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UT2003 :: Actor >> DamageType (Package: Engine)

In UT2003 DamageTypes are abstract classes which hold information like e.g. the corresponding death messages and hit effects.

See DamageType (UT) for the UT version of this class.


string DeathString (localized)
string to describe death by this type of damage
string FemaleSuicide, MaleSuicide (localized)
float ViewFlash
View flash to play.
vector ViewFog
View fog to play.
class<Effects> DamageEffect
Special effect.
string DamageWeaponName
Weapon that caused this damage.
bool bArmorStops
Does regular armor provide protection against this damage?
bool bInstantHit
Done by trace hit weapon.
bool bFastInstantHit
Done by fast repeating trace hit weapon. (e.g. Assault Rifle or Minigun)
bool bAlwaysGibs
bool bLocationalHit
bool bAlwaysSevers
bool bSpecial
bool bDetonatesGoop
Causes biorifle shots to explode.
bool bSkeletize
Swap model to skeleton.
bool bCauseConvulsions
bool bSuperWeapon
If true, also damages teammates even if no friendlyfire.
bool bCausesBlood
bool bKUseOwnDeathVel
For ragdoll death. Rather than using default - use death velocity specified in this damage type.
float GibModifier

(These effects should be none if should use the pawn's blood effects.)

class<Effects> PawnDamageEffect
effect to spawn when pawns are damaged by this damagetype
class<Emitter> PawnDamageEmitter
effect to spawn when pawns are damaged by this damagetype
array<Sound> PawnDamageSounds
Sound Effect to Play when Damage occurs
class<Effects> LowGoreDamageEffect
effect to spawn when low gore
class<Emitter> LowGoreDamageEmitter
Emitter to use when it's low gore
array<Sound> LowGoreDamageSounds
Sound Effects to play with Damage occurs with low gore
class<Effects> LowDetailEffect
Low Detail effect
class<Emitter> LowDetailEmitter
Low Detail emitter
float FlashScale
for flashing victim's screen
vector FlashFog
int DamageDesc
Describes the damage
int DamageThreshold
How much damage much occur before playing effects
vector DamageKick
Material DamageOverlayMaterial
for changing player's shader when hit
float DamageOverlayTime
timing for this
float GibPerterbation
When gibbing, the chunks will fly off in random directions.
float KDamageImpulse
magnitude of impulse applied to KActor due to this damage type.
float KDeathVel
How fast ragdoll moves upon death
float KDeathUpKick
Amount of upwards kick ragdolls get when they die


All methods of the DamageType class are static, because it is never spawned or otherwise created as object.

IncrementKills (Controller Killer)
string DeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)
Returns the regular death message when Victim was killed by Killer.
string SuicideMessage (PlayerReplicationInfo Victim)
Returns a suicide death message when Victim killed himself/herself or got pushed into lava, etc.
class<Effects> GetPawnDamageEffect (vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail)
Returns the class of a hit effect, uusally a blood splat. :)
class<Emitter> GetPawnDamageEmitter (vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail)
Returns an Emitter class, to be used as hit effect.
Sound GetPawnDamageSound ( )
bool IsOfType (int Description)
GetHitEffects (out class<xEmitter> HitEffects[4], int VictimHealth)
Returns up to four xEmitter hit effects based on the victim's health. (e.g. Victim loosing blood)
string GetWeaponClass ( )
Returns the string representation of a weapon class this damage type is associated with. (Only used by WeaponDamageType? classes.)

Known Subclasses

  +- Burned
  +- Corroded
  +- Crushed
  +- DamTypeTelefragged — for all kinds of telefrags
  +- Depressurized
  +- Drowned
  +- Fell
  |   +- FellLava
  +- Gibbed
  +- Suicided
  +- WeaponDamageType?
      +- DamTypeAssaultBullet
      +- DamTypeAssaultGrenade
      +- DamTypeBioGlob
      +- DamTypeFlakChunk
      |   +- DamTypeFlakShell
      +- DamTypeIonBlast
      +- DamTypeLinkPlasma
      +- DamTypeLinkShaft
      +- DamTypeMinigunBullet
      |   +- DamTypeMinigunAlt
      +- DamTypeRedeemer
      +- DamTypeRocket
      |   +- DamTypeRocketHoming
      +- DamTypeShieldImpact
      +- DamTypeShockBall
      +- DamTypeShockBeam
      |   +- DamTypeSuperShockBeam
      |       +- ZoomSuperShockBeamDamage
      +- DamTypeShockCombo
      +- DamTypeSniperHeadshot
      +- DamTypeSniperShot
      +- DamTypeTeleFrag — damage type for the translocator, not really used

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