UE3:UTDmgType RanOver (UT3): Difference between revisions
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Copyright 1998- | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | ||
==Properties== | ==Properties== | ||
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'''Default value:''' 4 | '''Default value:''' 4 | ||
====RanOverWaveForm==== | |||
'''Type:''' {{cl|ForceFeedbackWaveform}} | |||
<!-- enter variable description --> | |||
'''Default value:''' {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTDmgType_RanOver:ForceFeedbackWaveformRanOver' | |||
===Default values=== | ===Default values=== |
Latest revision as of 03:40, 16 August 2009
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Object >> DamageType >> UTDamageType >> UTDmgType_RanOver |
- Package:
- UTGame
- Direct subclass:
- UTDmgType_Pancake
- This class in other games:
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. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
NumMessages
Type: int
Default value: 4
RanOverWaveForm
Type: ForceFeedbackWaveform
Default value: ForceFeedbackWaveform'UTGame.Default__UTDmgType_RanOver:ForceFeedbackWaveformRanOver'
Default values
Property | Value |
---|---|
bExtraMomentumZ | False |
bLocationalHit | False |
bNeverGibs | True |
bUseTearOffMomentum | True |
bVehicleHit | True |
DeathStatsName | 'EVENT_RANOVERDEATHS' |
DeathString | "`k ran over `o" |
FemaleSuicide | "`o ran over herself." |
GibModifier | 2.0 |
GibPerterbation | 0.5 |
KillStatsName | 'EVENT_RANOVERKILLS' |
MaleSuicide | "`o ran over himself." |
RewardAnnouncementClass | Class'UTGame.UTVehicleKillMessage' |
RewardAnnouncementSwitch | 7 |
RewardCount | 10 |
RewardEvent | 'REWARD_ROADRAMPAGE' |
Static functions
IncrementKills
static function int IncrementKills (UTPlayerReplicationInfo KillerPRI)
Overrides: UTDamageType.IncrementKills
SmallReward
static function SmallReward (UTPlayerController Killer, int KillCount)
SpawnHitEffect
static function SpawnHitEffect (Pawn P, float Damage, Object.Vector Momentum, name BoneName, Object.Vector HitLocation)
Overrides: UTDamageType.SpawnHitEffect
Possibly spawn a custom hit effect