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UE3:GameDamageType (UDK)

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UDK Object >> DamageType >> GameDamageType
Package: 
GameFramework

This class is the base class for Game Damagetypes

Properties[edit]

bAllowHeadShotGib[edit]

Type: bool

Modifiers: const, config

If this weapon does head shots, is it capable of knocking the head off entirely for the special death?

bEnvironmentalDamage[edit]

Type: bool

Modifiers: const

TRUE if this damage type come from the 'environment' and not a weapon

bForceRagdollDeath[edit]

Type: bool

Modifiers: const

When this is TRUE, it forces a straight rag doll death, without playing death animations, nor motorized physics.

bHighKickDeathAnimation[edit]

Type: bool

Modifiers: const, config

If TRUE, play a high kick death animation. Suitable for explosives, or high kick weapons such as shotguns

bSuppressBloodDecals[edit]

Type: bool

Modifiers: const

This is the Damage Type's suppress blood decals Some weapons are so expensive that we don't want to have more costs associated with them per frame

bSuppressImpactFX[edit]

Type: bool

Modifiers: const

This is the Damage Type's suppress impact effects bool Some weapons such should not play impact effects.

bSuppressPlayExplosiveRadialDamageEffects[edit]

Type: bool

Modifiers: const

Some explosion particle systems already have the blood and guts inside the Explosion so we do not want to play the additional effect.

DistFromHitLocToGib[edit]

Type: float

Modifiers: const, config

When bShouldGib is set, DistFromHitLocToGib creates a cylinder of influence around the HitLocation, along the HitDirection, And any constraints within that cylinder will be broken. Default value of -1.f breaks the whole body.

ExtraSoundToPlayWhenDamaged[edit]

Type: SoundCue

Modifiers: const

This is the sound to play when you are damaged by this DamageType *

HeadshotIcon[edit]

Type: Canvas.CanvasIcon

Modifiers: const

If desired, do falloff

IconScale[edit]

Type: float

Modifiers: const


KilledByIcon[edit]

Type: Canvas.CanvasIcon

Modifiers: const

Killed by Icon *

MI_DamageOverlay[edit]

Type: MaterialInterface

Modifiers: const

This is the material that should be used for the damage overlay when hit by this damage type *

Default values[edit]

Property Value
bCausesFracture True

Static functions[edit]

HandleDamagedPawn[edit]

static function HandleDamagedPawn (Pawn DamagedPawn, Pawn Instigator, int DamageAmt, Object.Vector Momentum)

Called when a Pawn is hurt with this damage type, after the damage has been applied. Server side only.

HandleDamageFX[edit]

static function HandleDamageFX (GamePawn DamagedPawn, const out GameTypes.TakeHitInfo HitInfo)

Called on all clients when a pawn has taken damage, used to kick off damage type specific FX.

HandleDeadPlayer[edit]

static function HandleDeadPlayer (GamePlayerController Player)


HandleKilledPawn[edit]

static function HandleKilledPawn (Pawn KilledPawn, Pawn Instigator)

Called when a Pawn is killed with this damage type

IsScriptedDamageType[edit]

static function bool IsScriptedDamageType ()


ModifyDamage[edit]

static function ModifyDamage (Pawn Victim, Controller InstigatedBy, out int out_Damage, out Object.Vector out_Momentum, Object.Vector HitLocation, Actor.TraceHitInfo HitInfo)

Called when a Pawn receives damage of this type, allows special case modifications (default implementation handles head shots)

PlayExtraDamageSound[edit]

static function PlayExtraDamageSound (Pawn VictimPawn)

Should the Pawn explode into chunky bits when killed with this damage type?

ShouldGib[edit]

static function bool ShouldGib (Pawn TestPawn, Pawn Instigator)

Should the Pawn explode into chunky bits when killed with this damage type?

ShouldHeadShotGib[edit]

static function bool ShouldHeadShotGib (Pawn TestPawn, Pawn Instigator)

Should the Pawn play the special head shot death?

ShouldPlayForceFeedback[edit]

static function bool ShouldPlayForceFeedback (Pawn DamagedPawn)