BFME 2 - ROTWK Code Refence  1.0
BezierProjectileBehavior Class Reference

Public Attributes

Boolean TumbleRandomly
 
Boolean DetonateCallsKill
 
Boolean OrientToFlightPath
 
FloatingPoint FirstHeight
 
FloatingPoint SecondHeight
 
Percentage FirstPercentIndent
 
Percentage SecondPercentIndent
 
Boolean CrushStyle
 
Boolean DieOnImpact
 
UnsignedInteger FinalStuckTime
 
UnsignedInteger PreLandingStateTime
 
SignedInteger BounceCount
 
FloatingPoint BounceDistance
 
FloatingPoint BounceFirstHeight
 
FloatingPoint BounceSecondHeight
 
Percentage BounceFirstPercentIndent
 
Percentage BounceSecondPercentIndent
 
KindofList GarrisonHitKillRequiredKindOf
 
KindofList GarrisonHitKillForbiddenKindOf
 
UnsignedInteger GarrisonHitKillCount
 
FXList GarrisonHitKillFX
 
FXList GroundHitFX
 
FXList GroundBounceFX
 
Weapon GroundHitWeapon
 
Weapon GroundBounceWeapon
 
FloatingPoint FlightPathAdjustDistPerSecond
 
Boolean IgnoreTerrainHeight
 
Percentage FirstPercentHeight
 
Percentage SecondPercentHeight
 
FloatingPoint CurveFlattenMinDist
 
EmotionNuggetType PreLandingEmotion
 
FloatingPoint PreLandingEmotionRadius
 
UnsignedInteger InvisibleFrames
 
UnsignedInteger FadeInTime
 
UnsignedInteger PostLandingStateTime
 
EmotionNuggetType PostLandingEmotion
 
FloatingPoint PostLandingEmotionRadius
 

Detailed Description

Behavior = BezierProjectileBehavior ModuleTag_TheBezierProjectileBehavior

; L01F30528:   
TumbleRandomly = Yes; SUB_L006D3400:Boolean //Do I tumble in randomly? (anim speed i guess?)
DetonateCallsKill = Yes; SUB_L006D3400:Boolean //DestroyDie Behavior is called on detonation
OrientToFlightPath = Yes; SUB_L006D3400:Boolean //Do I orient myself forward on the path?
FirstHeight = 24.0; SUB_L006D46C0:Float Point Value //Height of 1st Bezier control point above highest intervening terrain
SecondHeight = 24.0; SUB_L006D46C0:Float Point Value //Height of 2nd Bezier control point above highest intervening terrain
FirstPercentIndent = 30 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 1 is placed
SecondPercentIndent = 70 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 2 is placed
CrushStyle = Yes; SUB_L006D3400:Boolean //I don't detonate, I just hit
DieOnImpact = Yes; SUB_L006D3400:Boolean //After this, I'm dead :(
FinalStuckTime = 100; SUB_L00E6CB10:Unsigned Integer Value //Can't move for this long afterwards
PreLandingStateTime = 100; SUB_L00E6CB10:Unsigned Integer Value // Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
BounceCount = 1; SUB_L006D4430:Signed Integer Value //When I hit the ground, I'll arc again
BounceDistance = 0.0; SUB_L006D46C0:Float Point Value //Bounce this far
BounceFirstHeight = 0.0; SUB_L006D46C0:Float Point Value //Height of 1st Bezier control point above highest intervening terrain
BounceSecondHeight = 0.0; SUB_L006D46C0:Float Point Value //Height of 2nd Bezier control point above highest intervening terrain
BounceFirstPercentIndent = 20 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 1 is placed
BounceSecondPercentIndent = 80 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 2 is placed
GarrisonHitKillRequiredKindOf = INFANTRY; SUB_L00BC5910: List of KindOf's //Garrisoned units that are hit and killed require this KindOf
GarrisonHitKillForbiddenKindOf = HERO; SUB_L00BC5910: List of KindOf's //Garrisoned units that are hit and killed can not have this KindOf
GarrisonHitKillCount = 200; SUB_L006D4520:Unsigned Integer Value //Amount of Garrisoned units to kill
GarrisonHitKillFX = FX_ThrownRockBounceHit; SUB_L00E6BD90:FXList //FX List to play when a Garrisoned unit is hit
GroundHitFX = FX_ThrownRockGroundHit; SUB_L00E6BD90:FXList //FX List to play when the ground is hit
GroundBounceFX = FX_ThrownRockBounceHit; SUB_L00E6BD90:FXList //FX List to play when bouncing off the ground
GroundHitWeapon = CreateAHeroLeapWarhead; SUB_L00E6BC20:Weapon //Weapon to 'trigger' when hitting the ground
GroundBounceWeapon = CINE_GondorTrebuchetRockWarhead; SUB_L00E6BC20:Weapon //Weapon to 'trigger' when bouncing
FlightPathAdjustDistPerSecond = 50; L00E6CC60 //Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
IgnoreTerrainHeight = Yes; SUB_L006D3400:Boolean //Ignores the "FirstHeight" and "SecondHeight" parameters
FirstPercentHeight = 5 % ; SUB_L006D4D20:Percentage //Percentage of total Height at 1st control point
SecondPercentHeight = 5 % ; SUB_L006D4D20:Percentage //Percentage of total Height at 2nd control point
CurveFlattenMinDist = 50.0; SUB_L006D46C0:Float Point Value //Flatten the curve when the distance is smaller than this
PreLandingEmotion = TERROR; L010FB3F0: Emotion //Emotion to send out to nearby units before landing
PreLandingEmotionRadius = 2.0; SUB_L006D46C0:Float Point Value //Units closer than this get the PreLandingEmotion
InvisibleFrames = 100; SUB_L006D4520:Unsigned Integer Value //Be invisible this many frames
FadeInTime = 100; SUB_L006D4520:Unsigned Integer Value //Fade in for this amount of frames
PostLandingStateTime = 100; SUB_L00E6CB10:Unsigned Integer Value //Keep the ABOUT_TO_HIT flag for this much longer after landing?
PostLandingEmotion = DOOM; L010FB3F0: Emotion Type //Emotion to send out to nearby units after landing
PostLandingEmotionRadius = 2.0; SUB_L006D46C0:Float Point Value //Units closer than this get the PostLandingEmotion

