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UTGame.UTSkelControl_Damage

Extends
SkelControlSingleBone
Modifiers
native ( Animation )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SkelControlBase
   |   
   +-- Engine.SkelControlSingleBone
      |   
      +-- UTGame.UTSkelControl_Damage

Direct Known Subclasses:

UTSkelControl_DamageHinge, UTSkelControl_DamageSpring

Variables Summary
boolbInitialized
boolbIsBreaking
boolbIsBroken
floatBreakTimer
nameBrokenBone
floatHealthPerc
UTVehicleOwnerVehicle
floatOwnerVehicleMaxHealth
Damage
floatActivationThreshold
boolbControlStrFollowsHealth
boolbOnDamageActive
StaticMeshBreakMesh
floatBreakThreshold
floatBreakTime
floatDamageBoneScale
intDamageMax
vectorDamageScale
vectorDefaultBreakDir
ParticleSystemPS_DamageOnBreak
ParticleSystemPS_DamageTrail
OnDeath
boolbOnDeathActive
boolbOnDeathUseForSecondaryExplosion
floatDeathBoneScale
vectorDeathImpulseDir
floatDeathPercentToActuallySpawn
vectorDeathScale
StaticMeshDeathStaticMesh
ParticleSystemPS_DeathOnBreak
ParticleSystemPS_DeathTrail
UTSkelControl_Damage
vectorBreakSpeed
Inherited Variables from Engine.SkelControlSingleBone
bAddRotation, bAddTranslation, bApplyRotation, bApplyTranslation, BoneRotation, BoneRotationSpace, BoneTranslation, BoneTranslationSpace, RotationSpaceBoneName, TranslationSpaceBoneName
Inherited Variables from Engine.SkelControlBase
bEnableEaseInOut, bIgnoreWhenNotRendered, bInitializedCachedNodeList, BlendInTime, BlendOutTime, BlendTimeToGo, BoneScale, bPropagateSetActive, bSetStrengthFromAnimNode, CachedNodeList, ControlName, ControlPosX, ControlPosY, ControlStrength, ControlTickTag, DrawWidth, IgnoreAtOrAboveLOD, NextControl, SkelComponent, StrengthAnimNodeNameList, StrengthTarget

Enumerations Summary
Inherited Enumerations from Engine.SkelControlBase
EBoneControlSpace

Functions Summary
event BreakApart (vector PartLocation, bool bIsVisible))
event BreakApartOnDeath (vector PartLocation, bool bIsVisible))
eventfloat RestorePart ()))
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength


Variables Detail

bInitialized Source code

var bool bInitialized;
Is this control initialized

bIsBreaking Source code

var transient bool bIsBreaking;
This is set to true when Break() is called. It signals the control is breaking but not yet broken

bIsBroken Source code

var transient bool bIsBroken;
Is this control broken

BreakTimer Source code

var transient float BreakTimer;
This holds the real-time at which this should break

BrokenBone Source code

var transient name BrokenBone;
This holds the name of the bone that was broken

HealthPerc Source code

var float HealthPerc;
Which morph Target to use for health. If none, use the main vehicle health

OwnerVehicle Source code

var UTVehicle OwnerVehicle;
Quick link to the owning UTVehicle

OwnerVehicleMaxHealth Source code

var transient float OwnerVehicleMaxHealth;
cached MaxDamage for a vehicle

Damage

ActivationThreshold Source code

var(Damage) float ActivationThreshold;
If the health target is above this threshold, this control will be inactive

bControlStrFollowsHealth Source code

var(Damage) bool bControlStrFollowsHealth;
Once activated, does we generate the control strength as a product of the health remaining, or is it always full

bOnDamageActive Source code

var(Damage) bool bOnDamageActive;
Whether the OnDamage functionality is active

BreakMesh Source code

var(Damage) StaticMesh BreakMesh;
The Static Mesh component to display when it breaks off

BreakThreshold Source code

var(Damage) float BreakThreshold;
The threshold at which the spring will begin looking to break

BreakTime Source code

var(Damage) float BreakTime;
This is the amount of time to go from breaking to broken

DamageBoneScale Source code

var(Damage) float DamageBoneScale;
Value to scale this bone to on death

DamageMax Source code

var(Damage) int DamageMax;
How much damage the control can take

DamageScale Source code

var(Damage) vector DamageScale;
The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle which is mirrored down the center.

DefaultBreakDir Source code

var(Damage) vector DefaultBreakDir;
When breaking off, use this to build the vector

PS_DamageOnBreak Source code

var(Damage) ParticleSystem PS_DamageOnBreak;
ParticleSystem to spawn when this piece breaks

PS_DamageTrail Source code

var(Damage) ParticleSystem PS_DamageTrail;
ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)

OnDeath

bOnDeathActive Source code

var(OnDeath) bool bOnDeathActive;
Whether the OnDeath functionality is active

bOnDeathUseForSecondaryExplosion Source code

var(OnDeath) bool bOnDeathUseForSecondaryExplosion;
Whether the OnDeath functionality is active for the secondary explosion

DeathBoneScale Source code

var(OnDeath) float DeathBoneScale;
Value to scale this bone to on death

DeathImpulseDir Source code

var(OnDeath) vector DeathImpulseDir;
This is the direction which the spawned vehicle piece will fly

DeathPercentToActuallySpawn Source code

var(OnDeath) float DeathPercentToActuallySpawn;
This is the percent that this piece will actually spawn if OnDeath is active

DeathScale Source code

var(OnDeath) vector DeathScale;
The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle which is mirrored down the center.

DeathStaticMesh Source code

var(OnDeath) StaticMesh DeathStaticMesh;
The static mesh to spawn on death

PS_DeathOnBreak Source code

var(OnDeath) ParticleSystem PS_DeathOnBreak;
ParticleSystem to spawn when this piece breaks

PS_DeathTrail Source code

var(OnDeath) ParticleSystem PS_DeathTrail;
ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)

UTSkelControl_Damage

BreakSpeed Source code

var(UTSkelControl_Damage) vector BreakSpeed;
force that pushes the part up when the part is broken off to clear the vehicle.


Functions Detail

BreakApart Source code

simulated event BreakApart ( vector PartLocation, bool bIsVisible) )
This event is triggered when the spring has decided to break. Network - Called everywhere except on a dedicated server.

BreakApartOnDeath Source code

simulated event BreakApartOnDeath ( vector PartLocation, bool bIsVisible) )

RestorePart Source code

simulated event float RestorePart ( ) )


Defaultproperties

defaultproperties
{
   bOnDamageActive=True
   HealthPerc=1.000000
   DamageMax=25
   BreakThreshold=1.100000
   DamageScale=(X=1.000000,Y=1.000000,Z=1.000000)
   PS_DamageOnBreak=ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'
   PS_DamageTrail=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
   DeathPercentToActuallySpawn=1.000000
   DeathScale=(X=1.000000,Y=1.000000,Z=1.000000)
   PS_DeathOnBreak=ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'
   PS_DeathTrail=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
   bIgnoreWhenNotRendered=True
   Name="Default__UTSkelControl_Damage"
   ObjectArchetype=SkelControlSingleBone'Engine.Default__SkelControlSingleBone'
}

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Creation time: sk 18-3-2018 10:00:56.969 - Created with UnCodeX