I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:DamageType (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 Object >> Actor >> DamageType
Package: 
Engine
Direct subclasses:
Crushed, Depressurized, Burned, Corroded, Drowned, DamTypeBelch, DamTypeKrallBolt, DamTypeMutant, DamTypeSkaarjProj, DamTypeTelefragged, Fell, Gibbed, MeleeDamage, Suicided, WeaponDamageType
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2004, UDK, UT3

DamageType, the base class of all damagetypes. this and its subclasses are never spawned, just used as information holders

Properties[edit]

Property group 'DamageType'[edit]

bAlwaysGibs[edit]

Type: bool


bAlwaysSevers[edit]

Type: bool


bArmorStops[edit]

Type: bool

does regular armor provide protection against this damage

Default value: True

bCauseConvulsions[edit]

Type: bool


bCausesBlood[edit]

Type: bool


Default value: True

bDetonatesGoop[edit]

Type: bool


bFastInstantHit[edit]

Type: bool

done by fast repeating trace hit weapon

bInstantHit[edit]

Type: bool

done by trace hit weapon

bKUseOwnDeathVel[edit]

Type: bool

For ragdoll death. Rather than using default - use death velocity specified in this damage type.

bLocationalHit[edit]

Type: bool


Default value: True

bSkeletize[edit]

Type: bool

swap model to skeleton

bSpecial[edit]

Type: bool


bSuperWeapon[edit]

Type: bool

if true, also damages teammates even if no friendlyfire

DamageDesc[edit]

Type: int

Describes the damage

Default value: 1

DamageEffect[edit]

Type: class<Effects>

Special effect.

DamageKick[edit]

Type: Object.Vector


DamageOverlayMaterial[edit]

Type: Material

for changing player's shader when hit

DamageOverlayTime[edit]

Type: float

timing for this

DamageThreshold[edit]

Type: int

How much damage much occur before playing effects

DamageWeaponName[edit]

Type: string

weapon that caused this damage

DeathString[edit]

Type: string

Modifiers: localized

string to describe death by this type of damage

Default value: "%o was killed by %k."

FemaleSuicide[edit]

Type: string

Modifiers: localized


Default value: "%o killed herself."

FlashFog[edit]

Type: Object.Vector


Default value:

Member Value
X 900.0
Y 0.0
Z 0.0

FlashScale[edit]

Type: float

for flashing victim's screen

Default value: 0.3

GibModifier[edit]

Type: float


Default value: 1.0

GibPerterbation[edit]

Type: float

When gibbing, the chunks will fly off in random directions.

Default value: 0.06

LowDetailEffect[edit]

Type: class<Effects>

Low Detail effect

LowDetailEmitter[edit]

Type: class<Emitter>

Low Detail emitter

LowGoreDamageEffect[edit]

Type: class<Effects>

effect to spawn when low gore

LowGoreDamageEmitter[edit]

Type: class<Emitter>

Emitter to use when it's low gore

LowGoreDamageSounds[edit]

Type: array<Sound>

Sound Effects to play with Damage occurs with low gore

MaleSuicide[edit]

Type: string

Modifiers: localized


Default value: "%o killed himself."

PawnDamageEffect[edit]

Type: class<Effects>

effect to spawn when pawns are damaged by this damagetype

PawnDamageEmitter[edit]

Type: class<Emitter>

effect to spawn when pawns are damaged by this damagetype

PawnDamageSounds[edit]

Type: array<Sound>

Sound Effect to Play when Damage occurs

ViewFlash[edit]

Type: float

View flash to play.

ViewFog[edit]

Type: Object.Vector

View fog to play.

Property group 'Karma'[edit]

KDamageImpulse[edit]

Type: float

magnitude of impulse applied to KActor due to this damage type.

Default value: 8000.0

KDeathUpKick[edit]

Type: float

Amount of upwards kick ragdolls get when they die

KDeathVel[edit]

Type: float

How fast ragdoll moves upon death

Internal variables[edit]

bDelayedDamage[edit]

Type: bool

for delayed damage damagetypes that set Pawn's DelayedDamageInstigatorController

bNeverSevers[edit]

Type: bool


Static functions[edit]

DeathMessage[edit]

static function string DeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)


GetHitEffects[edit]

static function GetHitEffects (out class<xEmitterHitEffects[4], int VictemHealth)


GetPawnDamageEffect[edit]

static function class<EffectsGetPawnDamageEffect (Object.Vector HitLocation, float Damage, Object.Vector Momentum, Pawn Victim, bool bLowDetail)


GetPawnDamageEmitter[edit]

static function class<EmitterGetPawnDamageEmitter (Object.Vector HitLocation, float Damage, Object.Vector Momentum, Pawn Victim, bool bLowDetail)


GetPawnDamageSound[edit]

static function Sound GetPawnDamageSound ()


GetWeaponClass[edit]

static function string GetWeaponClass ()


IncrementKills[edit]

static function IncrementKills (Controller Killer)


IsOfType[edit]

static function bool IsOfType (int Description)


SuicideMessage[edit]

static function string SuicideMessage (PlayerReplicationInfo Victim)