UTGame.UTPickupFactory
- Extends
- PickupFactory
- Modifiers
- abstract native nativereplication hidecategories ( Display , Collision , PickupFactory )
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.NavigationPoint
|
+-- Engine.PickupFactory
|
+-- UTGame.UTPickupFactory
Direct Known Subclasses:
UTDeployablePickupFactory, UTItemPickupFactory, UTPowerupPickupFactory, UTWeaponLocker, UTWeaponPickupFactory
Inherited Variables from Engine.NavigationPoint |
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NearestObjective, NetworkID, nextNavigationPoint, nextOrdered, ObjectiveDistance, PathCost, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, VolumeList |
Inherited Functions from Engine.PickupFactory |
BeginState, CheckForErrors, CheckTouching, Destroyed, DetourWeight, EndState, GetRespawnTime, GiveTo, InitializePickup, MatchStarting, PickedUpBy, PreBeginPlay, ReadyToPickup, RecheckValidTouch, ReplicatedEvent, Reset, RespawnEffect, SetInitialState, SetPickupHidden, SetPickupMesh, SetPickupVisible, SetRespawn, ShouldRespawn, ShutDown, SpawnCopyFor, StartSleeping, StaticPrecache, Touch, ValidTouch |
Inherited Functions from Engine.NavigationPoint |
Accept, CanTeleport, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsAvailableTo, OnMatchingNetworks, OnToggle, ProceedWithMove, SpecialCost, SuggestMovePreparation |
var name BaseMaterialParamName;
var float BasePulseRate;
var float BasePulseTime;
var bool bDoVisibilityFadeIn;
var bool bFloatingPickup;
var bool bHasLocationSpeech;
var repnotify bool bIsDisabled;
var repnotify bool bIsRespawning;
var float BobBaseOffset;
var float BobOffset;
var float BobSpeed;
var float BobTimer;
var repnotify bool bPulseBase;
var bool bRotatingPickup;
var bool bTrackPickup;
var bool bUpdatingPickup;
var name GlowEmissiveParam;
LastSeekNotificationTime Source code
var float LastSeekNotificationTime;
MIC_VisibilitySecondMaterial Source code
var int PickupIndex;
var name PickupStatName;
var float PulseThreshold;
var name VisibilityParamName;
var float YawRotationRate;
floating
var(floating) bool bRandomStart;
function BeginState ( Name PreviousStateName) )
function BeginState ( Name PreviousStateName) )
BotDesireability Disabled Source code
simulated function DisablePickup ( ) )
simulated function EndState ( Name NextStateName) )
function EndState ( Name NextStateName) )
function name GetPickupStatName ( ) )
simulated event InitPickupMeshEffects ( ) )
function PickedUpBy (
Pawn P) )
simulated function PostBeginPlay ( ) )
PulseThresholdMet Sleeping Source code
function PulseThresholdMet ( ) )
simulated function ReplicatedEvent ( name VarName) )
simulated function RespawnEffect ( ) )
simulated event SetInitialState ( ) )
simulated function SetPickupHidden ( ) )
simulated function SetPickupMesh ( ) )
simulated function SetPickupVisible ( ) )
simulated function SetResOut ( ) )
function bool ShouldCamp (
UTBot B,
float MaxWait) )
simulated function ShutDown ( ) )
simulated
function StartPulse (
LinearColor TargetEmissive) )
simulated
function bool StopsProjectile (
Projectile P) )
simulated static
function UpdateHUD (
UTHUD H) )
defaultproperties
{
bDoVisibilityFadeIn=True
YawRotationRate=32768.000000
BaseBrightEmissive=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
BaseDimEmissive=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
BasePulseRate=0.500000
PulseThreshold=5.000000
BaseTargetEmissive=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
BaseEmissive=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
BaseMaterialParamName="BaseEmissiveControl"
RespawnSound=SoundCue'A_Pickups.Generic.Cue.A_Pickups_Generic_ItemRespawn_Cue'
Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
AmbientGlow=(R=0.300000,G=0.300000,B=0.300000,A=1.000000)
bCastShadows=False
bDynamic=False
Name="PickupLightEnvironment"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
LightEnvironment=PickupLightEnvironment
VisibilityParamName="ResIn"
GlowEmissiveParam="LightStrength"
PickUpWaveForm=ForceFeedbackWaveform'UTGame.Default__UTPickupFactory:ForceFeedbackWaveformPickUp'
PickupIndex=-1
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__PickupFactory:CollisionCylinder'
CollisionHeight=44.000000
ObjectArchetype=CylinderComponent'Engine.Default__PickupFactory:CollisionCylinder'
End Object
CylinderComponent=CollisionCylinder
GoodSprite=None
BadSprite=None
Components(0)=CollisionCylinder
Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__PickupFactory:PathRenderer'
ObjectArchetype=PathRenderingComponent'Engine.Default__PickupFactory:PathRenderer'
End Object
Components(1)=PathRenderer
Components(2)=PickupLightEnvironment
Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=BaseMeshComp Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
CullDistance=7000.000000
CachedCullDistance=7000.000000
bUseAsOccluder=False
CastShadow=False
bForceDirectLightMap=True
bCastDynamicShadow=False
LightingChannels=(BSP=True,Static=True)
CollideActors=False
Name="BaseMeshComp"
ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
End Object
Components(3)=BaseMeshComp
bMovable=False
CollisionComponent=CollisionCylinder
Name="Default__UTPickupFactory"
ObjectArchetype=PickupFactory'Engine.Default__PickupFactory'
}
|
Creation time: sk 18-3-2018 10:00:54.643 - Created with
UnCodeX