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UE3:UTSkelControl_Damage (UDK)

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UDK Object >> AnimObject >> SkelControlBase >> SkelControlSingleBone >> UTSkelControl_Damage
Package: 
UTGame
Direct subclasses:
UTSkelControl_DamageHinge, UTSkelControl_DamageSpring
This class in other games:
UT3


Properties

Property group 'Damage'

ActivationThreshold

Type: float

If the health target is above this threshold, this control will be inactive

bControlStrFollowsHealth

Type: bool

Once activated, does we generate the control strength as a product of the health remaining, or is it always full

bOnDamageActive

Type: bool

Whether the OnDamage functionality is active *

Default value: True

BreakMesh

Type: StaticMesh

The Static Mesh component to display when it breaks off

BreakThreshold

Type: float

The threshold at which the spring will begin looking to break

Default value: 1.1

BreakTime

Type: float

This is the amount of time to go from breaking to broken

DamageBoneScale

Type: float

Value to scale this bone to on death *

DamageMax

Type: int

How much damage the control can take

Default value: 25

DamageScale

Type: Object.Vector

The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle which is mirrored down the center.

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

DefaultBreakDir

Type: Object.Vector

When breaking off, use this to build the vector

PS_DamageOnBreak

Type: ParticleSystem

ParticleSystem to spawn when this piece breaks

Default value: ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'

PS_DamageTrail

Type: ParticleSystem

ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)

Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'

Property group 'OnDeath'

bOnDeathActive

Type: bool

Whether the OnDeath functionality is active *

bOnDeathUseForSecondaryExplosion

Type: bool

Whether the OnDeath functionality is active for the secondary explosion *

DeathBoneScale

Type: float

Value to scale this bone to on death *

DeathImpulseDir

Type: Object.Vector

This is the direction which the spawned vehicle piece will fly *

DeathPercentToActuallySpawn

Type: float

This is the percent that this piece will actually spawn if OnDeath is active *

Default value: 1.0

DeathScale

Type: Object.Vector

The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle which is mirrored down the center.

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

DeathStaticMesh

Type: StaticMesh

The static mesh to spawn on death *

PS_DeathOnBreak

Type: ParticleSystem

ParticleSystem to spawn when this piece breaks

Default value: ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'

PS_DeathTrail

Type: ParticleSystem

ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)

Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'

Property group 'UTSkelControl_Damage'

BreakSpeed

Type: Object.Vector

force that pushes the part up when the part is broken off to clear the vehicle.

Internal variables

bInitialized

Type: bool

Is this control initialized

bIsBreaking

Type: bool

Modifiers: transient

This is set to true when Break() is called. It signals the control is breaking but not yet broken

bIsBroken

Type: bool

Modifiers: transient

Is this control broken

BreakTimer

Type: float

Modifiers: transient

This holds the real-time at which this should break

BrokenBone

Type: name

Modifiers: transient

This holds the name of the bone that was broken

HealthPerc

Type: float

Which morph Target to use for health. If none, use the main vehicle health

Default value: 1.0

OwnerVehicle

Type: UTVehicle

Quick link to the owning UTVehicle

OwnerVehicleMaxHealth

Type: float

Modifiers: transient

cached MaxDamage for a vehicle

Default values

Property Value
bIgnoreWhenNotRendered True

Events

BreakApart

simulated event BreakApart (Object.Vector PartLocation, bool bIsVisible)


BreakApartOnDeath

simulated event BreakApartOnDeath (Object.Vector PartLocation, bool bIsVisible)


RestorePart

simulated event float RestorePart ()