BFME 2 - ROTWK Code Refence
1.0
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Behavior = DynamicPortalBehaviour ModuleTag_TheDynamicPortalBehaviour
;L01E97D40:
TriggeredBy = Upgrade_ElvenGift Upgrade_RohanFireArrows; L00BE9600: List of Upgrades //Must have these upgrades
ConflictsWith = Upgrade_TheodenKingsFavor Upgrade_TheodenLeadership; L00BE9600: List of Upgrades //May not have these upgrades
RequiresAllTriggers = Yes; SUB_L006D3400:Boolean //All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)
RequiresAllConflictingTriggers = Yes; SUB_L006D3400:Boolean //All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')
CustomAnimAndDuration = AnimState : USER_3 AnimTime : 0 TriggerTime : 0; L010ED8E0: Animation State - Time - Delay // Animtime:0 = set flag forever
Permanent = Yes; SUB_L006D3400:Boolean //For ever... and ever... and ever, even if the upgrades are lost...
; L01F1EE00:
BonePrefix = Elev; SUB_L006D4C30:String(BonePrefix) //What is the first part of the bone name?
NumberOfBones = 4; SUB_L006D4430:Signed Integer Value //Amount of bones with this BonePrefix
WayPoint = Index : 0 Type : PreClimb; L010BBEB0: BoneIndex - Type //0 //Multiple Entries Allowed
WayPoint = Index : 1 Type : PreClimb //1
WayPoint = Index : 2 Type : Climb //2
WayPoint = Index : 3 Type : Climb //3
WayPoint = Index : 2 Type : Climb //4
WayPoint = Index : 1 Type : Climb //5
Link = From : 0 Via : 4 Via : 5 To : 3; L010BC0B0: WaypointIndex - WaypointIndex - ... - WaypointIndex //Multiple Entries Allowed //up, to centre
Link = From : 3 Via : 1 Via : 2 To : 0; down, from centre
WallBoundsMesh = P1; SUB_L006D4C30:String(Mesh) //The mesh that has the wall walk "limits"
GenerateNow = Yes; SUB_L006D3400:Boolean //Generate the "paths" now
AboveWall = 3; SUB_L006D4520:Unsigned Integer Value // # of waypoint which must be above wall in order to be able to 'dock'
TopAttackPos = X : 30 Y : 0 Z : 52; SUB_L006D5320:XYZ Vector //Position to attack from
TopAttackRadius = 30; SUB_L006D46C0:Float Point Value //Radius of the attack
AllowEnemies = Yes; SUB_L006D3400:Boolean //Allows the enemies inside, normally only allies can use this
ActivationDelaySeconds = 20; SUB_L006D46C0:Float Point Value //Wait this long before activating the "links"
ObjectFilter = ANY + INFANTRY - MONSTER - MACHINE - CAVALRY - ARMY_OF_DEAD; SUB_L00EDCA00:Object Filter //Who may use this portal
End
Boolean RequiresAllTriggers |
All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)
Boolean RequiresAllConflictingTriggers |
All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')
AnimAndDuration CustomAnimAndDuration |
Animation State - Time - Delay
Animtime:0 = set flag forever
Boolean Permanent |
For ever... and ever... and ever, even if the upgrades are lost...
String BonePrefix |
String(BonePrefix) What is the first part of the bone name?
SignedInteger NumberOfBones |
Amount of bones with this BonePrefix
DynamicPortalWaypoint WayPoint |
Multiple Entries Allowed
DynamicPortalLink Link |
Multiple Entries Allowed
String WallBoundsMesh |
String(Mesh) The mesh that has the wall walk "limits"
Boolean GenerateNow |
Generate the "paths" now
UnsignedInteger AboveWall |
Number of waypoint which must be above wall in order to be able to 'dock'
Vector3 TopAttackPos |
Position to attack from
FloatingPoint TopAttackRadius |
Radius of the attack
Boolean AllowEnemies |
Allows the enemies inside, normally only allies can use this
FloatingPoint ActivationDelaySeconds |
Wait this long before activating the "links"
ObjectFilter ObjectFilter |
Who may use this portal