Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTDamageType internal variables (UDK)
Object >> DamageType >> UTDamageType (internal variables) |
Contents
- 1 Internal variables
- 1.1 AlwaysGibDamageThreshold
- 1.2 bBulletHit
- 1.3 bCauseConvulsions
- 1.4 bCausesBloodSplatterDecals
- 1.5 bComplainFriendlyFire
- 1.6 bDestroysBarricades
- 1.7 bDirectDamage
- 1.8 bDontHurtInstigator
- 1.9 bHeadGibCamera
- 1.10 bLeaveBodyEffect
- 1.11 bOverrideHitEffectColor
- 1.12 bSelfDestructDamage
- 1.13 bSeversHead
- 1.14 bSpecialDeathCamera
- 1.15 bThrowRagdoll
- 1.16 bUseTearOffMomentum
- 1.17 bVehicleHit
- 1.18 CustomTauntIndex
- 1.19 DamageBodyMatColor
- 1.20 DamageCameraAnim
- 1.21 DamageOverlayTime
- 1.22 DamageWeaponClass
- 1.23 DamageWeaponFireMode
- 1.24 DeathCameraEffectInstigator
- 1.25 DeathCameraEffectVictim
- 1.26 DeathOverlayTime
- 1.27 DeathStatsName
- 1.28 GibPerterbation
- 1.29 GibThreshold
- 1.30 GibTrail
- 1.31 HitEffectColor
- 1.32 KillStatsName
- 1.33 MinAccumulateDamageThreshold
- 1.34 NodeDamageScaling
- 1.35 PhysicsTakeHitMomentumThreshold
- 1.36 RewardAnnouncementClass
- 1.37 RewardAnnouncementSwitch
- 1.38 RewardCount
- 1.39 RewardEvent
- 1.40 SuicideStatsName
- 1.41 XRayEffectTime
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. |
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
bCausesBloodSplatterDecals[edit]
Type: bool
Whether or not this damage type can cause a blood splatter *
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
bDontHurtInstigator[edit]
Type: bool
if true, this damage type should never harm its instigator
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]
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 GibTrail would normally be blood, but we only have robots now.
Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
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'
XRayEffectTime[edit]
Type: float