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UE3:UTDamageType (UT3)

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UT3 Object >> DamageType >> UTDamageType

Contents

Package: 
UTGame
Direct subclasses:
UTDmgType_StingerBullet, UTDmgType_ShockBall, UTDmgType_ShockCombo, UTDmgType_LeviathanCollision, UTDmgType_RaptorBolt, UTDmgType_SpaceDeath, UTDmgType_VehicleShockChain, UTDmgType_HellBenderPrimary, UTDmgType_AvrilRocket, UTDmgType_BioGoo, UTDmgType_Burning, UTDmgType_CicadaLaser, UTDmgType_DarkWalkerBolt, UTDmgType_Drowned, UTDmgType_EMP, UTDmgType_Encroached, UTDmgType_Enforcer, UTDmgType_FailedTranslocation, UTDmgType_FlakShard, UTDmgType_FuryBolt, UTDmgType_GoliathMachineGun, UTDmgType_ImpactHammer, UTDmgType_Instagib, UTDmgType_LeviathanBeam, UTDmgType_LeviathanBolt, UTDmgType_LeviathanExplosion, UTDmgType_LeviathanRocket, UTDmgType_LeviathanShard, UTDmgType_LeviathanShockBall, UTDmgType_LinkBeam, UTDmgType_LinkPlasma, UTDmgType_MantaBolt, UTDmgType_NemesisBeam, UTDmgType_NightshadeBeam, UTDmgType_NodeDestruction, UTDmgType_OrbReturn, UTDmgType_PaladinEnergyBolt, UTDmgType_PaladinProximityExplosion, UTDmgType_RanOver, UTDmgType_Redeemer, UTDmgType_SPMACameraCrush, UTDmgType_SPMAShell, UTDmgType_SPMAShockBall, UTDmgType_SPMAShockBeam, UTDmgType_SPMAShockChain, UTDmgType_ScavengerBallCollision, UTDmgType_SPMASmallShell, UTDmgType_ScavengerBolt, UTDmgType_ScavengerStabbed, UTDmgType_ScorpionBlade, UTDmgType_ScorpionGlob, UTDmgType_ShapedCharge, UTDmgType_ShockPrimary, UTDmgType_Slime, UTDmgType_SniperHeadShot, UTDmgType_SniperPrimary, UTDmgType_SpiderMine, UTDmgType_StingerShard, UTDmgType_Telefrag, UTDmgType_TurretPrimary, UTDmgType_TurretRocket, UTDmgType_TurretShard, UTDmgType_TurretShockBall, UTDmgType_VehicleCollision, UTDmgType_VehicleShockBall, UTDmgType_VehicleShockBeam, UTDmgType_ViperBolt, UTDmgType_HeroBomb, UTDmgType_HeroMelee, UTDmgType_LinkGenerator, UTDmgType_XRay
This class in other games:
UDK

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!

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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]

AlwaysGibDamageThreshold[edit]

Type: int

Minimum damage in one tick to always cause gibbing

Default value: 150

bBulletHit[edit]

Type: bool


bCauseConvulsions[edit]

Type: bool


bComplainFriendlyFire[edit]

Type: bool

Whether teammates should complain about friendly fire with this damage type

Default value: True

bDestroysBarricades[edit]

Type: bool

If true, this type of damage blows up barricades

bDirectDamage[edit]

Type: bool


Default value: True

bHeadGibCamera[edit]

Type: bool

whether getting gibbed with this damage type attaches the camera to the head gib

Default value: True

bLeaveBodyEffect[edit]

Type: bool


bOverrideHitEffectColor[edit]

Type: bool

if set, when taking this damage HUD hit effect is our HitEffectColor instead of the default

bSelfDestructDamage[edit]

Type: bool


bSeversHead[edit]

Type: bool


bSpecialDeathCamera[edit]

Type: bool

if set, UTPawn::Dying::CalcCamera() calls this DamageType's CalcDeathCamera() function to handle the camera

bThrowRagdoll[edit]

Type: bool


bUseTearOffMomentum[edit]

Type: bool

For ragdoll death. Add entirety of killing hit's momentum to ragdoll's initial velocity.

bVehicleHit[edit]

Type: bool

caused by vehicle running over you

CustomTauntIndex[edit]

Type: int

Custom taunt index for this damage type

Default value: -1

DamageBodyMatColor[edit]

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 10.0

DamageCameraAnim[edit]

Type: CameraAnim

camera anim played instead of the default damage shake when taking this type of damage

DamageOverlayTime[edit]

Type: float


Default value: 0.1

DamageWeaponClass[edit]

Type: class<UTWeapon>

Information About the weapon that caused this if available

DamageWeaponFireMode[edit]

Type: int


DeathCameraEffectInstigator[edit]

Type: class<UTEmitCameraEffect>

Modifiers: protected

This is the Camera Effect you get when you cause from this Damage Type *

DeathCameraEffectVictim[edit]

Type: class<UTEmitCameraEffect>

Modifiers: protected

This is the Camera Effect you get when you die from this Damage Type *

DeathOverlayTime[edit]

Type: float


Default value: 0.1

DeathStatsName[edit]

Type: name

Name used for stats for deaths with this damage type

Default value: 'DEATHS_ENVIRONMENT'

GibPerterbation[edit]

Type: float

When gibbing, the chunks will fly off in random directions.

