UE3:SeqAct CauseDamageRadial (UDK): Difference between revisions

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==Properties==
==Properties==

Latest revision as of 06:22, 17 January 2010

UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_CauseDamageRadial
Package:
Engine
This class in other games:

Properties

Property group 'SeqAct_CauseDamageRadial'

bDamageFalloff

Type: bool

Whether damage should decay linearly based on distance from the instigator.

DamageAmount

Type: float

Amount of damage to apply

DamageRadius

Type: float

Distance to Instigator within which to damage actors

Default value: 200.0

DamageType

Type: class<DamageType>


Momentum

Type: float

Amount of momentum to apply

Default value: 500.0

Internal variables

Instigator

Type: Actor

player that should take credit for the damage (Controller or Pawn)

Default values

Property Value
ObjCategory "Actor"
ObjName "Cause Damage Radial"
VariableLinks[1]
Member Value
ExpectedType Class'Engine.SeqVar_Float'
LinkDesc "Amount"
PropertyName 'DamageAmount'
VariableLinks[2]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Instigator"
PropertyName 'Instigator'

Static events

GetObjClassVersion

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.