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UTGameContent.UTInvulnerability

Extends
UTTimedPowerup

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- UTGame.UTInventory
         |   
         +-- UTGame.UTTimedPowerup
            |   
            +-- UTGameContent.UTInvulnerability

Variables Summary
SoundCueInvulnerabilityFadingSound
SoundCueInvulnerabilitySound
MaterialInterfaceOverlayMaterialInstance
Inherited Variables from UTGame.UTTimedPowerup
HudIndex, IconCoords, PowerupOverSound, PowerupStatName, PP_Scene_Desaturation, PP_Scene_HighLights, TimeRemaining, TransitionDuration, TransitionTime, WarningTime
Inherited Variables from UTGame.UTInventory
bDropOnDisrupt

Functions Summary
function ClientGivenTo (Pawn NewOwner, bool bDoNotActivate))
function GivenTo (Pawn NewOwner, bool bDoNotActivate))
function ItemRemovedFromInvManager ()))
function PlayInvulnerabilityFadingSound ()))
Inherited Functions from UTGame.UTTimedPowerup
AdjustPPEffects, BotDesireability, ClientGivenTo, ClientLostItem, ClientSetTimeRemaining, DenyPickupQuery, DetourWeight, DisplayPowerup, GetPowerupStatName, GivenTo, PostBeginPlay, TimeExpired, TimeRemaingUpdated
Inherited Functions from UTGame.UTInventory
AddWeaponOverlay, ClientLostItem, Destroyed, DropFrom


Variables Detail

InvulnerabilityFadingSound Source code

var SoundCue InvulnerabilityFadingSound;
sound played when the Invulnerability is running out

InvulnerabilitySound Source code

var SoundCue InvulnerabilitySound;
ambient sound

OverlayMaterialInstance Source code

var MaterialInterface OverlayMaterialInstance;
overlay material applied to owner


Functions Detail

ClientGivenTo Source code

reliable client function ClientGivenTo ( Pawn NewOwner, bool bDoNotActivate) )

GivenTo Source code

function GivenTo ( Pawn NewOwner, bool bDoNotActivate) )

ItemRemovedFromInvManager Source code

function ItemRemovedFromInvManager ( ) )

PlayInvulnerabilityFadingSound Source code

function PlayInvulnerabilityFadingSound ( ) )
called on a timer to play Invulnerability ending sound


Defaultproperties

defaultproperties
{
   InvulnerabilitySound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Invulnerability_PowerLoopCue'
   InvulnerabilityFadingSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Invulnerability_WarningCue'
   OverlayMaterialInstance=Material'PICKUPS.Invulnerability.M_Invulnerability_Overlay'
   HudIndex=3
   PowerupOverSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Invulnerability_EndCue'
   PowerupStatName="POWERUPTIME_INVULNERABILITY"
   IconCoords=(U=779.000000,UL=64.000000,VL=41.000000)
   PP_Scene_HighLights=(X=-0.170000,Y=0.000000,Z=0.000000)
   bRenderOverlays=True
   bReceiveOwnerEvents=True
   RespawnTime=120.000000
   MaxDesireability=5.000000
   PickupMessage="INVULNERABILITY!"
   PickupSound=SoundCue'A_Pickups_Powerups.Powerups.A_Powerup_Invulnerability_PickupCue'
   Begin Object Class=StaticMeshComponent Name=MeshComponentA ObjName=MeshComponentA Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'PICKUPS.Invulnerability.Mesh.S_Pickups_Invulnerability'
      CullDistance=8000.000000
      CachedCullDistance=8000.000000
      bUseAsOccluder=False
      CastShadow=False
      bForceDirectLightMap=True
      bCastDynamicShadow=False
      CollideActors=False
      BlockRigidBody=False
      Translation=(X=0.000000,Y=0.000000,Z=-20.000000)
      Name="MeshComponentA"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   DroppedPickupMesh=MeshComponentA
   PickupFactoryMesh=MeshComponentA
   Begin Object Class=UTParticleSystemComponent Name=InvulParticles ObjName=InvulParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
      Template=ParticleSystem'PICKUPS.Invulnerability.Effects.P_Pickups_Invulnerability_Idle'
      bAutoActivate=False
      Translation=(X=0.000000,Y=0.000000,Z=-20.000000)
      Name="InvulParticles"
      ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
   End Object
   DroppedPickupParticles=InvulParticles
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite'
   End Object
   Components(0)=Sprite
   Name="Default__UTInvulnerability"
   ObjectArchetype=UTTimedPowerup'UTGame.Default__UTTimedPowerup'
}

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Creation time: sk 18-3-2018 10:00:53.038 - Created with UnCodeX