The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE3:SeqEvent_TakeDamage (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_TakeDamage
Package: 
Engine
This class in other games:
UDK

Activated when a certain amount of damage is taken. Allows the designer to define how much and which types of damage should be be required (or ignored). Originator: the actor that was damaged Instigator: the actor that did the damaging Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'SeqEvent_TakeDamage'[edit]

DamageThreshold[edit]

Type: float

Total amount of damage to take before activating the event

Default value: 100.0

DamageTypes[edit]

Type: array<class<DamageType> >

Types of damage that are counted

IgnoreDamageTypes[edit]

Type: array<class<DamageType> >

Types of damage that are ignored

MinDamageAmount[edit]

Type: float

Damage must exceed this value to be counted

Internal variables[edit]

CurrentDamage[edit]

Type: float

Current damage amount

Default values[edit]

Property Value
ObjCategory "Actor"
ObjClassVersion 3
ObjName "Take Damage"
VariableLinks[1]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Float'
LinkDesc "Damage Taken"
MaxVars 255
MinVars 1

Instance functions[edit]

HandleDamage[edit]

final function HandleDamage (Actor inOriginator, Actor inInstigator, class<DamageTypeinDamageType, int inAmount)

Applies the damage and checks for activation of the event.

IsValidDamageType[edit]

final function bool IsValidDamageType (class<DamageTypeinDamageType)

Searches DamageTypes[] for the specified damage type.

Default case is to return true for no damage types listed. This makes workflow a lot faster as you do not need to add a damage type each time you use this event.

Reset[edit]

function Reset ()

Overrides: SequenceEvent.Reset