End

Member Data Documentation

◆ TumbleRandomly

Boolean TumbleRandomly

Do I tumble in randomly? (anim speed i guess?)

◆ DetonateCallsKill

Boolean DetonateCallsKill

DestroyDie Behavior is called on detonation

◆ OrientToFlightPath

Boolean OrientToFlightPath

Do I orient myself forward on the path?

◆ FirstHeight

FloatingPoint FirstHeight

Height of 1st Bezier control point above highest intervening terrain

◆ SecondHeight

FloatingPoint SecondHeight

Height of 2nd Bezier control point above highest intervening terrain

◆ FirstPercentIndent

Percentage FirstPercentIndent

Percentage of shot distance control point 1 is placed

◆ SecondPercentIndent

Percentage SecondPercentIndent

Percentage of shot distance control point 2 is placed

◆ CrushStyle

Boolean CrushStyle

I don't detonate, I just hit

◆ DieOnImpact

Boolean DieOnImpact

After this, I'm dead :(

◆ FinalStuckTime

UnsignedInteger FinalStuckTime

Can't move for this long afterwards

◆ PreLandingStateTime

UnsignedInteger PreLandingStateTime

Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance

◆ BounceCount

SignedInteger BounceCount

When I hit the ground, I'll arc again

◆ BounceDistance

FloatingPoint BounceDistance

Bounce this far

◆ BounceFirstHeight

FloatingPoint BounceFirstHeight

Height of 1st Bezier control point above highest intervening terrain

◆ BounceSecondHeight

FloatingPoint BounceSecondHeight

Height of 2nd Bezier control point above highest intervening terrain

◆ BounceFirstPercentIndent

Percentage BounceFirstPercentIndent

Percentage of shot distance control point 1 is placed

◆ BounceSecondPercentIndent

Percentage BounceSecondPercentIndent

Percentage of shot distance control point 2 is placed

◆ GarrisonHitKillRequiredKindOf

KindofList GarrisonHitKillRequiredKindOf

Garrisoned units that are hit and killed require this KindOf

◆ GarrisonHitKillForbiddenKindOf

KindofList GarrisonHitKillForbiddenKindOf

Garrisoned units that are hit and killed can not have this KindOf

◆ GarrisonHitKillCount

UnsignedInteger GarrisonHitKillCount

Amount of Garrisoned units to kill

◆ GarrisonHitKillFX

FXList GarrisonHitKillFX

FX List to play when a Garrisoned unit is hit

◆ GroundHitFX

FXList GroundHitFX

FX List to play when the ground is hit

◆ GroundBounceFX

FXList GroundBounceFX

FX List to play when bouncing off the ground

◆ GroundHitWeapon

Weapon GroundHitWeapon

Weapon to 'trigger' when hitting the ground

◆ GroundBounceWeapon

Weapon GroundBounceWeapon

Weapon to 'trigger' when bouncing

◆ FlightPathAdjustDistPerSecond

FloatingPoint FlightPathAdjustDistPerSecond

Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)

◆ IgnoreTerrainHeight

Boolean IgnoreTerrainHeight

Ignores the "FirstHeight" and "SecondHeight" parameters

◆ FirstPercentHeight

Percentage FirstPercentHeight

Percentage of total Height at 1st control point

◆ SecondPercentHeight

Percentage SecondPercentHeight

Percentage of total Height at 2nd control point

◆ CurveFlattenMinDist

FloatingPoint CurveFlattenMinDist

Flatten the curve when the distance is smaller than this

◆ PreLandingEmotion

EmotionNuggetType PreLandingEmotion

Emotion to send out to nearby units before landing

◆ PreLandingEmotionRadius

FloatingPoint PreLandingEmotionRadius

Units closer than this get the PreLandingEmotion

◆ InvisibleFrames

UnsignedInteger InvisibleFrames

Be invisible this many frames

◆ FadeInTime

UnsignedInteger FadeInTime

Fade in for this amount of frames

◆ PostLandingStateTime

UnsignedInteger PostLandingStateTime

Keep the ABOUT_TO_HIT flag for this much longer after landing?

◆ PostLandingEmotion

EmotionNuggetType PostLandingEmotion

Emotion to send out to nearby units after landing

◆ PostLandingEmotionRadius

FloatingPoint PostLandingEmotionRadius

Units closer than this get the PostLandingEmotion