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UE3:UTDamageType (UT3)

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UT3 Object >> DamageType >> UTDamageType

Contents

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

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

Type: class<UTWeapon>

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

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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