BFME 2 - ROTWK Code Refence
1.0
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Behavior = HitReactionBehavior ModuleTag_TheHitReactionBehavior
; L01F2F470:
; Hit Reaction 1 is HitReactionThreshold1 - HitReactionThreshold2
; Hit Reaction 2 is HitReactionThreshold2 - HitReactionThreshold3
; Hit Reaction 3 is HitReactionThreshold3 - inf.
HitReactionLifeTimer1 = 1500; SUB_L00E6CB10:Unsigned Integer Value //'level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1500; SUB_L00E6CB10:Unsigned Integer Value //'level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1500; SUB_L00E6CB10:Unsigned Integer Value //'level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 100.0; SUB_L006D46C0:Float Point Value //'level 1 (light damage) threshold trigger
HitReactionThreshold2 = 500.0; SUB_L006D46C0:Float Point Value //'level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 1000.0; SUB_L006D46C0:Float Point Value //'level 3 (heavy damage) threshold trigger
FastHitsResetReaction = No; SUB_L006D3400:Boolean //If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
HitsParalyze = Yes; SUB_L006D3400:Boolean //Well do the hits paralyze you? :D (Paralize duration is the HitReactionLifeTimer)
End
UnsignedInteger HitReactionLifeTimer1 |
level 1 (light damage) hit reaction animations in ms
UnsignedInteger HitReactionLifeTimer2 |
level 2 (medium damage) hit reaction animations in ms
UnsignedInteger HitReactionLifeTimer3 |
level 3 (heavy damage) hit reaction animations in ms
FloatingPoint HitReactionThreshold1 |
level 1 (light damage) threshold trigger
FloatingPoint HitReactionThreshold2 |
level 2 (medium damage) threshold trigger
FloatingPoint HitReactionThreshold3 |
level 3 (heavy damage) threshold trigger
Boolean FastHitsResetReaction |
If set – when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
Boolean HitsParalyze |
Well do the hits paralyze you? :D (Paralize duration is the HitReactionLifeTimer)