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Engine.SeqEvent_TakeDamage

Extends
SequenceEvent

Activated when a certain amount of damage is taken. Allows the designer to define how much and which types of damage should be be required (or ignored). Originator: the actor that was damaged Instigator: the actor that did the damaging Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceEvent
         |   
         +-- Engine.SeqEvent_TakeDamage

Variables Summary
floatCurrentDamage
SeqEvent_TakeDamage
floatDamageThreshold
array<class<DamageType>>DamageTypes
array<class<DamageType>>IgnoreDamageTypes
floatMinDamageAmount
Inherited Variables from Engine.SequenceEvent
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceEvent
QueuedActivationInfo
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
function HandleDamage (Actor inOriginator, Actor inInstigator, class<DamageType> inDamageType, int inAmount))
functionbool IsValidDamageType (class<DamageType> inDamageType))
function Reset ()))
Inherited Functions from Engine.SequenceEvent
CheckActivate, RegisterEvent, Reset, Toggled
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

CurrentDamage Source code

var float CurrentDamage;
Current damage amount

SeqEvent_TakeDamage

DamageThreshold Source code

var(SeqEvent_TakeDamage) float DamageThreshold;
Total amount of damage to take before activating the event

DamageTypes Source code

var(SeqEvent_TakeDamage) array<class<DamageType>> DamageTypes<AllowAbstract>;
Types of damage that are counted

IgnoreDamageTypes Source code

var(SeqEvent_TakeDamage) array<class<DamageType>> IgnoreDamageTypes<AllowAbstract>;
Types of damage that are ignored

MinDamageAmount Source code

var(SeqEvent_TakeDamage) float MinDamageAmount;
Damage must exceed this value to be counted


Functions Detail

HandleDamage Source code

final function HandleDamage ( Actor inOriginator, Actor inInstigator, class<DamageType> inDamageType, int inAmount) )
Applies the damage and checks for activation of the event.

IsValidDamageType Source code

final function bool IsValidDamageType ( class<DamageType> inDamageType) )
Searches DamageTypes[] for the specified damage type. Default case is to return true for no damage types listed. This makes workflow a lot faster as you do not need to add a damage type each time you use this event.

Reset Source code

function Reset ( ) )


Defaultproperties

defaultproperties
{
   DamageThreshold=100.000000
   VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Float',LinkDesc="Damage Taken",bWriteable=True,MinVars=1,MaxVars=255)
   ObjClassVersion=3
   ObjName="Take Damage"
   ObjCategory="Actor"
   Name="Default__SeqEvent_TakeDamage"
   ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}

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Creation time: sk 18-3-2018 10:00:43.803 - Created with UnCodeX