Mostly Harmless
Difference between revisions of "UE3:GameDamageType (UDK)"
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m (1 revision: class descriptions for UDK January update (part 2)) |
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Latest revision as of 05:39, 17 January 2010
Object >> DamageType >> GameDamageType |
Contents
- 1 Properties
- 1.1 bAllowHeadShotGib
- 1.2 bEnvironmentalDamage
- 1.3 bForceRagdollDeath
- 1.4 bHighKickDeathAnimation
- 1.5 bSuppressBloodDecals
- 1.6 bSuppressImpactFX
- 1.7 bSuppressPlayExplosiveRadialDamageEffects
- 1.8 DistFromHitLocToGib
- 1.9 ExtraSoundToPlayWhenDamaged
- 1.10 HeadshotIcon
- 1.11 IconScale
- 1.12 KilledByIcon
- 1.13 MI_DamageOverlay
- 1.14 Default values
- 2 Static functions
- Package:
- GameFramework
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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]
Called when a Pawn is hurt with this damage type, after the damage has been applied. Server side only.
HandleDamageFX[edit]
Called on all clients when a pawn has taken damage, used to kick off damage type specific FX.
HandleDeadPlayer[edit]
HandleKilledPawn[edit]
Called when a Pawn is killed with this damage type
IsScriptedDamageType[edit]
ModifyDamage[edit]
Called when a Pawn receives damage of this type, allows special case modifications (default implementation handles head shots)
PlayExtraDamageSound[edit]
Should the Pawn explode into chunky bits when killed with this damage type?
ShouldGib[edit]
Should the Pawn explode into chunky bits when killed with this damage type?
ShouldHeadShotGib[edit]
Should the Pawn play the special head shot death?