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UE2:DamageType (UT2004)

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UT2004 Object >> Actor >> DamageType

Contents

Package: 
Engine
Direct subclasses:
DamTypeKrallBolt, Burned, Corroded, Crushed, DamRanOver, DamTypeBelch, DamTypeDestroyedVehicleRoadKill, DamTypeExploBarrel, DamTypeIonVolume, DamTypeMutant, DamTypeONSVehicleExplosion, DamTypeONSVehicle, DamTypeSkaarjProj, DamTypeTelefragged, Depressurized, Drowned, VehicleDamageType, MeleeDamage, Fell, Gibbed, Suicided, WeaponDamageType
Known custom subclasses:
Crusha/DynamicWeather, Crusha/DynamicWeather/NatureDamageTypes
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, 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.

bKUseTearOffMomentum[edit]

Type: bool

For ragdoll death. Add entirety of killing hit's momentum to ragdoll's initial velocity.

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

DeathOverlayMaterial[edit]

Type: Material

for changing player's shader when hit

DeathOverlayTime[edit]

Type: float

timing for this

Default value: 6.0

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]

bBulletHit[edit]

Type: bool


bCausedByWorld[edit]

Type: bool

this damage was caused by the world (falling off level, into lava, etc)

bDelayedDamage[edit]

Type: bool

for delayed damage damagetypes that set Pawn's DelayedDamageInstigatorController

bDirectDamage[edit]

Type: bool


bExtraMomentumZ[edit]

Type: bool

Add extra Z to momentum on walking pawns

Default value: True

bFlaming[edit]

Type: bool


bLeaveBodyEffect[edit]

Type: bool


bNeverSevers[edit]

Type: bool


bRagdollBullet[edit]

Type: bool


bRubbery[edit]

Type: bool


bThrowRagdoll[edit]

Type: bool


bVehicleHit[edit]

Type: bool

caused by vehicle running over you

VehicleDamageScaling[edit]

Type: float

multiply damage by this for vehicles

Default value: 1.0

VehicleMomentumScaling[edit]

Type: float


Default value: 1.0

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)


ScoreKill[edit]

static function ScoreKill (Controller Killer, Controller Killed)


SuicideMessage[edit]

static function string SuicideMessage (PlayerReplicationInfo Victim)