# Using more than one type of Damage and Weapon Classes

**URL:** <https://forums.unrealengine.com/t/using-more-than-one-type-of-damage-and-weapon-classes/372905>\
**Category:** Community & Industry Discussion\
**Tags:** health, enumeration, damage, event-hit, unreal-engine, question\
**Created:** [October 9, 2016, 9:10pm UTC](https://forums.unrealengine.com/t/using-more-than-one-type-of-damage-and-weapon-classes/372905 "2016-10-09T21:10:08Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![LeviathanFlux](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeviathanFlux](https://forums.unrealengine.com/u/LeviathanFlux)\
**Post date:** [October 9, 2016, 9:10pm UTC](https://forums.unrealengine.com/t/using-more-than-one-type-of-damage-and-weapon-classes/372905/1 "2016-10-09T21:10:08Z")

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I would like to register damage from various types of weapons such as arrow projectiles and melee attacks. I am able to accomplish inflicting damage to a health bar, but would also like to have damage affect a defense/shield meter as well. For example, an arrow hit might do 20 dmg but will do 7 to health and 13 to the defense until the defense runs out and then only affects health.

I am just looking for the best way to set up damage for more than one type. I could set each attack to subtract a specified health and defense from the character on object collision, but was wondering if there was a better/more efficient way.

Should i use the EventHit event to apply damage, and somehow use a Break hit to incorporate the second type of damage that is inflicted at the same time? Woudl this be something I could set up in an enumeration or structure for weapon classes? I know you could do an enum for classes but where would I set the specs for each class like what kind of damage they do?

A point in the right direction would be greatly appreciated. Thanks 🙂
