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UE3:UTDamageType (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> DamageType >> UTDamageType |
- 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
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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
This will look in the NumBonesToPossiblyBreak and choose a bone to break from that list.
[edit] CalcDeathCamera
called when a dead pawn viewed by a player was killed by a DamageType with bSpecialDeathCamera set to true
[edit] CreateDeathGoreChunks
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
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
[edit] DrawKillIcon
[edit] GetDeathCameraEffectInstigator
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
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
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
[edit] IncrementDeaths
[edit] IncrementKills
[edit] IncrementSuicides
[edit] PawnTornOff
[edit] ScoreKill
[edit] ShouldGib
Parameters:
- DeadPawn - is pawn killed by this damagetype
Returns:
- whether or not we should gib due to damage
[edit] SpawnExtraGibEffects
allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way
[edit] SpawnGibEffects
allows DamageType to spawn additional effects on gibs (such as flame trails)
[edit] SpawnHitEffect
Possibly spawn a custom hit effect
