I don't need to test my programs. I have an error-correcting modem.
UE3:UTDmgType_LinkBeam (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)
Object >> DamageType >> UTDamageType >> UTDmgType_LinkBeam |
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. |
Properties[edit]
BoneToAttach[edit]
Type: name
Default value: 'b_Spine1'
PS_AttachToBody[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Skeleton_Dissolve'
PS_AttachToGib[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Death_Gib_Effect'
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bCausesBlood | False | ||||||||||
bLeaveBodyEffect | True | ||||||||||
bUseDamageBasedDeathEffects | True | ||||||||||
DamageBodyMatColor |
|
||||||||||
DamageCameraAnim | CameraAnim'Camera_FX.LinkGun.C_WP_Link_Beam_Hit' | ||||||||||
DamagedFFWaveform | ForceFeedbackWaveform'UTGame.Default__UTDmgType_LinkBeam:ForceFeedbackWaveform0' | ||||||||||
DamageOverlayTime | 0.5 | ||||||||||
DamageWeaponClass | Class'UTGame.UTWeap_LinkGun' | ||||||||||
DamageWeaponFireMode | 1 | ||||||||||
DeathOverlayTime | 1.0 | ||||||||||
DeathStatsName | 'DEATHS_LINKGUN' | ||||||||||
DeathString | "`o was carved up by `k's green shaft." | ||||||||||
FemaleSuicide | "`o shafted herself." | ||||||||||
KDamageImpulse | 100.0 | ||||||||||
KilledFFWaveform | ForceFeedbackWaveform'UTGame.Default__UTDmgType_LinkBeam:ForceFeedbackWaveform1' | ||||||||||
KillStatsName | 'KILLS_LINKGUN' | ||||||||||
MaleSuicide | "`o shafted himself." | ||||||||||
RewardAnnouncementSwitch | 6 | ||||||||||
RewardCount | 15 | ||||||||||
RewardEvent | 'REWARD_SHAFTMASTER' | ||||||||||
SuicideStatsName | 'SUICIDES_LINKGUN' | ||||||||||
VehicleDamageScaling | 0.8 | ||||||||||
VehicleMomentumScaling | 0.1 |
Static functions[edit]
DoCustomDamageEffects[edit]
static function DoCustomDamageEffects (UTPawn ThePawn, class<UTDamageType> TheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)
Overrides: UTDamageType.DoCustomDamageEffects
SpawnExtraGibEffects[edit]
simulated static function SpawnExtraGibEffects (UTGib TheGib)
Overrides: UTDamageType.SpawnExtraGibEffects
allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way