BFME 2 - ROTWK Code Refence
1.0
|
Behavior = GeometryUpgrade ModuleTag_TheGeometryUpgrade
;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...
; L01F540A8:
ShowGeometry = Geom_V2 Geom_Base2; SUB_L006D34D0:Strings(Sub Object Name) //Multiple Entries Allowed
HideGeometry = Geom_V1; SUB_L006D34D0:Strings(Sub Object Name) //Multiple Entries Allowed
WallBoundsMesh = P1; SUB_L006D4C30:String(Mesh) //The mesh that has the wall walk "limits"
RampMesh1 = Ramp1; SUB_L006D4C30:String(Mesh)
RampMesh2 = Ramp2; SUB_L006D4C30:String(Mesh)
End
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...
Strings ShowGeometry |
Strings(Sub Object Name) Multiple Entries Allowed
Strings HideGeometry |
Strings(Sub Object Name) Multiple Entries Allowed
String WallBoundsMesh |
String(Mesh) The mesh that has the wall walk "limits"
String RampMesh1 |
String(Mesh)
String RampMesh2 |
String(Mesh)