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UE3:SeqAct_ModifyHealth (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_ModifyHealth
Package: 
Engine


Properties

Property group 'SeqAct_ModifyHealth'

Amount

Type: float

Change in health

bFalloff

Type: bool

Whether amount should decay linearly based on distance from the target.

bHeal

Type: bool

If true, Amount will be healed

bRadial

Type: bool

If true, health change will be radial

DamageType

Type: class<DamageType>

Type of damage to apply

Momentum

Type: float

Amount of momentum to apply

Default value: 500.0

Radius

Type: float

Distance to Instigator within which to damage actors

Internal variables

Instigator

Type: Actor

Player that should take credit for the health change (Controller or Pawn)

Default values

Property Value
ObjCategory "Actor"
ObjName "Modify Health"
VariableLinks[1]
Member Value
ExpectedType Class'Engine.SeqVar_Float'
LinkDesc "Amount"
PropertyName 'Amount'
VariableLinks[2]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Instigator"
PropertyName 'Instigator'

Static events

GetObjClassVersion

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.