BFME 2 - ROTWK Code Refence
1.0
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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
Boolean StartsActive |
Do we start active? If no, require upgrade to start it up
Weapon ReactionWeaponPristine |
When hit in Pristine state fire this weapon
Weapon ReactionWeaponDamaged |
When hit in Damaged state fire this weapon
Weapon ReactionWeaponReallyDamaged |
When hit in ReallyDamaged state fire this weapon
Weapon ReactionWeaponRubble |
When hit in Rubble state fire this weapon
Weapon ContinuousWeaponPristine |
When in Pristine state fire this weapon
Weapon ContinuousWeaponDamaged |
When in Damaged state fire this weapon
Weapon ContinuousWeaponReallyDamaged |
When in ReallyDamaged state fire this weapon
Weapon ContinuousWeaponRubble |
When in Rubble state fire this weapon
Damage type required to activate
FloatingPoint DamageAmount |
If damage is >= this value, fire the weapon
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...