Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE3:UTSkelControl Damage (UT3)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Auto-generated page)
 
(Talk)
 
Line 37: Line 37:
 
The threshold at which the spring will begin looking to break
 
The threshold at which the spring will begin looking to break
  
'''Default value:''' 1.0
+
'''Default value:''' 1.1
  
 
====BreakTime====
 
====BreakTime====
Line 67: Line 67:
 
! Value
 
! Value
 
|-
 
|-
| 000000,Y
+
| X
|  
+
| 1.0
 
|-
 
|-
| 000000,Z
+
| Y
|  
+
| 1.0
 
|-
 
|-
| X
+
| Z
 
| 1.0
 
| 1.0
 
|}
 
|}
Line 135: Line 135:
 
! Value
 
! Value
 
|-
 
|-
| 000000,Y
+
| X
|  
+
| 1.0
 
|-
 
|-
| 000000,Z
+
| Y
|  
+
| 1.0
 
|-
 
|-
| X
+
| Z
 
| 1.0
 
| 1.0
 
|}
 
|}

Latest revision as of 07:40, 23 May 2008

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Damage'[edit]

ActivationThreshold[edit]

Type: float

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

bControlStrFollowsHealth[edit]

Type: bool

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

bOnDamageActive[edit]

Type: bool

Whether the OnDamage functionality is active *

Default value: True

BreakMesh[edit]

Type: StaticMesh

The Static Mesh component to display when it breaks off

BreakThreshold[edit]

Type: float

The threshold at which the spring will begin looking to break

Default value: 1.1

BreakTime[edit]

Type: float

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

DamageBoneScale[edit]

Type: float

Value to scale this bone to on death *

DamageMax[edit]

Type: int

How much damage the control can take

Default value: 25

DamageScale[edit]

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[edit]

Type: Object.Vector

When breaking off, use this to build the vector

PS_DamageOnBreak[edit]

Type: ParticleSystem

ParticleSystem to spawn when this piece breaks

Default value: ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'

PS_DamageTrail[edit]

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'[edit]

bOnDeathActive[edit]

Type: bool

Whether the OnDeath functionality is active *

bOnDeathUseForSecondaryExplosion[edit]

Type: bool

Whether the OnDeath functionality is active for the secondary explosion *

DeathBoneScale[edit]

Type: float

Value to scale this bone to on death *

DeathImpulseDir[edit]

Type: Object.Vector

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

DeathPercentToActuallySpawn[edit]

Type: float

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

Default value: 1.0

DeathScale[edit]

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[edit]

Type: StaticMesh

The static mesh to spawn on death *

PS_DeathOnBreak[edit]

Type: ParticleSystem

ParticleSystem to spawn when this piece breaks

Default value: ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'

PS_DeathTrail[edit]

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'[edit]

BreakSpeed[edit]

Type: Object.Vector

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

Internal variables[edit]

bInitialized[edit]

Type: bool

Is this control initialized

bIsBreaking[edit]

Type: bool

Modifiers: transient

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

bIsBroken[edit]

Type: bool

Modifiers: transient

Is this control broken

BreakTimer[edit]

Type: float

Modifiers: transient

This holds the real-time at which this should break

BrokenBone[edit]

Type: name

Modifiers: transient

This holds the name of the bone that was broken

HealthPerc[edit]

Type: float

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

Default value: 1.0

OwnerVehicle[edit]

Type: UTVehicle

Quick link to the owning UTVehicle

OwnerVehicleMaxHealth[edit]

Type: float

Modifiers: transient

cached MaxDamage for a vehicle

Default values[edit]

Property Value
bIgnoreWhenNotRendered True

Events[edit]

BreakApart[edit]

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

This event is triggered when the spring has decided to break.

Network - Called everywhere except on a dedicated server.

BreakApartOnDeath[edit]

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


RestorePart[edit]

simulated event float RestorePart ()