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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

Constants Summary
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST

Variables Summary
LinearColorBaseBrightEmissive
LinearColorBaseDimEmissive
LinearColorBaseEmissive
MaterialInstanceConstantBaseMaterialInstance
nameBaseMaterialParamName
StaticMeshComponentBaseMesh
floatBasePulseRate
floatBasePulseTime
LinearColorBaseTargetEmissive
boolbDoVisibilityFadeIn
boolbFloatingPickup
boolbHasLocationSpeech
boolbIsDisabled
boolbIsRespawning
floatBobBaseOffset
floatBobOffset
floatBobSpeed
floatBobTimer
boolbPulseBase
boolbRotatingPickup
boolbTrackPickup
boolbUpdatingPickup
ParticleSystemComponentGlow
nameGlowEmissiveParam
floatLastSeekNotificationTime
DynamicLightEnvironmentComponentLightEnvironment
Array<SoundNodeWave>LocationSpeech
MaterialInstanceConstantMIC_Visibility
MaterialInstanceConstantMIC_VisibilitySecondMaterial
intPickupIndex
AudioComponentPickupReadySound
namePickupStatName
ForceFeedbackWaveformPickUpWaveForm
vectorPivotTranslation
floatPulseThreshold
SoundCueRespawnSound
ControllerTeamOwner[4]
nameVisibilityParamName
floatYawRotationRate
floating
boolbRandomStart
Inherited Variables from Engine.PickupFactory
bIsSuperItem, bOnlyReplicateHidden, bPickupHidden, bPredictRespawns, InventoryType, MaxDesireability, OriginalFactory, PickupMesh, ReplacementFactory, RespawnEffectTime
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

Structures Summary
Inherited Structures from Engine.NavigationPoint
NavigationOctreeObject

Functions Summary
function BeginState (Name PreviousStateName))
Pickup
function BeginState (Name PreviousStateName))
Sleeping
functionfloat BotDesireability (Pawn P, Controller C))
Disabled
function DisablePickup ()))
function EndState (Name NextStateName))
Pickup
function EndState (Name NextStateName))
Sleeping
functionname GetPickupStatName ()))
event InitPickupMeshEffects ()))
function PickedUpBy (Pawn P))
function PostBeginPlay ()))
function PulseThresholdMet ()))
Sleeping
function ReplicatedEvent (name VarName))
function RespawnEffect ()))
event SetInitialState ()))
function SetPickupHidden ()))
function SetPickupMesh ()))
function SetPickupVisible ()))
function SetResOut ()))
functionbool ShouldCamp (UTBot B, float MaxWait))
function ShutDown ()))
function StartPulse (LinearColor TargetEmissive))
functionbool StopsProjectile (Projectile P))
function UpdateHUD (UTHUD H))
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

States Summary
Disabled Source code
state Disabled
BotDesireability
Pickup Source code
auto state Pickup
BeginState, EndState
Sleeping Source code
state Sleeping
BeginState, EndState, PulseThresholdMet


Variables Detail

BaseBrightEmissive Source code

var LinearColor BaseBrightEmissive;
The baseline material colors

BaseDimEmissive Source code

var LinearColor BaseDimEmissive;

BaseEmissive Source code

var LinearColor BaseEmissive;

BaseMaterialInstance Source code

var MaterialInstanceConstant BaseMaterialInstance;
Used to pulse the emissive on the base

BaseMaterialParamName Source code

var name BaseMaterialParamName;
This material instance parameter for adjusting the emissive

BaseMesh Source code

var transient StaticMeshComponent BaseMesh;
pickup base mesh

BasePulseRate Source code

var float BasePulseRate;
How fast does the base pulse

BasePulseTime Source code

var float BasePulseTime;
How much time left in the current pulse

BaseTargetEmissive Source code

var LinearColor BaseTargetEmissive;
The TargetEmissive Color

bDoVisibilityFadeIn Source code

var bool bDoVisibilityFadeIn;
This determines whether this health pickup fades in or not. NOTE: need to move this up to the highest pickup factory so all items will fade in

bFloatingPickup Source code

var bool bFloatingPickup;

bHasLocationSpeech Source code

var bool bHasLocationSpeech;

bIsDisabled Source code

var repnotify bool bIsDisabled;
In disabled state

bIsRespawning Source code

var repnotify bool bIsRespawning;

