UE3:UTDamageType internal variables (UDK)
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Object >> DamageType >> UTDamageType (internal variables) |
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Internal variables
AlwaysGibDamageThreshold
Type: int
Minimum damage in one tick to always cause gibbing
Default value: 150
bBulletHit
Type: bool
bCauseConvulsions
Type: bool
bCausesBloodSplatterDecals
Type: bool
Whether or not this damage type can cause a blood splatter *
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
bDontHurtInstigator
Type: bool
if true, this damage type should never harm its instigator
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 GibTrail would normally be blood, but we only have robots now.
Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
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'
XRayEffectTime
Type: float