BFME 2 - ROTWK Code Refence
1.0
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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
Boolean StartsActive |
Do we start active? If no, require upgrade to start it up
Boolean ActiveDuringConstruction |
Does this trigger whilst the object is still being built?
UnsignedInteger DelayTime |
Delay before firing weapon after death
Weapon DeathWeapon |
Weapon to trigger when the object dies
Vector3 WeaponOffset |
Offset to fire weapon from
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...
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur