Crafting Pickups
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- Finally, we're going to add the static mesh code for the pickup and the base,
along with the particle system that rests between those two items:
/* Base mesh /
Begin Object Name=BaseMeshComp
StaticMesh=StaticMesh'Pickups.WeaponBase.
S_Pickups_WeaponBase'
Translation=(Z=-44)
Rotation=(Yaw=16384)
Scale=0.8
End Object
/** Health Mesh */
Begin Object Name=HealthPickUpMesh
StaticMesh=StaticMesh'Pickups.Ammo_Shock.Mesh.
S_Ammo_ShockRifle'
MaxDrawDistance=7000
Materials(0)=Material'Pickups.Ammo_Shock.Materials.
M_Ammo_ShockRifle'
End Object
/** Particle System */
Begin Object Class=UTParticleSystemComponent
Name=ParticleGlow
Template=ParticleSystem'Pickups.Health_Large.Effects.
P_Pickups_Base_Health_Glow'
Translation=(Z=-50.0)
SecondsBeforeInactive=1.0f
End Object
Components.Add(ParticleGlow)
Glow=ParticleGlow
- Build your script, then launch the UDK editor. We're going to create an archetype
for this, just as we did for the ammo pickup. - Open the Actor Classes browser, uncheck all of the boxes for Use Actor as Parent,
Placeable Classes Only, and Show Categories.