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UE3:UTDamageType internal variables (UDK)

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UDK Object >> DamageType >> UTDamageType (internal variables)

Contents

[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] bCausesBloodSplatterDecals

Type: bool

Whether or not this damage type can cause a blood splatter *

[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] bDontHurtInstigator

Type: bool

if true, this damage type should never harm its instigator

[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 GibTrail would normally be blood, but we only have robots now.

Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'

[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] XRayEffectTime

Type: float


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