Cogito, ergo sum
UE3:SeqAct_ModifyHealth (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_ModifyHealth |
- Package:
- Engine
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Properties[edit]
Property group 'SeqAct_ModifyHealth'[edit]
Amount[edit]
Type: float
Change in health
bFalloff[edit]
Type: bool
Whether amount should decay linearly based on distance from the target.
bHeal[edit]
Type: bool
If true, Amount will be healed
bRadial[edit]
Type: bool
If true, health change will be radial
DamageType[edit]
Type: class<DamageType>
Type of damage to apply
Momentum[edit]
Type: float
Amount of momentum to apply
Default value: 500.0
Radius[edit]
Type: float
Distance to Instigator within which to damage actors
Internal variables[edit]
Instigator[edit]
Type: Actor
Player that should take credit for the health change (Controller or Pawn)
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
ObjCategory | "Actor" | ||||||||
ObjName | "Modify Health" | ||||||||
VariableLinks[1] |
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VariableLinks[2] |
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Static events[edit]
GetObjClassVersion[edit]
Overrides: SequenceObject.GetObjClassVersion
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.
Returns:
- the version number for this specific class.