UE3:DamageType (UDK)
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Object >> DamageType |
- Package:
- Engine
- Direct subclasses:
- DmgType_Crushed, DmgType_Fell, DmgType_Telefragged, GameDamageType, KillZDamageType, UTDamageType
- This class in other games:
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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
Property group 'DamageType'
bAlwaysGibs
Type: bool
Kills with this damage type always blow victim up into small chunks
bArmorStops
Type: bool
does regular armor provide protection against this damage
Default value: True
bCausesBlood
Type: bool
Whether damage produces blood from victim
Default value: True
bCausesFracture
Type: bool
Can break bits off FracturedStaticMeshActors.
bLocationalHit
Type: bool
Whether damage is to a specific location on victim, or generalized.
Default value: True
bNeverGibs
Type: bool
Kills with this damage type *never* blow victim up into small chunks
DeathString
Type: string
Modifiers: localized
string to describe death by this type of damage
Default value: "`o was killed by `k."
FemaleSuicide
Type: string
Modifiers: localized
Default value: "`o killed herself."
MaleSuicide
Type: string
Modifiers: localized
Strings to display when someone dies
Default value: "`o killed himself."
Property group 'RigidBody'
bRadialDamageVelChange
Type: bool
When applying radial impulses, whether to treat as impulse or velocity change.
KDamageImpulse
Type: float
magnitude of impulse applied to KActor due to this damage type.
Default value: 800.0
KDeathUpKick
Type: float
Amount of upwards kick ragdolls get when they die
KDeathVel
Type: float
How fast ragdoll moves upon death
RadialDamageImpulse
Type: float
Size of impulse to apply when doing radial damage.
Internal variables
bCausedByWorld
Type: bool
this damage was caused by the world (falling off level, into lava, etc)
bExtraMomentumZ
Type: bool
Add extra Z to momentum on walking pawns to throw them up into the air
Default value: True
bIgnoreDriverDamageMult
Type: bool
if true, ignore vehicle DriverDamageMult when calculating damage caused to its driver
DamagedFFWaveform
Type: ForceFeedbackWaveform
The forcefeedback waveform to play when you take damage
FracturedMeshDamage
Type: float
Damage imparted by this damage type to fracturable meshes. Scaled by config WorldInfo.FracturedMeshWeaponDamage.
Default value: 1.0
KilledFFWaveform
Type: ForceFeedbackWaveform
The forcefeedback waveform to play when you are killed by this damage type
VehicleDamageScaling
Type: float
multiply damage by this for vehicles
Default value: 1.0
VehicleMomentumScaling
Type: float
multiply momentum by this for vehicles
Default value: 1.0
Static functions
DeathMessage
Returns:
- string for death caused by this damagetype.
SuicideMessage
Returns:
- string for suicide caused by this damagetype.
VehicleDamageScalingFor