BFME 2 - ROTWK Code Refence
1.0
|
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 |
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