Default value: 0.06

GibThreshold[edit]

Type: int

Health threshold at which this damagetype gibs

Default value: -50

GibTrail[edit]

Type: ParticleSystem

Particle system trail to attach to gibs caused by this damage type

Default value: ParticleSystem'T_FX.Effects.P_FX_Bloodsmoke_Trail'

HeroPointsMultiplier[edit]

Type: float

Scaling applied to kills obtained with this damage type

Default value: 1.0

HitEffectColor[edit]

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

KillStatsName[edit]

Type: name

Name used for stats for kills with this damage type

Default value: 'KILLS_ENVIRONMENT'

MinAccumulateDamageThreshold[edit]

Type: int

Minimum damage in one tick to cause gibbing when health is below gib threshold

Default value: 50

NodeDamageScaling[edit]

Type: float

Damage scaling when hit warfare node/core

Default value: 1.0

PhysicsTakeHitMomentumThreshold[edit]

Type: float

magnitude of momentum that must be caused by this damagetype for physics based takehit animations to be used on the target

Default value: 250.0

RewardAnnouncementClass[edit]

Type: class<UTLocalMessage>


Default value: Class'UTGame.UTWeaponRewardMessage'

RewardAnnouncementSwitch[edit]

Type: int

Announcement switch for reward announcement.

RewardCount[edit]

Type: int

If > 0, how many kills of this type get you a reward announcement

RewardEvent[edit]

Type: name

Stats event associated with reward

SuicideStatsName[edit]

Type: name

Name used for stats for suicides with this damage type

Default value: 'SUICIDES_ENVIRONMENT'

Default values[edit]

Property Value
DamagedFFWaveform ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform0'
KilledFFWaveform ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform1'
RadialDamageImpulse 750.0

Static functions[edit]

BoneBreaker[edit]

static function BoneBreaker (UTPawn ThePawn, SkeletalMeshComponent TheMesh, Object.Vector Impulse, Object.Vector HitLocation, name BoneName)

This will look in the NumBonesToPossiblyBreak and choose a bone to break from that list.

CalcDeathCamera[edit]

simulated static function CalcDeathCamera (UTPawn P, float DeltaTime, out Object.Vector CameraLocation, out Object.Rotator CameraRotation, out float CameraFOV)

called when a dead pawn viewed by a player was killed by a DamageType with bSpecialDeathCamera set to true

CreateDeathGoreChunks[edit]

static function CreateDeathGoreChunks (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)

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]

static function CreateDeathSkeleton (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)

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]

static function DoCustomDamageEffects (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)


DrawKillIcon[edit]

simulated static function DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY)


GetDeathCameraEffectInstigator[edit]

simulated static function class<UTEmitCameraEffectGetDeathCameraEffectInstigator (UTPawn UTP)

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]

simulated static function class<UTEmitCameraEffectGetDeathCameraEffectVictim (UTPawn UTP)

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]

static function float GetHitEffectDuration (Pawn P, float Damage)

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]

static function name GetStatsName (name StatType)


IncrementDeaths[edit]

static function IncrementDeaths (UTPlayerReplicationInfo KilledPRI)


IncrementKills[edit]

static function int IncrementKills (UTPlayerReplicationInfo KillerPRI)


IncrementSuicides[edit]

static function IncrementSuicides (UTPlayerReplicationInfo KilledPRI)


PawnTornOff[edit]

static function PawnTornOff (UTPawn DeadPawn)


ScoreKill[edit]

static function ScoreKill (UTPlayerReplicationInfo KillerPRI, UTPlayerReplicationInfo KilledPRI, Pawn KilledPawn)


ShouldGib[edit]

static function bool ShouldGib (UTPawn DeadPawn)

Parameters:

  • DeadPawn - is pawn killed by this damagetype

Returns:

whether or not we should gib due to damage

SpawnExtraGibEffects[edit]

simulated static function SpawnExtraGibEffects (UTGib TheGib)

allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way

SpawnGibEffects[edit]

static function SpawnGibEffects (UTGib Gib)

allows DamageType to spawn additional effects on gibs (such as flame trails)

SpawnHitEffect[edit]

static function SpawnHitEffect (Pawn P, float Damage, Object.Vector Momentum, name BoneName, Object.Vector HitLocation)

Possibly spawn a custom hit effect