BFME 2 - ROTWK Code Refence  1.0
FireWeaponWhenDeadBehavior Class Reference

Public Attributes

Boolean StartsActive
 
Boolean ActiveDuringConstruction
 
UnsignedInteger DelayTime
 
Weapon DeathWeapon
 
Vector3 WeaponOffset
 
Upgrades TriggeredBy
 
Upgrades ConflictsWith
 
Boolean RequiresAllTriggers
 
Boolean RequiresAllConflictingTriggers
 
AnimAndDuration CustomAnimAndDuration
 
Boolean Permanent
 
DeathTypeFilter DeathTypes
 
ObjectStatus ExemptStatus
 
ObjectStatus RequiredStatus
 
FloatingPoint DamageAmountRequired
 
Degrees MinKillerAngle
 
Degrees MaxKillerAngle
 

Detailed Description

Behavior = FireWeaponWhenDeadBehavior ModuleTag_TheFireWeaponWhenDeadBehavior

; L01EA80C8:   
StartsActive = No; SUB_L006D3400:Boolean //Do we start active? If no, require upgrade to start it up
ActiveDuringConstruction = Yes; SUB_L006D3400:Boolean //Does this trigger whilst the object is still being built?
DelayTime = 600; SUB_L00E6CB10:Unsigned Integer Value //Delay before firing weapon after death
DeathWeapon = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //Weapon to trigger when the object dies
WeaponOffset = X : 30 Y : 0 Z : 52; SUB_L006D5320:XYZ Vector //Offset to fire weapon from
;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...
; 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

End

Member Data Documentation

◆ StartsActive

Boolean StartsActive

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

◆ ActiveDuringConstruction

Boolean ActiveDuringConstruction

Does this trigger whilst the object is still being built?

◆ DelayTime

UnsignedInteger DelayTime

Delay before firing weapon after death

◆ DeathWeapon

Weapon DeathWeapon

Weapon to trigger when the object dies

◆ WeaponOffset

Vector3 WeaponOffset

Offset to fire weapon from

◆ 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...

◆ 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