I'm a doctor, not a mechanic
UE3:DamageType (UDK)
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| Object >> DamageType |
Contents |
- Package:
- Engine
- Direct subclasses:
- DmgType_Crushed, DmgType_Fell, DmgType_Telefragged, GameDamageType, KillZDamageType, UTDamageType
- This class in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
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DamageType, the base class of all damagetypes. this and its subclasses are never spawned, just used as information holders
NOTE: we can not do: HideDropDown on this class as we need to be able to use it in SeqEvent_TakeDamage for objects taking damage from any DamageType!
[edit] Properties
[edit] Property group 'DamageType'
[edit] bAlwaysGibs
Type: bool
Kills with this damage type always blow victim up into small chunks
[edit] bArmorStops
Type: bool
does regular armor provide protection against this damage
Default value: True
[edit] bCausesBlood
Type: bool
Whether damage produces blood from victim
Default value: True
[edit] bCausesFracture
Type: bool
Can break bits off FracturedStaticMeshActors.
[edit] bLocationalHit
Type: bool
Whether damage is to a specific location on victim, or generalized.
Default value: True
[edit] bNeverGibs
Type: bool
Kills with this damage type *never* blow victim up into small chunks
[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] MaleSuicide
Type: string
Modifiers: localized
Strings to display when someone dies
Default value: "`o killed himself."
[edit] Property group 'RigidBody'
[edit] bRadialDamageVelChange
Type: bool
When applying radial impulses, whether to treat as impulse or velocity change.
[edit] KDamageImpulse
Type: float
magnitude of impulse applied to KActor due to this damage type.
Default value: 800.0
[edit] KDeathUpKick
Type: float
Amount of upwards kick ragdolls get when they die
[edit] KDeathVel
Type: float
How fast ragdoll moves upon death
[edit] RadialDamageImpulse
Type: float
Size of impulse to apply when doing radial damage.
[edit] Internal variables
[edit] bCausedByWorld
Type: bool
this damage was caused by the world (falling off level, into lava, etc)
[edit] bExtraMomentumZ
Type: bool
Add extra Z to momentum on walking pawns to throw them up into the air
Default value: True
[edit] bIgnoreDriverDamageMult
Type: bool
if true, ignore vehicle DriverDamageMult when calculating damage caused to its driver
[edit] DamagedFFWaveform
Type: ForceFeedbackWaveform
The forcefeedback waveform to play when you take damage
[edit] FracturedMeshDamage
Type: float
Damage imparted by this damage type to fracturable meshes. Scaled by config WorldInfo.FracturedMeshWeaponDamage.
Default value: 1.0
[edit] KilledFFWaveform
Type: ForceFeedbackWaveform
The forcefeedback waveform to play when you are killed by this damage type
[edit] VehicleDamageScaling
Type: float
multiply damage by this for vehicles
Default value: 1.0
[edit] VehicleMomentumScaling
Type: float
multiply momentum by this for vehicles
Default value: 1.0
[edit] Static functions
[edit] DeathMessage
Returns:
- string for death caused by this damagetype.
[edit] SuicideMessage
Returns:
- string for suicide caused by this damagetype.
