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UE3:UTDamageType (UT3)
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| Object >> DamageType >> UTDamageType |
- Package:
- UTGame
- Direct subclasses:
- UTDmgType_AvrilRocket, UTDmgType_BioGoo, UTDmgType_Burning, UTDmgType_CicadaLaser, UTDmgType_DarkWalkerBolt, UTDmgType_Drowned, UTDmgType_EMP, UTDmgType_Encroached, UTDmgType_Enforcer, UTDmgType_FailedTranslocation, UTDmgType_FlakShard, UTDmgType_FuryBolt, UTDmgType_GoliathMachineGun, UTDmgType_HellBenderPrimary, UTDmgType_HeroBomb, UTDmgType_HeroMelee, UTDmgType_ImpactHammer, UTDmgType_Instagib, UTDmgType_LeviathanBeam, UTDmgType_LeviathanBolt, UTDmgType_LeviathanCollision, UTDmgType_LeviathanExplosion, UTDmgType_LeviathanRocket, UTDmgType_LeviathanShard, UTDmgType_LeviathanShockBall, UTDmgType_LinkBeam, UTDmgType_LinkGenerator, UTDmgType_LinkPlasma, UTDmgType_MantaBolt, UTDmgType_NemesisBeam, UTDmgType_NightshadeBeam, UTDmgType_NodeDestruction, UTDmgType_OrbReturn, UTDmgType_PaladinEnergyBolt, UTDmgType_PaladinProximityExplosion, UTDmgType_RanOver, UTDmgType_RaptorBolt, UTDmgType_Redeemer, UTDmgType_SPMACameraCrush, UTDmgType_SPMAShell, UTDmgType_SPMAShockBall, UTDmgType_SPMAShockBeam, UTDmgType_SPMAShockChain, UTDmgType_SPMASmallShell, UTDmgType_ScavengerBallCollision, UTDmgType_ScavengerBolt, UTDmgType_ScavengerStabbed, UTDmgType_ScorpionBlade, UTDmgType_ScorpionGlob, UTDmgType_ShapedCharge, UTDmgType_ShockBall, UTDmgType_ShockCombo, UTDmgType_ShockPrimary, UTDmgType_Slime, UTDmgType_SniperHeadShot, UTDmgType_SniperPrimary, UTDmgType_SpaceDeath, UTDmgType_SpiderMine, UTDmgType_StingerBullet, UTDmgType_StingerShard, UTDmgType_Telefrag, UTDmgType_TurretPrimary, UTDmgType_TurretRocket, UTDmgType_TurretShard, UTDmgType_TurretShockBall, UTDmgType_VehicleCollision, UTDmgType_VehicleShockBall, UTDmgType_VehicleShockBeam, UTDmgType_VehicleShockChain, UTDmgType_ViperBolt, UTDmgType_XRay
- This class in other games:
- UDK
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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!
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[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
[edit] AlwaysGibDamageThreshold
Type: int
Minimum damage in one tick to always cause gibbing
Default value: 150
[edit] bBulletHit
Type: bool
[edit] bCauseConvulsions
Type: bool
[edit] bComplainFriendlyFire
Type: bool
Whether teammates should complain about friendly fire with this damage type
Default value: True
[edit] bDestroysBarricades
Type: bool
If true, this type of damage blows up barricades
[edit] bDirectDamage
Type: bool
Default value: True
[edit] bHeadGibCamera
Type: bool
whether getting gibbed with this damage type attaches the camera to the head gib
Default value: True
[edit] bLeaveBodyEffect
Type: bool
[edit] bOverrideHitEffectColor
Type: bool
if set, when taking this damage HUD hit effect is our HitEffectColor instead of the default
[edit] bSelfDestructDamage
Type: bool
[edit] bSeversHead
Type: bool
[edit] bSpecialDeathCamera
Type: bool
if set, UTPawn::Dying::CalcCamera() calls this DamageType's CalcDeathCamera() function to handle the camera
[edit] bThrowRagdoll
Type: bool
[edit] bUseTearOffMomentum
Type: bool
For ragdoll death. Add entirety of killing hit's momentum to ragdoll's initial velocity.
[edit] bVehicleHit
Type: bool
caused by vehicle running over you
[edit] CustomTauntIndex
Type: int
Custom taunt index for this damage type
Default value: -1
[edit] DamageBodyMatColor
Type: Object.LinearColor
Default value:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 0.0 |
| G | 0.0 |
| R | 10.0 |
[edit] DamageCameraAnim
Type: CameraAnim
camera anim played instead of the default damage shake when taking this type of damage
[edit] DamageOverlayTime
Type: float
Default value: 0.1
[edit] DamageWeaponClass
Information About the weapon that caused this if available
[edit] DamageWeaponFireMode
Type: int
[edit] DeathCameraEffectInstigator
Type: class<UTEmitCameraEffect>
Modifiers: protected
This is the Camera Effect you get when you cause from this Damage Type *
[edit] DeathCameraEffectVictim
Type: class<UTEmitCameraEffect>
Modifiers: protected
This is the Camera Effect you get when you die from this Damage Type *
[edit] DeathOverlayTime
Type: float
Default value: 0.1
[edit] DeathStatsName
Type: name
Name used for stats for deaths with this damage type
Default value: 'DEATHS_ENVIRONMENT'
[edit] GibPerterbation
Type: float
When gibbing, the chunks will fly off in random directions.
Default value: 0.06
[edit] GibThreshold
Type: int
Health threshold at which this damagetype gibs
Default value: -50
[edit] GibTrail
Type: ParticleSystem
Particle system trail to attach to gibs caused by this damage type
Default value: ParticleSystem'T_FX.Effects.P_FX_Bloodsmoke_Trail'
[edit] HeroPointsMultiplier
Type: float
Scaling applied to kills obtained with this damage type
Default value: 1.0
[edit] HitEffectColor
Type: Object.LinearColor
Default value:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 0.0 |
| G | 0.0 |
| R | 0.0 |
[edit] KillStatsName
Type: name
Name used for stats for kills with this damage type
Default value: 'KILLS_ENVIRONMENT'
[edit] MinAccumulateDamageThreshold
Type: int
Minimum damage in one tick to cause gibbing when health is below gib threshold
Default value: 50
[edit] NodeDamageScaling
Type: float
Damage scaling when hit warfare node/core
Default value: 1.0
[edit] PhysicsTakeHitMomentumThreshold
Type: float
magnitude of momentum that must be caused by this damagetype for physics based takehit animations to be used on the target
Default value: 250.0
[edit] RewardAnnouncementClass
Type: class<UTLocalMessage>
Default value: Class'UTGame.UTWeaponRewardMessage'
[edit] RewardAnnouncementSwitch
Type: int
Announcement switch for reward announcement.
[edit] RewardCount
Type: int
If > 0, how many kills of this type get you a reward announcement
[edit] RewardEvent
Type: name
Stats event associated with reward
[edit] SuicideStatsName
Type: name
Name used for stats for suicides with this damage type
Default value: 'SUICIDES_ENVIRONMENT'
[edit] Default values
| Property | Value |
|---|---|
| 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
