlockRigidBody=False
      Scale=1.800000
      Name="AmmoMeshComp"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   Components(4)=AmmoMeshComp
   CollisionComponent=CollisionCylinder
   Name="Default__UTAmmoPickupFactory"
   ObjectArchetype=UTItemPickupFactory'UTGame.Default__UTItemPickupFactory'
}

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Creation time: sk 18-3-2018 10:00:48.348 - Created with UnCodeX