BFME 2 - ROTWK Code Refence
1.0
|
Behavior = DamageFilteredCreateObjectDie ModuleTag_TheDamageFilteredCreateObjectDie
; 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
; L01F3B4E8:
CreationList = OCL_BecomeUndead; SUB_L00E6C330 //What to become when we die?
DamageTypeTriggersInstantly = BECOME_UNDEAD; SUB_L006D3B30 / L02239784:Damage Type //Damage Type for triggering this behavior
DamageTypeTriggersForDuration = BECOME_UNDEAD; SUB_L006D3B30 / L02239784:Damage Type //Damage Type for triggering this behavior (over a period of time)
PostFilterTriggeredDuration = 10000; SUB_L00E6CB10:Unsigned Integer Value //How long (msec) after DamageTypeTriggersForDuration did damage to us is this behavior still valid?
End
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur
ObjectCreationList CreationList |
What to become when we die?
DamageTypes DamageTypeTriggersInstantly |
Damage Type for triggering this behavior
DamageTypes DamageTypeTriggersForDuration |
Damage Type for triggering this behavior (over a period of time)
UnsignedInteger PostFilterTriggeredDuration |
How long (msec) after DamageTypeTriggersForDuration did damage to us is this behavior still valid?