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BFME 2 - ROTWK Code Refence
1.0
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Public Attributes | |
| DeathTypeFilter | DeathTypes |
| ObjectStatus | ExemptStatus |
| ObjectStatus | RequiredStatus |
| FloatingPoint | DamageAmountRequired |
| Degrees | MinKillerAngle |
| Degrees | MaxKillerAngle |
| AudioEvent | TotalCrushSound |
| AudioEvent | BackEndCrushSound |
| AudioEvent | FrontEndCrushSound |
| SignedInteger | TotalCrushSoundPercent |
| SignedInteger | BackEndCrushSoundPercent |
| SignedInteger | FrontEndCrushSoundPercent |
Behavior = CrushDie ModuleTag_TheCrushDie
; 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
; L01EA8638:
TotalCrushSound = BuildingConstructionLoop; L00E6B310:Sound(AudioEvent) //Sound to play when crushed entirely
BackEndCrushSound = BuildingConstructionLoop; L00E6B310:Sound(AudioEvent) //Sound to play when crushed at the back
FrontEndCrushSound = BuildingConstructionLoop; L00E6B310:Sound(AudioEvent) //Sound to play when crushed at the front
TotalCrushSoundPercent = 50; SUB_L006D4430:Signed Integer Value //Volume percentage of the TotalCrushSound
BackEndCrushSoundPercent = 50; SUB_L006D4430:Signed Integer Value //Volume percentage of the BackEndCrushSound
FrontEndCrushSoundPercent = 50; SUB_L006D4430:Signed Integer Value //Volume percentage of the FrontEndCrushSound
End
| ObjectStatus ExemptStatus |
May not have this Status
| ObjectStatus RequiredStatus |
Must have this Status
| FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur
| AudioEvent TotalCrushSound |
Sound to play when crushed entirely
| AudioEvent BackEndCrushSound |
Sound to play when crushed at the back
| AudioEvent FrontEndCrushSound |
Sound to play when crushed at the front
| SignedInteger TotalCrushSoundPercent |
Volume percentage of the TotalCrushSound
| SignedInteger BackEndCrushSoundPercent |
Volume percentage of the BackEndCrushSound
| SignedInteger FrontEndCrushSoundPercent |
Volume percentage of the FrontEndCrushSound