UE3:UTDamageType (UT3)

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UT3 Object >> DamageType >> UTDamageType
Package:
UTGame
Direct subclasses:
UTDmgType_StingerBullet, UTDmgType_ShockBall, UTDmgType_ShockCombo, UTDmgType_LeviathanCollision, UTDmgType_RaptorBolt, UTDmgType_SpaceDeath, UTDmgType_VehicleShockChain, UTDmgType_HellBenderPrimary, UTDmgType_AvrilRocket, UTDmgType_BioGoo, UTDmgType_Burning, UTDmgType_CicadaLaser, UTDmgType_DarkWalkerBolt, UTDmgType_Drowned, UTDmgType_EMP, UTDmgType_Encroached, UTDmgType_Enforcer, UTDmgType_FailedTranslocation, UTDmgType_FlakShard, UTDmgType_FuryBolt, UTDmgType_GoliathMachineGun, UTDmgType_ImpactHammer, UTDmgType_Instagib, UTDmgType_LeviathanBeam, UTDmgType_LeviathanBolt, UTDmgType_LeviathanExplosion, UTDmgType_LeviathanRocket, UTDmgType_LeviathanShard, UTDmgType_LeviathanShockBall, UTDmgType_LinkBeam, UTDmgType_LinkPlasma, UTDmgType_MantaBolt, UTDmgType_NemesisBeam, UTDmgType_NightshadeBeam, UTDmgType_NodeDestruction, UTDmgType_OrbReturn, UTDmgType_PaladinEnergyBolt, UTDmgType_PaladinProximityExplosion, UTDmgType_RanOver, UTDmgType_Redeemer, UTDmgType_SPMACameraCrush, UTDmgType_SPMAShell, UTDmgType_SPMAShockBall, UTDmgType_SPMAShockBeam, UTDmgType_SPMAShockChain, UTDmgType_ScavengerBallCollision, UTDmgType_SPMASmallShell, UTDmgType_ScavengerBolt, UTDmgType_ScavengerStabbed, UTDmgType_ScorpionBlade, UTDmgType_ScorpionGlob, UTDmgType_ShapedCharge, UTDmgType_ShockPrimary, UTDmgType_Slime, UTDmgType_SniperHeadShot, UTDmgType_SniperPrimary, UTDmgType_SpiderMine, UTDmgType_StingerShard, UTDmgType_Telefrag, UTDmgType_TurretPrimary, UTDmgType_TurretRocket, UTDmgType_TurretShard, UTDmgType_TurretShockBall, UTDmgType_VehicleCollision, UTDmgType_VehicleShockBall, UTDmgType_VehicleShockBeam, UTDmgType_ViperBolt, UTDmgType_HeroBomb, UTDmgType_HeroMelee, UTDmgType_LinkGenerator, UTDmgType_XRay
This class in other games:

UTDamageType

NOTE: we can not do: HideDropDown on this class as we need to be able to use it in SeqEvent_TakeDamage for objects taking damage from any UTDamageType!

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'DeathAnim'

bAnimateHipsForDeathAnim

Type: bool

If true, char is stopped and root bone is animated using a bone spring for this type of death.

Default value: True

DeathAnim

Type: name

Name of animation to play upon death.

DeathAnimRate

Type: float

How fast to play the death animation

Default value: 1.0

MotorDecayTime

Type: float

If non-zero, motor strength is ramped down over this time (in seconds)

StopAnimAfterDamageInterval

Type: float

If non-zero, stop death anim after this time (in seconds) after stopping taking damage of this type.

Property group 'UTDamageType'

bUseDamageBasedDeathEffects

Type: bool

This will delegate to the death effects to the damage type. This allows us to have specific

damage effects without polluting the Pawn / Weapon class with checking for the damage type

Internal variables

AlwaysGibDamageThreshold

Type: int

Minimum damage in one tick to always cause gibbing

Default value: 150

bBulletHit

Type: bool


bCauseConvulsions

Type: bool


bComplainFriendlyFire

Type: bool

Whether teammates should complain about friendly fire with this damage type

Default value: True

bDestroysBarricades

Type: bool

If true, this type of damage blows up barricades

bDirectDamage

Type: bool


Default value: True

bHeadGibCamera

Type: bool

whether getting gibbed with this damage type attaches the camera to the head gib

Default value: True

bLeaveBodyEffect

Type: bool


bOverrideHitEffectColor

Type: bool

if set, when taking this damage HUD hit effect is our HitEffectColor instead of the default

bSelfDestructDamage

Type: bool


bSeversHead

Type: bool


bSpecialDeathCamera

Type: bool

if set, UTPawn::Dying::CalcCamera() calls this DamageType's CalcDeathCamera() function to handle the camera

bThrowRagdoll

Type: bool


bUseTearOffMomentum

Type: bool

For ragdoll death. Add entirety of killing hit's momentum to ragdoll's initial velocity.

bVehicleHit

Type: bool

caused by vehicle running over you

CustomTauntIndex

Type: int

Custom taunt index for this damage type

Default value: -1

DamageBodyMatColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 10.0

DamageCameraAnim

Type: CameraAnim

camera anim played instead of the default damage shake when taking this type of damage

DamageOverlayTime

Type: float


Default value: 0.1

DamageWeaponClass

Type: class<UTWeapon>

Information About the weapon that caused this if available

DamageWeaponFireMode

Type: int


DeathCameraEffectInstigator

Type: class<UTEmitCameraEffect>

Modifiers: protected

This is the Camera Effect you get when you cause from this Damage Type *

DeathCameraEffectVictim

Type: class<UTEmitCameraEffect>

Modifiers: protected

This is the Camera Effect you get when you die from this Damage Type *

DeathOverlayTime

Type: float


Default value: 0.1

DeathStatsName

Type: name

Name used for stats for deaths with this damage type

Default value: 'DEATHS_ENVIRONMENT'

GibPerterbation

Type: float

When gibbing, the chunks will fly off in random directions.

