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UE2:DamageType (UE2Runtime)

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UE2Runtime Object >> Actor >> DamageType

Contents

Package: 
Engine
Direct subclasses:
Burned, Corroded, Crushed, DamTypeTelefragged, Depressurized, Drowned, Fell, Gibbed, Impact, Suicided
This class in other games:
RTNP, U1, U2, U2XMP, UDK, UT, UT2003, UT2004, UT3

DamageType, the base class of all damagetypes. this and its subclasses are never spawned, just used as information holders

[edit] Properties

[edit] Property group 'DamageType'

[edit] bAlwaysGibs

Type: bool


[edit] bArmorStops

Type: bool

does regular armor provide protection against this damage

Default value: True

[edit] bCausesBlood

Type: bool


Default value: True

[edit] bFastInstantHit

Type: bool

done by fast repeating trace hit weapon

[edit] bInstantHit

Type: bool

done by trace hit weapon

[edit] bKUseOwnDeathVel

Type: bool

For ragdoll death. Rather than using default - use death velocity specified in this damage type.

[edit] bNoSpecificLocation

Type: bool


[edit] bSkeletize

Type: bool

swap model to skeleton

[edit] DamageDesc

Type: int

Describes the damage

Default value: 1

[edit] DamageEffect

Type: class<Effects>

Special effect.

[edit] DamageKick

Type: Object.Vector


[edit] DamageThreshold

Type: int

How much damage much occur before playing effects

[edit] DamageWeaponName

Type: string

weapon that caused this damage

[edit] DeathString

Type: string

Modifiers: localized

string to describe death by this type of damage

Default value: "%o was killed by %k."

[edit] FemaleSuicide

Type: string

Modifiers: localized


Default value: "%o killed herself."

[edit] FlashFog

Type: Object.Vector


Default value:

Member Value
X 900.0

[edit] FlashScale

Type: float

for flashing victim's screen

Default value: 0.3

[edit] GibModifier

Type: float


Default value: 1.0

[edit] LowDetailEffect

Type: class<Effects>

Low Detail effect

[edit] LowDetailEmitter

Type: class<Emitter>

Low Detail emitter

[edit] LowGoreDamageEffect

Type: class<Effects>

effect to spawn when low gore

[edit] LowGoreDamageEmitter

Type: class<Emitter>

Emitter to use when it's low gore

[edit] LowGoreDamageSounds

Type: array<Sound>

Sound Effects to play with Damage occurs with low gore

[edit] MaleSuicide

Type: string

Modifiers: localized


Default value: "%o killed himself."

[edit] PawnDamageEffect

Type: class<Effects>

effect to spawn when pawns are damaged by this damagetype

[edit] PawnDamageEmitter

Type: class<Emitter>

effect to spawn when pawns are damaged by this damagetype

[edit] PawnDamageSounds

Type: array<Sound>

Sound Effect to Play when Damage occurs

[edit] ViewFlash

Type: float

View flash to play.

[edit] ViewFog

Type: Object.Vector

View fog to play.

[edit] Property group 'Karma'

[edit] KDamageImpulse

Type: float

magnitude of impulse applied to KActor due to this damage type.

Default value: 8000.0

[edit] KDeathUpKick

Type: float

Amount of upwards kick ragdolls get when they die

[edit] KDeathVel

Type: float

How fast ragdoll moves upon death

[edit] Static functions

[edit] DeathMessage

static function string DeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)


[edit] GetPawnDamageEffect

static function class<EffectsGetPawnDamageEffect (Object.Vector HitLocation, float Damage, Object.Vector Momentum, Pawn Victim, bool bLowDetail)


[edit] GetPawnDamageEmitter

static function class<EmitterGetPawnDamageEmitter (Object.Vector HitLocation, float Damage, Object.Vector Momentum, Pawn Victim, bool bLowDetail)


[edit] GetPawnDamageSound

static function Sound GetPawnDamageSound ()


[edit] GetWeaponClass

static function string GetWeaponClass ()


[edit] IncrementKills

static function IncrementKills (Controller Killer)


[edit] IsOfType

static function bool IsOfType (int Description)


[edit] SuicideMessage

static function string SuicideMessage (PlayerReplicationInfo Victim)


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