BobBaseOffset Source code

var float BobBaseOffset;

BobOffset Source code

var float BobOffset;

BobSpeed Source code

var float BobSpeed;

BobTimer Source code

var float BobTimer;

bPulseBase Source code

var repnotify bool bPulseBase;
When set to true, this base will begin pulsing it's emissive

bRotatingPickup Source code

var bool bRotatingPickup;

bTrackPickup Source code

var bool bTrackPickup;

bUpdatingPickup Source code

var bool bUpdatingPickup;
whether this pickup is updating

Glow Source code

var ParticleSystemComponent Glow;

GlowEmissiveParam Source code

var name GlowEmissiveParam;

LastSeekNotificationTime Source code

var float LastSeekNotificationTime;

LightEnvironment Source code

var DynamicLightEnvironmentComponent LightEnvironment;
The pickup's light environment

LocationSpeech Source code

var Array<SoundNodeWave> LocationSpeech;

MIC_Visibility Source code

var MaterialInstanceConstant MIC_Visibility;
holds the pickups material so parameters can be set

MIC_VisibilitySecondMaterial Source code

var MaterialInstanceConstant MIC_VisibilitySecondMaterial;
holds the pickups 2nd material so parameters can be set

PickupIndex Source code

var int PickupIndex;

PickupReadySound Source code

var AudioComponent PickupReadySound;
Sound played on base while available to pickup

PickupStatName Source code

var name PickupStatName;
Name used for the stats system

PickUpWaveForm Source code

var ForceFeedbackWaveform PickUpWaveForm;

PivotTranslation Source code

var vector PivotTranslation;
Translation of pivot point

PulseThreshold Source code

var float PulseThreshold;
This pickup base will begin pulsing when there are PulseThreshold seconds left

RespawnSound Source code

var SoundCue RespawnSound;
sound played when the pickup becomes available

TeamOwner[4] Source code

var Controller TeamOwner[4];

VisibilityParamName Source code

var name VisibilityParamName;

YawRotationRate Source code

var float YawRotationRate;

floating

bRandomStart Source code

var(floating) bool bRandomStart;


Functions Detail

BeginState Pickup Source code

function BeginState ( Name PreviousStateName) )

BeginState Sleeping Source code

function BeginState ( Name PreviousStateName) )

BotDesireability Disabled Source code

function float BotDesireability ( Pawn P, Controller C) )

DisablePickup Source code

simulated function DisablePickup ( ) )

EndState Pickup Source code

simulated function EndState ( Name NextStateName) )

EndState Sleeping Source code

function EndState ( Name NextStateName) )

GetPickupStatName Source code

function name GetPickupStatName ( ) )
Stats

InitPickupMeshEffects Source code

simulated event InitPickupMeshEffects ( ) )
split out from SetPickupMesh() for subclasses that don't want to do the base PickupFactory implementation

PickedUpBy Source code

function PickedUpBy ( Pawn P) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PulseThresholdMet Sleeping Source code

function PulseThresholdMet ( ) )

ReplicatedEvent Source code

simulated function ReplicatedEvent ( name VarName) )
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly

RespawnEffect Source code

simulated function RespawnEffect ( ) )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetPickupHidden Source code

simulated function SetPickupHidden ( ) )

SetPickupMesh Source code

simulated function SetPickupMesh ( ) )

SetPickupVisible Source code

simulated function SetPickupVisible ( ) )

SetResOut Source code

simulated function SetResOut ( ) )

ShouldCamp Source code

function bool ShouldCamp ( UTBot B, float MaxWait) )
Returns true if Bot should wait for me

ShutDown Source code

simulated function ShutDown ( ) )

StartPulse Source code

simulated function StartPulse ( LinearColor TargetEmissive) )
Pulse to the Brightest point

StopsProjectile Source code

simulated function bool StopsProjectile ( Projectile P) )

UpdateHUD Source code

simulated static function UpdateHUD ( UTHUD H) )


Defaultproperties

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'
}

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Creation time: sk 18-3-2018 10:00:54.643 - Created with UnCodeX