I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UTDamageType (UDK)
Object >> DamageType >> UTDamageType |
Contents
- 1 Properties
- 2 Static functions
- 2.1 BoneBreaker
- 2.2 CalcDeathCamera
- 2.3 CreateDeathGoreChunks
- 2.4 CreateDeathSkeleton
- 2.5 DoCustomDamageEffects
- 2.6 DrawKillIcon
- 2.7 GetDeathCameraEffectInstigator
- 2.8 GetDeathCameraEffectVictim
- 2.9 GetHitEffectDuration
- 2.10 GetStatsName
- 2.11 IncrementDeaths
- 2.12 IncrementKills
- 2.13 IncrementSuicides
- 2.14 PawnTornOff
- 2.15 ScoreKill
- 2.16 ShouldGib
- 2.17 SpawnExtraGibEffects
- 2.18 SpawnGibEffects
- 2.19 SpawnHitEffect
- Package:
- UTGame
- Direct subclasses:
- UTDmgType_Burning, UTDmgType_CicadaLaser, UTDmgType_Drowned, UTDmgType_Encroached, UTDmgType_Instagib, UTDmgType_LinkBeam, UTDmgType_LinkPlasma, UTDmgType_MantaBolt, UTDmgType_RanOver, UTDmgType_ScorpionBlade, UTDmgType_ScorpionGlob, UTDmgType_ShockBall, UTDmgType_ShockCombo, UTDmgType_ShockPrimary, UTDmgType_SpaceDeath, UTDmgType_Telefrag, UTDmgType_VehicleCollision
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
UTDamageType
NOTE: we can not do: HideDropDown on this class as we need to be able to use it in SeqEvent_TakeDamage for objects taking damage from any UTDamageType!
Properties[edit]
Property group 'DeathAnim'[edit]
bAnimateHipsForDeathAnim[edit]
Type: bool
If true, char is stopped and root bone is animated using a bone spring for this type of death.
Default value: True
DeathAnim[edit]
Type: name
Name of animation to play upon death.
DeathAnimRate[edit]
Type: float
How fast to play the death animation
Default value: 1.0
MotorDecayTime[edit]
Type: float
If non-zero, motor strength is ramped down over this time (in seconds)
StopAnimAfterDamageInterval[edit]
Type: float
If non-zero, stop death anim after this time (in seconds) after stopping taking damage of this type.
Property group 'UTDamageType'[edit]
bUseDamageBasedDeathEffects[edit]
Type: bool
This will delegate to the death effects to the damage type. This allows us to have specific
damage effects without polluting the Pawn / Weapon class with checking for the damage type
Internal variables[edit]
See UTDamageType internal variables.
Default values[edit]
Property | Value |
---|---|
bCausesFracture | True |
DamagedFFWaveform | ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform0' |
KilledFFWaveform | ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform1' |
RadialDamageImpulse | 750.0 |
Static functions[edit]
BoneBreaker[edit]
This will look in the NumBonesToPossiblyBreak and choose a bone to break from that list.
CalcDeathCamera[edit]
called when a dead pawn viewed by a player was killed by a DamageType with bSpecialDeathCamera set to true
CreateDeathGoreChunks[edit]
This will create the gore chunks from a special death
Note: temp here until we get real chunks and know the set of death types we are going to have
CreateDeathSkeleton[edit]
This will create a skeleton (white boney skeleton) on death.
Currently it doesn't play any Player Death effects as we don't have them yet.
DoCustomDamageEffects[edit]
DrawKillIcon[edit]
GetDeathCameraEffectInstigator[edit]
Return the DeathCameraEffect that will be played on the instigator that was caused by this damagetype and the Pawn type (e.g. robot)
GetDeathCameraEffectVictim[edit]
Return the DeathCameraEffect that will be played on the victim that was caused by this damagetype and the Pawn type (e.g. robot)
GetHitEffectDuration[edit]
Returns:
- duration of hit effect, primarily used for replication timeout to avoid replicating out of date hits to clients when pawns become relevant
GetStatsName[edit]
IncrementDeaths[edit]
IncrementKills[edit]
IncrementSuicides[edit]
PawnTornOff[edit]
ScoreKill[edit]
ShouldGib[edit]
Parameters:
- DeadPawn - is pawn killed by this damagetype
Returns:
- whether or not we should gib due to damage
SpawnExtraGibEffects[edit]
allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way
SpawnGibEffects[edit]
allows DamageType to spawn additional effects on gibs (such as flame trails)
SpawnHitEffect[edit]
Possibly spawn a custom hit effect