UE3:UTDamageType (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:
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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
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
This will look in the NumBonesToPossiblyBreak and choose a bone to break from that list.
CalcDeathCamera
called when a dead pawn viewed by a player was killed by a DamageType with bSpecialDeathCamera set to true
CreateDeathGoreChunks
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
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
DrawKillIcon
GetDeathCameraEffectInstigator
Return the DeathCameraEffect that will be played on the instigator that was caused by this damagetype and the Pawn type (e.g. robot)
GetDeathCameraEffectVictim
Return the DeathCameraEffect that will be played on the victim that was caused by this damagetype and the Pawn type (e.g. robot)
GetHitEffectDuration
Returns:
- duration of hit effect, primarily used for replication timeout to avoid replicating out of date hits to clients when pawns become relevant
GetStatsName
IncrementDeaths
IncrementKills
IncrementSuicides
PawnTornOff
ScoreKill
ShouldGib
Parameters:
- DeadPawn - is pawn killed by this damagetype
Returns:
- whether or not we should gib due to damage
SpawnExtraGibEffects
allows special effects when gibs are spawned via DoCustomDamageEffects() instead of the normal way
SpawnGibEffects
allows DamageType to spawn additional effects on gibs (such as flame trails)
SpawnHitEffect
Possibly spawn a custom hit effect