Engine.SeqEvent_TakeDamage
- Extends
- SequenceEvent
- Modifiers
- native ( Sequence )
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 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.SequenceObject
|
+-- Engine.SequenceOp
|
+-- Engine.SequenceEvent
|
+-- Engine.SeqEvent_TakeDamage
Inherited Variables from Engine.SequenceEvent |
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, DuplicateEvts, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, ReTriggerDelay, TriggerCount |
Inherited Variables from Engine.SequenceOp |
ActivateCount, bActive, bAutoActivateOutputLinks, bHaveMovingInputConnector, bHaveMovingOutputConnector, bHaveMovingVarConnector, bLatentExecution, bPendingInputConnectorRecalc, bPendingOutputConnectorRecalc, bPendingVarConnectorRecalc, EventLinks, GamepadID, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
Inherited Functions from Engine.SequenceOp |
Activated, ActivateNamedOutputLink, ActivateOutputLink, Deactivated, ForceActivateInput, ForceActivateOutput, GetBoolVars, GetController, GetInterpDataVars, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset, VersionUpdated |
var float CurrentDamage;
SeqEvent_TakeDamage
static event int GetObjClassVersion ( ) )
function HandleDamage (
Actor inOriginator,
Actor inInstigator,
class<
DamageType> inDamageType,
int inAmount) )
final
function bool IsValidDamageType (
class<
DamageType> inDamageType) )
function Reset ( ) )
event Toggled ( ) )
defaultproperties
{
ObjName="Take Damage"
ObjCategory="Actor"
DamageThreshold=100.f
VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Damage Taken",bWriteable=true)
bResetDamageOnToggle=TRUE
}
|
Creation time: ti 22-3-2011 19:56:56.784 - Created with
UnCodeX