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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_CauseDamageRadial
Variables Summary | |
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Actor | Instigator |
SeqAct_CauseDamageRadial | |
bool | bDamageFalloff |
float | DamageAmount |
float | DamageRadius |
class<DamageType> | DamageType |
float | Momentum |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Inherited Variables from Engine.SequenceOp |
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ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
Structures Summary |
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Inherited Structures from Engine.SequenceOp |
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SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
Functions Summary |
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Inherited Functions from Engine.SequenceOp |
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Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
Variables Detail |
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player that should take credit for the damage (Controller or Pawn)
Whether damage should decay linearly based on distance from the instigator.
Amount of damage to apply
Distance to Instigator within which to damage actors
Type of damage to apply
Amount of momentum to apply
Defaultproperties |
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defaultproperties { Momentum=500.000000 DamageRadius=200.000000 VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Float',LinkDesc="Amount",PropertyName="DamageAmount",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Instigator",PropertyName="Instigator",MinVars=1,MaxVars=255) ObjClassVersion=2 ObjName="Cause Damage Radial" ObjCategory="Actor" Name="Default__SeqAct_CauseDamageRadial" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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