My program doesn't have bugs. It just develops random features.

UE3:DamageType (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> DamageType
Package: 
Engine
Direct subclasses:
DmgType_Crushed, DmgType_Fell, DmgType_Telefragged, GameDamageType, KillZDamageType, UTDamageType
This class in other games:
RTNP, U1, UT, U2XMP, U2, UE2Runtime, UT2003, UT2004, UT3

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

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 DamageType!

Properties[edit]

Property group 'DamageType'[edit]

bAlwaysGibs[edit]

Type: bool

Kills with this damage type always blow victim up into small chunks

bArmorStops[edit]

Type: bool

does regular armor provide protection against this damage

Default value: True

bCausesBlood[edit]

Type: bool

Whether damage produces blood from victim

Default value: True

bCausesFracture[edit]

Type: bool

Can break bits off FracturedStaticMeshActors.

bLocationalHit[edit]

Type: bool

Whether damage is to a specific location on victim, or generalized.

Default value: True

bNeverGibs[edit]

Type: bool

Kills with this damage type *never* blow victim up into small chunks

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."

MaleSuicide[edit]

Type: string

Modifiers: localized

Strings to display when someone dies

Default value: "`o killed himself."

Property group 'RigidBody'[edit]

bRadialDamageVelChange[edit]

Type: bool

When applying radial impulses, whether to treat as impulse or velocity change.

KDamageImpulse[edit]

Type: float

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

Default value: 800.0

KDeathUpKick[edit]

Type: float

Amount of upwards kick ragdolls get when they die

KDeathVel[edit]

Type: float

How fast ragdoll moves upon death

RadialDamageImpulse[edit]

Type: float

Size of impulse to apply when doing radial damage.

Internal variables[edit]

bCausedByWorld[edit]

Type: bool

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

bExtraMomentumZ[edit]

Type: bool

Add extra Z to momentum on walking pawns to throw them up into the air

Default value: True

bIgnoreDriverDamageMult[edit]

Type: bool

if true, ignore vehicle DriverDamageMult when calculating damage caused to its driver

DamagedFFWaveform[edit]

Type: ForceFeedbackWaveform

The forcefeedback waveform to play when you take damage

FracturedMeshDamage[edit]

Type: float

Damage imparted by this damage type to fracturable meshes. Scaled by config WorldInfo.FracturedMeshWeaponDamage.

Default value: 1.0

KilledFFWaveform[edit]

Type: ForceFeedbackWaveform

The forcefeedback waveform to play when you are killed by this damage type

VehicleDamageScaling[edit]

Type: float

multiply damage by this for vehicles

Default value: 1.0

VehicleMomentumScaling[edit]

Type: float

multiply momentum by this for vehicles

Default value: 1.0

Static functions[edit]

DeathMessage[edit]

static function string DeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)

Returns:

string for death caused by this damagetype.

SuicideMessage[edit]

static function string SuicideMessage (PlayerReplicationInfo Victim)

Returns:

string for suicide caused by this damagetype.

VehicleDamageScalingFor[edit]

static function float VehicleDamageScalingFor (Vehicle V)