BFME 2 - ROTWK Code Refence
1.0
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Behavior = ClearanceTestingSlowDeathBehavior ModuleTag_TheClearanceTestingSlowDeathBehavior
; L01F2EA00:
DeathTypes = NONE + CRUSHED; L00E6D050: ALL / NONE Filter
ExemptStatus = SOLD; SUB_L00C118B0: BitStatus //May not have this Status
RequiredStatus = DEATH_3; SUB_L00C118B0: BitStatus //Must have this Status
DamageAmountRequired = 15.0; SUB_L006D46C0:Float Point Value//Damage required before this behavior can occur
MinKillerAngle = -46; SUB_L006D4B70:Float Point Value //Degrees
MaxKillerAngle = 46; SUB_L006D4B70:Float Point Value //Degrees
; L01F310C0:
SinkRate = 0.40; L00E6CC60:Floating Point Value //Speed at which the body sinks (in Dist/Sec)
ProbabilityModifier = 50; SUB_L006D4430:Signed Integer Value //Chance of this death occuring
ModifierBonusPerOverkillPercent = 20 % ; SUB_L006D4D20:Percentage //Negative means less likely to pick this in the face of much damage, positive means more likely
SinkDelay = 3000; SUB_L00E6CB10:Unsigned Integer Value //Wait this long before physical model starts sinking (milliseconds)
SinkDelayVariance = 100; SUB_L00E6CB10:Unsigned Integer Value //SinkDelay can vary by this amount (milliseconds)
DestructionDelay = 8000; SUB_L00E6CB10:Unsigned Integer Value //The deletion of the object (milliseconds)
DestructionDelayVariance = 100; SUB_L00E6CB10:Unsigned Integer Value //DestructionDelay can vary by this amount (milliseconds)
DecayBeginTime = 5000; SUB_L00E6CB10:Unsigned Integer Value //Time before decay animation starts...
FX = INITIAL FX_CatapultDieExplosion; L01E71D48 = L01196A40: Moment - FXList //Multiple Entries Allowed
OCL = FINAL OCL_GondorCavalryDeathRunAwayB; L01E999A4 = L01196BB0: Moment - OCL //Multiple Entries Allowed
Weapon = MIDPOINT WatcherSummoning; L01196D20: Moment - Weapon //Multiple Entries Allowed
Sound = INITIAL YeomanArcherVoiceDie; L01DFDE88 = L01196ED0: Moment - Sound //Sound to play at a point in time
FlingForce = 8.0; SUB_L006D46C0:Float Point Value //Speed at which to be flung
FlingForceVariance = 3.0; SUB_L006D46C0:Float Point Value //FlingForce can vary by this amount
FlingPitch = 60.0; SUB_L006D4B70:Float Point Value //Pitch of which the guy is to be flung
FlingPitchVariance = 10.0; SUB_L006D4B70:Float Point Value //FlingPitch can vary by this amount
DeathFlags = DEATH_1; L01196FC0 //Tell model which death animation to play
ShadowWhenDead = Yes; SUB_L006D3400:Boolean //Draw a shadow or not? "Volumetric shadows don't look so bad when sinking into ground"
FadeDelay = 0; SUB_L00E6CB10:Unsigned Integer Value //Time to wait before fading (milliseconds)
FadeTime = 0; SUB_L00E6CB10:Unsigned Integer Value //Time to spend fading (milliseconds)
DoNotRandomizeMidpoint = Yes; SUB_L006D3400:Boolean //Make "MIDPOINT" slightly random or not
; L01F39D48: <--Requires Improvement Later-->
; This is the area which must be clear for this slow death to go off
; (EA Debug) Use Control - Shift - Alt - E in game to display this area
; (EA Debug) Use debug.add l + clearancetestingslowdeathbehavior to get feedback on why test fails
ClearanceGeometry = Box; L006FAA50 //Geometry Type
ClearanceGeometryMajorRadius = 32.0; L006F9120 //Geometry MajorRadius
ClearanceGeometryMinorRadius = 32.0; L006F9170 //Geometry MinorRadius
ClearanceGeometryRotationAnchorOffset = X:15 Y : 0 Z : 0; L006F6EB0 //Rotated this much around the centerpoint (Geometry offset)
ClearanceGeometryHeight = 32.0; L006F90C0: float //Height of the geometry
ClearanceGeometryIsSmall = No; L006F9090: Boolean
ClearanceGeometryOffset = X : -36 Y : 0 Z : 0; SUB_L006D5320:XYZ Vector //Geometry offset
ClearanceMaxHeight = 32; L006D4890: float //Used for checking with the MaxHeightFraction
ClearanceMaxHeightFraction = 0.050; L006D4890: float //If more than 5% of the cells in the clearance geometry are more than 32 units (ClearanceMaxHeight) above the Oliphant's base, don't fall (don't fall into cliffs)
ClearanceMinHeight = -32; L006D4A00: float //Used for checking with the MinHeightFraction
ClearanceMinHeightFraction = 0.40; L006D4890: float //If more than 40% of the cells in the clearance geometry are more than 32 units (ClearanceMinHeight) below the Oliphant's base, don't fall (don't get left hanging over a cliff)
End
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur
FloatingPoint SinkRate |
Speed at which the body sinks (in Dist/Sec)
SignedInteger ProbabilityModifier |
Chance of this death occuring
Percentage ModifierBonusPerOverkillPercent |
Negative means less likely to pick this in the face of much damage, positive means more likely
UnsignedInteger SinkDelay |
Wait this long before physical model starts sinking (milliseconds)
UnsignedInteger SinkDelayVariance |
SinkDelay can vary by this amount (milliseconds)
UnsignedInteger DestructionDelay |
The deletion of the object (milliseconds)
UnsignedInteger DestructionDelayVariance |
DestructionDelay can vary by this amount (milliseconds)
UnsignedInteger DecayBeginTime |
Time before decay animation starts...
MomentFXList FX |
Multiple Entries Allowed
MomentOCL OCL |
Multiple Entries Allowed
MomentWeapon Weapon |
Multiple Entries Allowed
MomentSound Sound |
Sound to play at a point in time
Unknown ClearanceGeometry |
Geometry Type
FloatingPoint ClearanceGeometryMajorRadius |
Geometry MajorRadius
FloatingPoint ClearanceGeometryMinorRadius |
Geometry MinorRadius
Vector3 ClearanceGeometryRotationAnchorOffset |
Rotated this much around the centerpoint (Geometry offset)
FloatingPoint ClearanceGeometryHeight |
Height of the geometry
Boolean ClearanceGeometryIsSmall |
Small?
Vector3 ClearanceGeometryOffset |
Geometry offset
FloatingPoint ClearanceMaxHeight |
Used for checking with the MaxHeightFraction
FloatingPoint ClearanceMaxHeightFraction |
If more than 5% of the cells in the clearance geometry are more than 32 units (ClearanceMaxHeight) above the Oliphant's base, don't fall (don't fall into cliffs)
FloatingPoint ClearanceMinHeight |
Used for checking with the MinHeightFraction
FloatingPoint ClearanceMinHeightFraction |
If more than 40% of the cells in the clearance geometry are more than 32 units (ClearanceMinHeight) below the Oliphant's base, don't fall (don't get left hanging over a cliff)