Chapter 4
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MaxDesireability=0.700000
/** How much this pickup will heal the vehicle for */
HealingAmount=20
/** The sound effect triggered when the pickup is
acquired */
PickupSound=SoundCue'A_Pickups.Ammo.Cue.
A_Pickup_Ammo_Rocket_Cue'
/** Time (seconds) before health pickup respawns */
RespawnTime=10.000000
/** Pickup will rotate */
bRotatingPickup=true
/** Speed of the rotation */
YawRotationRate=16384
/** if true, the pickup mesh floats (bobs) slightly */
bFloatingPickup=true
/** How fast should it bob */
BobSpeed=1.0
/** How far to bob. It will go from +/- this number */
BobOffset=5.0
}
These are all the same properties and values that we used for our pawn's
pickup as well.
- Now we'll add the appearance of the pickup:
/** 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.Health_Medium.Mesh.
S_Pickups_Health_Medium'
MaxDrawDistance=7000
End Object
/** Particle */
Begin Object Class=UTParticleSystemComponent
Name=ParticleGlow
Template=ParticleSystem'Pickups.Health_Large.Effects.
P_Pickups_Base_Health_Glow'
Translation=(Z=-50.0)
SecondsBeforeInactive=1.0f