BFME 2 - ROTWK Code Refence  1.0
FireWeaponWhenDamagedBehavior Class Reference

Public Attributes

Boolean StartsActive
 
Weapon ReactionWeaponPristine
 
Weapon ReactionWeaponDamaged
 
Weapon ReactionWeaponReallyDamaged
 
Weapon ReactionWeaponRubble
 
Weapon ContinuousWeaponPristine
 
Weapon ContinuousWeaponDamaged
 
Weapon ContinuousWeaponReallyDamaged
 
Weapon ContinuousWeaponRubble
 
DamageTypeFilter DamageTypes
 
FloatingPoint DamageAmount
 
Upgrades TriggeredBy
 
Upgrades ConflictsWith
 
Boolean RequiresAllTriggers
 
Boolean RequiresAllConflictingTriggers
 
AnimAndDuration CustomAnimAndDuration
 
Boolean Permanent
 

Detailed Description

Behavior = FireWeaponWhenDamagedBehavior ModuleTag_TheFireWeaponWhenDamagedBehavior

; L01EA7F48:   
StartsActive = No; SUB_L006D3400:Boolean //Do we start active? If no, require upgrade to start it up
ReactionWeaponPristine = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When hit in Pristine state fire this weapon
ReactionWeaponDamaged = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When hit in Damaged state fire this weapon
ReactionWeaponReallyDamaged = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When hit in ReallyDamaged state fire this weapon
ReactionWeaponRubble = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When hit in Rubble state fire this weapon
ContinuousWeaponPristine = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When in Pristine state fire this weapon
ContinuousWeaponDamaged = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When in Damaged state fire this weapon
ContinuousWeaponReallyDamaged = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When in ReallyDamaged state fire this weapon
ContinuousWeaponRubble = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //When in Rubble state fire this weapon
DamageTypes = ALL; L00E6CED0: ALL / NONE Damage Filter //Damage type required to activate
DamageAmount = 1; SUB_L006D46C0:Float Point Value //If damage is >= this value, fire the weapon
;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...

End

Member Data Documentation

◆ StartsActive

Boolean StartsActive

Do we start active? If no, require upgrade to start it up

◆ ReactionWeaponPristine

Weapon ReactionWeaponPristine

When hit in Pristine state fire this weapon

◆ ReactionWeaponDamaged

Weapon ReactionWeaponDamaged

When hit in Damaged state fire this weapon

◆ ReactionWeaponReallyDamaged

Weapon ReactionWeaponReallyDamaged

When hit in ReallyDamaged state fire this weapon

◆ ReactionWeaponRubble

Weapon ReactionWeaponRubble

When hit in Rubble state fire this weapon

◆ ContinuousWeaponPristine

Weapon ContinuousWeaponPristine

When in Pristine state fire this weapon

◆ ContinuousWeaponDamaged

Weapon ContinuousWeaponDamaged

When in Damaged state fire this weapon

◆ ContinuousWeaponReallyDamaged

Weapon ContinuousWeaponReallyDamaged

When in ReallyDamaged state fire this weapon

◆ ContinuousWeaponRubble

Weapon ContinuousWeaponRubble

When in Rubble state fire this weapon

◆ DamageTypes

Damage type required to activate

◆ DamageAmount

FloatingPoint DamageAmount

If damage is >= this value, fire the weapon

◆ 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...