BFME 2 - ROTWK Code Refence  1.0
FXListDie Class Reference

Public Attributes

DeathTypeFilter DeathTypes
 
ObjectStatus ExemptStatus
 
ObjectStatus RequiredStatus
 
FloatingPoint DamageAmountRequired
 
Degrees MinKillerAngle
 
Degrees MaxKillerAngle
 
FXList DeathFX
 
Boolean OrientToObject
 

Detailed Description

Behavior = FXListDie ModuleTag_TheFXListDie

; 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
; L01EA872C:   
DeathFX = FX_LurtzDeathBlow; SUB_L00E6BD90:FXList //The FXList to play
OrientToObject = No; SUB_L006D3400:Boolean //Do we orient the FXList to the object?

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

◆ DeathFX

FXList DeathFX

The FXList to play

◆ OrientToObject

Boolean OrientToObject

Do we orient the FXList to the object?