Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:SeqEvent_TakeDamage (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_TakeDamage
Package: 
Engine
This class in other games:
UDK

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

Property group 'SeqEvent_TakeDamage'

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"
ObjClassVersion 3
ObjName "Take Damage"
VariableLinks[1]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Float'
LinkDesc "Damage Taken"
MaxVars 255
MinVars 1

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