Mostly Harmless

UE3:SeqEvent_TakeDamage (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_TakeDamage
Package: 
Engine
This class in other games:
UT3

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]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Float'
LinkDesc "Damage Taken"

Functions

Static events

GetObjClassVersion

static event int 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

event Toggled ()

Overrides: SequenceEvent.Toggled

Called once this event is toggled via SeqAct_Toggle.

Other instance functions

HandleDamage

final function HandleDamage (Actor inOriginator, Actor inInstigator, class<DamageTypeinDamageType, int inAmount)

Applies the damage and checks for activation of the event.

IsValidDamageType

final function bool IsValidDamageType (class<DamageTypeinDamageType)

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

function Reset ()

Overrides: SequenceEvent.Reset