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UE3:DamageType (UDK)

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UDK 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

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

static function string DeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)

Returns:

string for death caused by this damagetype.

[edit] SuicideMessage

static function string SuicideMessage (PlayerReplicationInfo Victim)

Returns:

string for suicide caused by this damagetype.

[edit] VehicleDamageScalingFor

static function float VehicleDamageScalingFor (Vehicle V)


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