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UE3:UTDamageType (UDK)

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UDK Object >> DamageType >> UTDamageType

Contents

Package: 
UTGame
Direct subclasses:
UTDmgType_Burning, UTDmgType_CicadaLaser, UTDmgType_Drowned, UTDmgType_Encroached, UTDmgType_Instagib, UTDmgType_LinkBeam, UTDmgType_LinkPlasma, UTDmgType_MantaBolt, UTDmgType_RanOver, UTDmgType_ScorpionBlade, UTDmgType_ScorpionGlob, UTDmgType_ShockBall, UTDmgType_ShockCombo, UTDmgType_ShockPrimary, UTDmgType_SpaceDeath, UTDmgType_Telefrag, UTDmgType_VehicleCollision
This class in other games:
UT3

UTDamageType

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 UTDamageType!

[edit] Properties

[edit] Property group 'DeathAnim'

[edit] bAnimateHipsForDeathAnim

Type: bool

If true, char is stopped and root bone is animated using a bone spring for this type of death.

Default value: True

[edit] DeathAnim

Type: name

Name of animation to play upon death.

[edit] DeathAnimRate

Type: float

How fast to play the death animation

Default value: 1.0

[edit] MotorDecayTime

Type: float

If non-zero, motor strength is ramped down over this time (in seconds)

[edit] StopAnimAfterDamageInterval

Type: float

If non-zero, stop death anim after this time (in seconds) after stopping taking damage of this type.

[edit] Property group 'UTDamageType'

[edit] bUseDamageBasedDeathEffects

Type: bool

This will delegate to the death effects to the damage type. This allows us to have specific

damage effects without polluting the Pawn / Weapon class with checking for the damage type

[edit] Internal variables

See UTDamageType internal variables.

[edit] Default values

Property Value
bCausesFracture True
DamagedFFWaveform ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform0'
KilledFFWaveform ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform1'
RadialDamageImpulse 750.0

[edit] Static functions

[edit] BoneBreaker

static function BoneBreaker (UTPawn ThePawn, SkeletalMeshComponent TheMesh, Object.Vector Impulse, Object.Vector HitLocation, name BoneName)

This will look in the NumBonesToPossiblyBreak and choose a bone to break from that list.

[edit] CalcDeathCamera

simulated static function CalcDeathCamera (UTPawn P, float DeltaTime, out Object.Vector CameraLocation, out Object.Rotator CameraRotation, out float CameraFOV)

called when a dead pawn viewed by a player was killed by a DamageType with bSpecialDeathCamera set to true

[edit] CreateDeathGoreChunks

static function CreateDeathGoreChunks (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)

This will create the gore chunks from a special death

Note: temp here until we get real chunks and know the set of death types we are going to have

[edit] CreateDeathSkeleton

static function CreateDeathSkeleton (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)

This will create a skeleton (white boney skeleton) on death.

Currently it doesn't play any Player Death effects as we don't have them yet.

[edit] DoCustomDamageEffects

static function DoCustomDamageEffects (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)


[edit] DrawKillIcon

simulated static function DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY)


[edit] GetDeathCameraEffectInstigator

simulated static function class<UTEmitCameraEffectGetDeathCameraEffectInstigator (UTPawn UTP)

Return the DeathCameraEffect that will be played on the instigator that was caused by this damagetype and the Pawn type (e.g. robot)

[edit] GetDeathCameraEffectVictim

simulated static function class<UTEmitCameraEffectGetDeathCameraEffectVictim (UTPawn UTP)

Return the DeathCameraEffect that will be played on the victim that was caused by this damagetype and the Pawn type (e.g. robot)

[edit] GetHitEffectDuration

static function float GetHitEffectDuration (Pawn P, float Damage)

Returns:

duration of hit effect, primarily used for replication timeout to avoid replicating out of date hits to clients when pawns become relevant

[edit] GetStatsName

static function name GetStatsName (name StatType)


[edit] IncrementDeaths

static function IncrementDeaths (UTPlayerReplicationInfo KilledPRI)


[edit] IncrementKills

static function int IncrementKills (UTPlayerReplicationInfo KillerPRI)


[edit] IncrementSuicides

static function IncrementSuicides (UTPlayerReplicationInfo KilledPRI)


[edit] PawnTornOff

static function PawnTornOff (UTPawn DeadPawn)


[edit] ScoreKill

static function ScoreKill (UTPlayerReplicationInfo KillerPRI, UTPlayerReplicationInfo KilledPRI, Pawn KilledPawn)


[edit] ShouldGib

static function bool ShouldGib (UTPawn DeadPawn)

Parameters:

  • DeadPawn - is pawn killed by this damagetype

Returns:

whether or not we should gib due to damage

[edit] SpawnExtraGibEffects

simulated static function SpawnExtraGibEffects (UTGib TheGib)

allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way

[edit] SpawnGibEffects

static function SpawnGibEffects (UTGib Gib)

allows DamageType to spawn additional effects on gibs (such as flame trails)

[edit] SpawnHitEffect

static function SpawnHitEffect (Pawn P, float Damage, Object.Vector Momentum, name BoneName, Object.Vector HitLocation)

Possibly spawn a custom hit effect

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