BFME 2 - ROTWK Code Refence  1.0
AssaultTransportAIUpdate Class Reference

Public Attributes

TurretModule Turret
 
String AttackPriority
 
AllowedWhenConditions AutoAcquireEnemiesWhenIdle
 
FloatingPoint StopChaseDistance
 
Boolean StandGround
 
UnsignedInteger MoodAttackCheckRate
 
Boolean CanAttackWhileContained
 
FloatingPoint HoldGroundCloseRangeDistance
 
String AILuaEventsList
 
UnsignedInteger MinCowerTime
 
UnsignedInteger MaxCowerTime
 
UnsignedInteger RampageTime
 
Boolean RampageRequiresAflame
 
UnsignedInteger BurningDeathTime
 
UnsignedInteger TimeToEjectPassengersOnRampage
 
LocomotorSetType ComboLocomotorSet
 
FloatingPoint ComboLocoAttackDistance
 
Strings SpecialContactPoints
 
Boolean FadeOnPortals
 

Detailed Description

Behavior = AssaultTransportAIUpdate ModuleTag_TheAssaultTransportAIUpdate

; SUB_L00E3AD40->L01ED02F8:    
Turret; L00E3AD60 //Turret module
; L0136B020:
TurretTurnRate = 30; L00E6AAC0: Pitch Angle
TurretPitchRate = 30; L00E6AAC0: Pitch Angle
NaturalTurretAngle = 25; SUB_L006D4B70:Float Point Value //Degrees
NaturalTurretPitch = 46; SUB_L006D4B70:Float Point Value //Degrees
FirePitch = 25; SUB_L006D4B70:Float Point Value //Degrees
MinPhysicalPitch = 5; SUB_L006D4B70:Float Point Value //Degrees
GroundUnitPitch = 5; SUB_L006D4B70:Float Point Value //Degrees
TurretFireAngleSweep = ? ; L0136AF80 PRIMARY SECONDARY TERTIARY QUATERNARY QUINARY
TurretSweepSpeedModifier = ? ; L0136AFD0
ControlledWeaponSlots = ? ; L0136B040
AllowsPitch = Yes; SUB_L006D3400:Boolean
MinIdleScanAngle = -25; SUB_L006D4B70:Float Point Value //Degrees
MaxIdleScanAngle = 25; SUB_L006D4B70:Float Point Value //Degrees
MinIdleScanInterval = 300; SUB_L00E6CB10:Unsigned Integer Value
MaxIdleScanInterval = 1000; SUB_L00E6CB10:Unsigned Integer Value
RecenterTime = 3000; SUB_L00E6CB10:Unsigned Integer Value
InitiallyDisabled = Yes; SUB_L006D3400:Boolean
FiresWhileTurning = Yes; SUB_L006D3400:Boolean
TurretMaxDeflectionCW = 25; SUB_L006D4B70:Float Point Value //Degrees
TurretMaxDeflectionACW = 5; SUB_L006D4B70:Float Point Value //Degrees
End
AttackPriority = AttackPriority_Archer; SUB_L006D4C30:String //Attack Priority from AIData.ini -> Obsolete
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED; SUB_L006D3960 //L02233C7C //When may I auto aquire enemies?
StopChaseDistance = 562; SUB_L006D46C0:Float Point Value //stop chasing after this distance
StandGround = Yes; SUB_L006D3400:Boolean //does this unit stand ground
MoodAttackCheckRate = 250; SUB_L00E6CB10:Unsigned Integer Value //How often to check for changing to an attack mood
CanAttackWhileContained = Yes; SUB_L006D3400:Boolean //Can fire out of garrisoned building
HoldGroundCloseRangeDistance = 40; SUB_L006D46C0:Float Point Value //Hold ground until the unit gets this close
AILuaEventsList = InfantryFunctions; SUB_L006D4C30:String //\data\scripts\scripts.lua <-Unit's LUA script
MinCowerTime = 3000; SUB_L00E6CB10:Unsigned Integer Value //Min Cower Time
MaxCowerTime = 5000; SUB_L00E6CB10:Unsigned Integer Value //Max Cower Time
RampageTime = 7960; SUB_L00E6CB10:Unsigned Integer Value //How long to rampage
RampageRequiresAflame = Yes; SUB_L006D3400:Boolean //Requires Aflame state in order to rampage
BurningDeathTime = 3000; SUB_L00E6CB10:Unsigned Integer Value //How long does the unit stay in burning death state
TimeToEjectPassengersOnRampage = 2300; SUB_L00E6CB10:Unsigned Integer Value //This long until no longer able to eject passengers while rampaging
ComboLocomotorSet = SET_COMBO; SUB_L006D3B30; L02233CA8 //Force this locomoter set on the units in the horde
ComboLocoAttackDistance = 500; SUB_L006D46C0:Float Point Value //Range for combo locomoter attack
SpecialContactPoints = Repair; SUB_L006D34D0:Object //Multiple Entries Allowed
FadeOnPortals = Yes; SUB_L006D3400:Boolean

End

Member Data Documentation

◆ Turret

TurretModule Turret

Turret module

◆ AttackPriority

String AttackPriority

SUB_L006D4C30:String //Attack Priority from AIData.ini -> Obsolete

◆ AutoAcquireEnemiesWhenIdle

AllowedWhenConditions AutoAcquireEnemiesWhenIdle

When may me auto aquire enemies?

◆ StopChaseDistance

FloatingPoint StopChaseDistance

stop chasing after this distance

◆ StandGround

Boolean StandGround

does this unit stand ground

◆ MoodAttackCheckRate

UnsignedInteger MoodAttackCheckRate

How often to check for changing to an attack mood

◆ CanAttackWhileContained

Boolean CanAttackWhileContained

Can fire out of garrisoned building

◆ HoldGroundCloseRangeDistance

FloatingPoint HoldGroundCloseRangeDistance

Hold ground until the unit gets this close

◆ AILuaEventsList

String AILuaEventsList

\data\scripts\scripts.lua <-Unit's LUA script

◆ MinCowerTime

UnsignedInteger MinCowerTime

Min Cower Time

◆ MaxCowerTime

UnsignedInteger MaxCowerTime

Max Cower Time

◆ RampageTime

UnsignedInteger RampageTime

How long to rampage

◆ RampageRequiresAflame

Boolean RampageRequiresAflame

Requires Aflame state in order to rampage

◆ BurningDeathTime

UnsignedInteger BurningDeathTime

How long does the unit stay in burning death state

◆ TimeToEjectPassengersOnRampage

UnsignedInteger TimeToEjectPassengersOnRampage

This long until no longer able to eject passengers while rampaging

◆ ComboLocomotorSet

LocomotorSetType ComboLocomotorSet

Force this locomoter set on the units in the horde

◆ ComboLocoAttackDistance

FloatingPoint ComboLocoAttackDistance

Range for combo locomoter attack

◆ SpecialContactPoints

Strings SpecialContactPoints

Multiple Entries Allowed