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UE3:SeqEvent_TakeDamage (UT3)
Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_TakeDamage |
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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 Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'SeqEvent_TakeDamage'[edit]
DamageThreshold[edit]
Type: float
Total amount of damage to take before activating the event
Default value: 100.0
DamageTypes[edit]
Type: array<class<DamageType> >
Types of damage that are counted
IgnoreDamageTypes[edit]
Type: array<class<DamageType> >
Types of damage that are ignored
MinDamageAmount[edit]
Type: float
Damage must exceed this value to be counted
Internal variables[edit]
CurrentDamage[edit]
Type: float
Current damage amount
Default values[edit]
Property | Value | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ObjCategory | "Actor" | ||||||||||||
ObjClassVersion | 3 | ||||||||||||
ObjName | "Take Damage" | ||||||||||||
VariableLinks[1] |
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Instance functions[edit]
HandleDamage[edit]
Applies the damage and checks for activation of the event.
IsValidDamageType[edit]
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[edit]
Overrides: SequenceEvent.Reset