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Inventory (UT)

UT :: Actor (UT) >> Inventory (Package: Engine)

Abstract parent class of all objects that can be picked up by players or other actors.

The corresponding class Inventory in UT2003 only represents objects in a player's inventory. UT2003 pickups have a seperate base class called Pickup.

UT inventory items

It's worth mentioning here that inventory items for Unreal Tournament can be tricky to locate in the class tree. This is because Unreal Tournament is built on top of the Unreal 1 engine.

Timer Events

If you need an inventory item to fire a timer after it has been created, make sure the timer is initialised after the call to Inventory.GiveTo(). Inventory.GiveTo() calls Inventory.BecomeItem() which turns the timer off.

Properties

These are the comments from the class script, most probably need padding out a little.

AutoSwitchPriority
Autoswitch value, 0=never autoswitch.
InventoryGroup
The weapon/inventory set, 1-9 (0=none).
bActivatable
Whether item can be activated.
bDisplayableInv
Item displayed in HUD.
bInstantRespawn
Can be tagged so this item respawns instantly.
bRotatingPickup
Rotates when in pickup state.
PickupMessage
Human readable description when picked up.
ItemName
Human readable name of item
ItemArticle
Human readable article (e.g. "a", "an")
RespawnTime
Respawn after this time, 0 for instant.
PlayerViewOffset
Offset from view center.
PlayerViewMesh
Mesh to render.
PlayerViewScale
Mesh scale.
BobDamping
how much to damp view bob
PickupViewMesh
Mesh to render.
PickupViewScale
Mesh scale.
ThirdPersonMesh
Mesh to render.
ThirdPersonScale
Mesh scale.
StatusIcon
Icon used with ammo/charge/power count.
ProtectionType1
Protects against DamageType (None if non-armor).
ProtectionType2
Secondary protection type (None if non-armor).
Charge
Amount of armor or charge if not an armor (charge in time*10).
ArmorAbsorption
Percent of damage item absorbs 0-100.
bIsAnArmor
Item will protect player.
AbsorptionPriority
Which items absorb damage first (higher=first).
NextArmor
Temporary list created by Armors to prioritize damage absorption.
MaxDesireability
Maximum desireability this item will ever have.
PickupSound, ActivateSound, DeActivateSound, RespawnSound
Icon
M_Activated
M_Selected
M_Deactivated
PickupMessageClass
ItemMessageClass

MuzzleFlash

bMuzzleFlashParticles
bToggleSteadyFlash
MuzzleFlashStyle
MuzzleFlashMesh
MuzzleFlashScale
MuzzleFlashTexture

Display

Inventory adds an extra property to the Display group:

bAmbientGlow

Known Subclasses


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