BFME 2 - ROTWK Code Refence  1.0
CrushDie Class Reference

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
 

Detailed Description

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

Member Data Documentation

◆ ExemptStatus

ObjectStatus ExemptStatus

May not have this Status

◆ RequiredStatus

ObjectStatus RequiredStatus

Must have this Status

◆ DamageAmountRequired

FloatingPoint DamageAmountRequired

Damage required before this behavior can occur

◆ MinKillerAngle

Degrees MinKillerAngle

◆ MaxKillerAngle

Degrees MaxKillerAngle

◆ TotalCrushSound

AudioEvent TotalCrushSound

Sound to play when crushed entirely

◆ BackEndCrushSound

AudioEvent BackEndCrushSound

Sound to play when crushed at the back

◆ FrontEndCrushSound

AudioEvent FrontEndCrushSound

Sound to play when crushed at the front

◆ TotalCrushSoundPercent

SignedInteger TotalCrushSoundPercent

Volume percentage of the TotalCrushSound

◆ BackEndCrushSoundPercent

SignedInteger BackEndCrushSoundPercent

Volume percentage of the BackEndCrushSound

◆ FrontEndCrushSoundPercent

SignedInteger FrontEndCrushSoundPercent

Volume percentage of the FrontEndCrushSound