BFME 2 - ROTWK Code Refence  1.0
DynamicPortalBehaviour Class Reference

Public Attributes

Upgrades TriggeredBy
 
Upgrades ConflictsWith
 
Boolean RequiresAllTriggers
 
Boolean RequiresAllConflictingTriggers
 
AnimAndDuration CustomAnimAndDuration
 
Boolean Permanent
 
String BonePrefix
 
SignedInteger NumberOfBones
 
DynamicPortalWaypoint WayPoint
 
DynamicPortalLink Link
 
String WallBoundsMesh
 
Boolean GenerateNow
 
UnsignedInteger AboveWall
 
Vector3 TopAttackPos
 
FloatingPoint TopAttackRadius
 
Boolean AllowEnemies
 
FloatingPoint ActivationDelaySeconds
 
ObjectFilter ObjectFilter
 

Detailed Description

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

Member Data Documentation

◆ TriggeredBy

Upgrades TriggeredBy

List of Upgrades
Must have these upgrades

◆ ConflictsWith

Upgrades ConflictsWith

List of Upgrades
May not have these upgrades

◆ RequiresAllTriggers

Boolean RequiresAllTriggers

All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)

◆ RequiresAllConflictingTriggers

Boolean RequiresAllConflictingTriggers

All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')

◆ CustomAnimAndDuration

AnimAndDuration CustomAnimAndDuration

Animation State - Time - Delay
Animtime:0 = set flag forever

◆ Permanent

Boolean Permanent

For ever... and ever... and ever, even if the upgrades are lost...

◆ BonePrefix

String BonePrefix

String(BonePrefix) What is the first part of the bone name?

◆ NumberOfBones

SignedInteger NumberOfBones

Amount of bones with this BonePrefix

◆ WayPoint

Multiple Entries Allowed

◆ Link

Multiple Entries Allowed

◆ WallBoundsMesh

String WallBoundsMesh

String(Mesh) The mesh that has the wall walk "limits"

◆ GenerateNow

Boolean GenerateNow

Generate the "paths" now

◆ AboveWall

UnsignedInteger AboveWall

Number of waypoint which must be above wall in order to be able to 'dock'

◆ TopAttackPos

Vector3 TopAttackPos

Position to attack from

◆ TopAttackRadius

FloatingPoint TopAttackRadius

Radius of the attack

◆ AllowEnemies

Boolean AllowEnemies

Allows the enemies inside, normally only allies can use this

◆ ActivationDelaySeconds

FloatingPoint ActivationDelaySeconds

Wait this long before activating the "links"

◆ ObjectFilter

ObjectFilter ObjectFilter

Who may use this portal