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UE3:GameDamageType (UDK)
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
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
Called when a Pawn is hurt with this damage type, after the damage has been applied. Server side only.
HandleDamageFX
Called on all clients when a pawn has taken damage, used to kick off damage type specific FX.
HandleDeadPlayer
HandleKilledPawn
Called when a Pawn is killed with this damage type
IsScriptedDamageType
ModifyDamage
Called when a Pawn receives damage of this type, allows special case modifications (default implementation handles head shots)
PlayExtraDamageSound
Should the Pawn explode into chunky bits when killed with this damage type?
ShouldGib
Should the Pawn explode into chunky bits when killed with this damage type?
ShouldHeadShotGib
Should the Pawn play the special head shot death?