Default value: 0.06

GibThreshold

Type: int

Health threshold at which this damagetype gibs

Default value: -50

GibTrail

Type: ParticleSystem

Particle system trail to attach to gibs caused by this damage type

Default value: ParticleSystem'T_FX.Effects.P_FX_Bloodsmoke_Trail'

HeroPointsMultiplier

Type: float

Scaling applied to kills obtained with this damage type

Default value: 1.0

HitEffectColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

KillStatsName

Type: name

Name used for stats for kills with this damage type

Default value: 'KILLS_ENVIRONMENT'

MinAccumulateDamageThreshold

Type: int

Minimum damage in one tick to cause gibbing when health is below gib threshold

Default value: 50

NodeDamageScaling

Type: float

Damage scaling when hit warfare node/core

Default value: 1.0

PhysicsTakeHitMomentumThreshold

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

Type: class<UTLocalMessage>


Default value: Class'UTGame.UTWeaponRewardMessage'

RewardAnnouncementSwitch

Type: int

Announcement switch for reward announcement.

RewardCount

Type: int

If > 0, how many kills of this type get you a reward announcement

RewardEvent

Type: name

Stats event associated with reward

SuicideStatsName

Type: name

Name used for stats for suicides with this damage type

Default value: 'SUICIDES_ENVIRONMENT'

Default values

Property Value
DamagedFFWaveform ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform0'
KilledFFWaveform ForceFeedbackWaveform'UTGame.Default__UTDamageType:ForceFeedbackWaveform1'
RadialDamageImpulse 750.0

Static functions

BoneBreaker

static function BoneBreaker (UTPawn ThePawn, SkeletalMeshComponent TheMesh, Object.Vector Impulse, Object.Vector HitLocation, name BoneName)

This will look in the NumBonesToPossiblyBreak and choose a bone to break from that list.

CalcDeathCamera

simulated static function CalcDeathCamera (UTPawn P, float DeltaTime, out Object.Vector CameraLocation, out Object.Rotator CameraRotation, out float CameraFOV)

called when a dead pawn viewed by a player was killed by a DamageType with bSpecialDeathCamera set to true

CreateDeathGoreChunks

static function CreateDeathGoreChunks (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)

This will create the gore chunks from a special death

Note: temp here until we get real chunks and know the set of death types we are going to have

CreateDeathSkeleton

static function CreateDeathSkeleton (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)

This will create a skeleton (white boney skeleton) on death.

Currently it doesn't play any Player Death effects as we don't have them yet.

DoCustomDamageEffects

static function DoCustomDamageEffects (UTPawn ThePawn, class<UTDamageTypeTheDamageType, const out Actor.TraceHitInfo HitInfo, Object.Vector HitLocation)


DrawKillIcon

simulated static function DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY)


GetDeathCameraEffectInstigator

simulated static function class<UTEmitCameraEffectGetDeathCameraEffectInstigator (UTPawn UTP)

Return the DeathCameraEffect that will be played on the instigator that was caused by this damagetype and the Pawn type (e.g. robot)

GetDeathCameraEffectVictim

simulated static function class<UTEmitCameraEffectGetDeathCameraEffectVictim (UTPawn UTP)

Return the DeathCameraEffect that will be played on the victim that was caused by this damagetype and the Pawn type (e.g. robot)

GetHitEffectDuration

static function float GetHitEffectDuration (Pawn P, float Damage)

Returns:

duration of hit effect, primarily used for replication timeout to avoid replicating out of date hits to clients when pawns become relevant

GetStatsName

static function name GetStatsName (name StatType)


IncrementDeaths

static function IncrementDeaths (UTPlayerReplicationInfo KilledPRI)


IncrementKills

static function int IncrementKills (UTPlayerReplicationInfo KillerPRI)


IncrementSuicides

static function IncrementSuicides (UTPlayerReplicationInfo KilledPRI)


PawnTornOff

static function PawnTornOff (UTPawn DeadPawn)


ScoreKill

static function ScoreKill (UTPlayerReplicationInfo KillerPRI, UTPlayerReplicationInfo KilledPRI, Pawn KilledPawn)


ShouldGib

static function bool ShouldGib (UTPawn DeadPawn)

Parameters:

  • DeadPawn - is pawn killed by this damagetype

Returns:

whether or not we should gib due to damage

SpawnExtraGibEffects

simulated static function SpawnExtraGibEffects (UTGib TheGib)

allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way

SpawnGibEffects

static function SpawnGibEffects (UTGib Gib)

allows DamageType to spawn additional effects on gibs (such as flame trails)

SpawnHitEffect

static function SpawnHitEffect (Pawn P, float Damage, Object.Vector Momentum, name BoneName, Object.Vector HitLocation)

Possibly spawn a custom hit effect