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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

bAllowHeadShotGib

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

Type: bool

Modifiers: const

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

bForceRagdollDeath

Type: bool

Modifiers: const

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

bHighKickDeathAnimation

Type: bool

Modifiers: const, config

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

bSuppressBloodDecals

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

Type: bool

Modifiers: const

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

bSuppressPlayExplosiveRadialDamageEffects

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

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

Type: SoundCue

Modifiers: const

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

HeadshotIcon

Type: Canvas.CanvasIcon

Modifiers: const

If desired, do falloff

IconScale

Type: float

Modifiers: const


KilledByIcon

Type: Canvas.CanvasIcon

Modifiers: const

Killed by Icon *

MI_DamageOverlay

Type: MaterialInterface

Modifiers: const

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

Default values

Property Value
bCausesFracture True

Static functions

HandleDamagedPawn

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

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

static function HandleDeadPlayer (GamePlayerController Player)


HandleKilledPawn

static function HandleKilledPawn (Pawn KilledPawn, Pawn Instigator)

Called when a Pawn is killed with this damage type

IsScriptedDamageType

static function bool IsScriptedDamageType ()


ModifyDamage

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

static function PlayExtraDamageSound (Pawn VictimPawn)

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

ShouldGib

static function bool ShouldGib (Pawn TestPawn, Pawn Instigator)

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

ShouldHeadShotGib

static function bool ShouldHeadShotGib (Pawn TestPawn, Pawn Instigator)

Should the Pawn play the special head shot death?

ShouldPlayForceFeedback

static function bool ShouldPlayForceFeedback (Pawn DamagedPawn)