BFME 2 - ROTWK Code Refence  1.0
FlammableUpdate Class Reference

Public Attributes

UnsignedInteger BurnedDelay
 
UnsignedInteger AflameDuration
 
UnsignedInteger AflameDamageDelay
 
SignedInteger AflameDamageAmount
 
AudioEvent BurningSoundName
 
FloatingPoint FlameDamageLimit
 
UnsignedInteger FlameDamageExpiration
 
Unknown FireFXList
 
Boolean SetBurnedStatus
 
Boolean SwapModelWhenAflame
 
Boolean SwapModelWhenQuenched
 
Boolean SwapTextureWhenAflame
 
Boolean SwapTextureWhenQuenhed
 
Boolean BurnContained
 
Boolean RunToWater
 
FloatingPoint RunToWaterDepth
 
FloatingPoint RunToWaterSearchRadius
 
FloatingPoint RunToWaterSearchIncrement
 
Boolean PanicLocomotorWhileAflame
 
AnimAndDuration CustomAnimAndDuration
 
EnumDamageType DamageType
 

Detailed Description

Behavior = FlammableUpdate ModuleTag_TheFlammableUpdate

; L011E4D90->L01F3E908:    
BurnedDelay = 500 ;SUB_L00E6CB10:Unsigned Integer Value
AflameDuration = 1000 ;SUB_L00E6CB10:Unsigned Integer Value
AflameDamageDelay = 500 ;SUB_L00E6CB10:Unsigned Integer Value
AflameDamageAmount = 2 ;SUB_L006D4430:Signed Integer Value
BurningSoundName = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent)
FlameDamageLimit = 100 ;SUB_L006D46C0:Float Point Value
FlameDamageExpiration = 1000 ;SUB_L00E6CB10:Unsigned Integer Value
FireFXList = ? ;L011E4DB0:FX List?
SetBurnedStatus = Yes ;SUB_L006D3400:Boolean
SwapModelWhenAflame = Yes ;SUB_L006D3400:Boolean
SwapModelWhenQuenched = Yes ;SUB_L006D3400:Boolean
SwapTextureWhenAflame = Yes ;SUB_L006D3400:Boolean
SwapTextureWhenQuenhed = Yes ;SUB_L006D3400:Boolean
BurnContained = Yes ;SUB_L006D3400:Boolean
RunToWater = Yes ;SUB_L006D3400:Boolean
RunToWaterDepth = 1 ;SUB_L006D46C0:Float Point Value
RunToWaterSearchRadius = 10 ;SUB_L006D46C0:Float Point Value
RunToWaterSearchIncrement = 2 ;SUB_L006D46C0:Float Point Value
PanicLocomotorWhileAflame = Yes ;SUB_L006D3400:Boolean
CustomAnimAndDuration = AnimState:USER_3 AnimTime:0 TriggerTime:0 ;L010ED8E0: Animation State - Time - Delay
DamageType = CRUSH ;SUB_L006D3B30 L02239B68
; FORCE \ CRUSH \ SLASH \ PIERCE \ SIEGE \ STRUCTURAL
; FLAME \ HEALING \ UNRESISTABLE \ WATER \ PENALTY \ FALLING
; TOPPLING \ REFLECTED \ PASSENGER \ MAGIC \ CHOP \ HERO \ SPECIALIST
; URUK / HERO_RANGED / FLY_INTO / UNDEFINED / LOGICAL_FIRE
; CAVALRY / CAVALRY_RANGED / POISON / FROST

End