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UE3:SeqEvent_TakeDamage (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_TakeDamage |
Contents
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Activated when a certain amount of damage is taken. Allows the designer to define how much and which types of damage should be be required (or ignored). Originator: the actor that was damaged Instigator: the actor that did the damaging
Properties
Property group 'SeqEvent_TakeDamage'
bResetDamageOnToggle
Type: bool
Should the damage counter be reset if this event is toggled?
Default value: True
DamageThreshold
Type: float
Total amount of damage to take before activating the event
Default value: 100.0
DamageTypes
Type: array<class<DamageType> >
Types of damage that are counted
IgnoreDamageTypes
Type: array<class<DamageType> >
Types of damage that are ignored
MinDamageAmount
Type: float
Damage must exceed this value to be counted
Internal variables
CurrentDamage
Type: float
Current damage amount
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
ObjCategory | "Actor" | ||||||||
ObjName | "Take Damage" | ||||||||
VariableLinks[1] |
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Functions
Static events
GetObjClassVersion
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.
Events
Toggled
Overrides: SequenceEvent.Toggled
Called once this event is toggled via SeqAct_Toggle.
Other instance functions
HandleDamage
Applies the damage and checks for activation of the event.
IsValidDamageType
Searches DamageTypes[] for the specified damage type.
Default case is to return true for no damage types listed. This makes workflow a lot faster as you do not need to add a damage type each time you use this event.
Reset
Overrides: SequenceEvent.Reset