BFME 2 - ROTWK Code Refence  1.0
GiantBirdSlowDeathBehavior Class Reference

Public Attributes

DeathTypeFilter DeathTypes
 
ObjectStatus ExemptStatus
 
ObjectStatus RequiredStatus
 
FloatingPoint DamageAmountRequired
 
Degrees MinKillerAngle
 
Degrees MaxKillerAngle
 
FloatingPoint SinkRate
 
SignedInteger ProbabilityModifier
 
Percentage ModifierBonusPerOverkillPercent
 
UnsignedInteger SinkDelay
 
UnsignedInteger SinkDelayVariance
 
UnsignedInteger DestructionDelay
 
UnsignedInteger DestructionDelayVariance
 
UnsignedInteger DecayBeginTime
 
MomentFXList FX
 
MomentOCL OCL
 
MomentWeapon Weapon
 
MomentSound Sound
 
FXList FXHitGround
 
ObjectCreationList OCLHitGround
 
UnsignedInteger DelayFromGroundToFinalDeath
 
KindofList CrashAvoidKindOfs
 
FloatingPoint CrashAvoidRadius
 
FloatingPoint CrashAvoidStrength
 
Boolean NeedToMaintainFlailingHeight
 

Detailed Description

Behavior = GiantBirdSlowDeathBehavior ModuleTag_TheGiantBirdSlowDeathBehavior

; 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
; L01F310C0:   
SinkRate = 0.40; L00E6CC60:Floating Point Value //Speed at which the body sinks (in Dist/Sec)
ProbabilityModifier = 50; SUB_L006D4430:Signed Integer Value //Chance of this death occuring
ModifierBonusPerOverkillPercent = 20 % ; SUB_L006D4D20:Percentage //Negative means less likely to pick this in the face of much damage, positive means more likely
SinkDelay = 3000; SUB_L00E6CB10:Unsigned Integer Value //Wait this long before physical model starts sinking (milliseconds)
SinkDelayVariance = 100; SUB_L00E6CB10:Unsigned Integer Value //SinkDelay can vary by this amount (milliseconds)
DestructionDelay = 8000; SUB_L00E6CB10:Unsigned Integer Value //The deletion of the object (milliseconds)
DestructionDelayVariance = 100; SUB_L00E6CB10:Unsigned Integer Value //DestructionDelay can vary by this amount (milliseconds)
DecayBeginTime = 5000; SUB_L00E6CB10:Unsigned Integer Value //Time before decay animation starts...
FX = INITIAL FX_CatapultDieExplosion; L01E71D48 = L01196A40: Moment - FXList //Multiple Entries Allowed
OCL = FINAL OCL_GondorCavalryDeathRunAwayB; L01E999A4 = L01196BB0: Moment - OCL //Multiple Entries Allowed
Weapon = MIDPOINT WatcherSummoning; L01196D20: Moment - Weapon //Multiple Entries Allowed
Sound = INITIAL YeomanArcherVoiceDie; L01DFDE88 = L01196ED0: Moment - Sound //Sound to play at a point in time
FlingForce = 8.0; SUB_L006D46C0:Float Point Value //Speed at which to be flung
FlingForceVariance = 3.0; SUB_L006D46C0:Float Point Value //FlingForce can vary by this amount
FlingPitch = 60.0; SUB_L006D4B70:Float Point Value //Pitch of which the guy is to be flung
FlingPitchVariance = 10.0; SUB_L006D4B70:Float Point Value //FlingPitch can vary by this amount
DeathFlags = DEATH_1; L01196FC0 //Tell model which death animation to play
ShadowWhenDead = Yes; SUB_L006D3400:Boolean //Draw a shadow or not? "Volumetric shadows don't look so bad when sinking into ground"
FadeDelay = 0; SUB_L00E6CB10:Unsigned Integer Value //Time to wait before fading (milliseconds)
FadeTime = 0; SUB_L00E6CB10:Unsigned Integer Value //Time to spend fading (milliseconds)
DoNotRandomizeMidpoint = Yes; SUB_L006D3400:Boolean //Make "MIDPOINT" slightly random or not
; L01F324E8:   
FXHitGround = FX_ThrownRockGroundHit; SUB_L00E6BD90:FXList //FX List to play when the ground is hit
OCLHitGround = OCL_GondorCavalryDeathRunAwayB; SUB_L00E6C330:ObjectCreationList //OCL to spawn when ground hit
DelayFromGroundToFinalDeath = 1500; SUB_L00E6CAE0 //How long to wait until final death after hitting the ground?
CrashAvoidKindOfs = STRUCTURE; SUB_L00BC5910: List of KindOf's //When crashing into the ground avoid objects with these KindOf's
CrashAvoidRadius = 800; SUB_L006D46C0:Float Point Value //Avoid those objects by this much
CrashAvoidStrength = 0.2; SUB_L006D46C0:Float Point Value //How "badly" you are able to avoid them, higher number means more chance of actual avoidance
NeedToMaintainFlailingHeight = No; SUB_L006D3400:Boolean //Maintain the height from before this was triggered

End

Member Data Documentation

◆ 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

◆ SinkRate

FloatingPoint SinkRate

Speed at which the body sinks (in Dist/Sec)

◆ ProbabilityModifier

SignedInteger ProbabilityModifier

Chance of this death occuring

◆ ModifierBonusPerOverkillPercent

Percentage ModifierBonusPerOverkillPercent

Negative means less likely to pick this in the face of much damage, positive means more likely

◆ SinkDelay

UnsignedInteger SinkDelay

Wait this long before physical model starts sinking (milliseconds)

◆ SinkDelayVariance

UnsignedInteger SinkDelayVariance

SinkDelay can vary by this amount (milliseconds)

◆ DestructionDelay

UnsignedInteger DestructionDelay

The deletion of the object (milliseconds)

◆ DestructionDelayVariance

UnsignedInteger DestructionDelayVariance

DestructionDelay can vary by this amount (milliseconds)

◆ DecayBeginTime

UnsignedInteger DecayBeginTime

Time before decay animation starts...

◆ FX

Multiple Entries Allowed

◆ OCL

MomentOCL OCL

Multiple Entries Allowed

◆ Weapon

MomentWeapon Weapon

Multiple Entries Allowed

◆ Sound

MomentSound Sound

Sound to play at a point in time

◆ FXHitGround

FXList FXHitGround

FX List to play when the ground is hit

◆ OCLHitGround

ObjectCreationList OCLHitGround

OCL to spawn when ground hit

◆ DelayFromGroundToFinalDeath

UnsignedInteger DelayFromGroundToFinalDeath

How long to wait until final death after hitting the ground?

◆ CrashAvoidKindOfs

KindofList CrashAvoidKindOfs

When crashing into the ground avoid objects with these KindOfs

◆ CrashAvoidRadius

FloatingPoint CrashAvoidRadius

Avoid those objects by this much

◆ CrashAvoidStrength

FloatingPoint CrashAvoidStrength

How "badly" you are able to avoid them, higher number means more chance of actual avoidance

◆ NeedToMaintainFlailingHeight

Boolean NeedToMaintainFlailingHeight

Maintain the height from before this was triggered