![](https://www.lostingamestudio.com/wp-content/uploads/2024/06/ImpactDamageTypeClass.png)
The Impact Damage Type class inherits from an existing engine class, Damage Type. We are therefore not going to see in detail all the existing parameters. I invite you to see this blog article which explains the basic functioning of the Damage Type class.
The Impact Damage Type class contains additional information for damage applied to an object by a projectile.
Class Settings #
- Damage Impact Type : Damage type when projectile is stopped. Use point damage for ricochet and penetration.
- Use Velocity To Compute Damage : If enabled, it use projectile velocity to compute damage.
- Minimum Damage : If damage is calculated relative to velocity, you can impose a minimum.
- Damage Inner Radius : [Only with radial damage with falloff] If an object is within this inner radius, it will receive maximum damage.
- Damage Outer Radius : [Only with radial damage with falloff] If an object is within this outer radius, it will take damage based on distance from the origin.
- Damage Prevention Channel : [Only with radial or radial damage with falloff] Channel used to determine if the object takes damage. It can actually be hidden behind another object, a wall for example.
- Use Velocity To Compute Impulse : If enabled, it use projectile velocity to compute impulse.
- Minimum Impulse : If impulse is calculated relative to velocity, you can impose a minimum.
- Projectile Temperature : Temperature of projectile. Can be used for effect. This value can be retrived in Impact Effet Actor class or Impact Projectile class.
- Projectile Electrification : Electric intensity of the projectile.
The temperature and electrical intensity of the projectile will be removed in a future update. I’m working on a new feature based on tags to easily add new properties.