BFME 2 - ROTWK Code Refence
1.0
|
Public Attributes | |
DeathTypeFilter | DeathTypes |
ObjectStatus | ExemptStatus |
ObjectStatus | RequiredStatus |
FloatingPoint | DamageAmountRequired |
Degrees | MinKillerAngle |
Degrees | MaxKillerAngle |
FXList | FX |
ObjectCreationList | OCL |
Weapon | Weapon |
MomentSound | Sound |
Behavior = InstantDeathBehavior ModuleTag_TheInstantDeathBehavior
; 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
; L01F30B50:
FX = FX_SiegeTowerDieInitial_N; L01E71D48 = L00E6BE10:FXList
OCL = OCL_TheOneRing; L01E999A4 = L01195410:OCL
Weapon = CINE_GondorTrebuchetRockWarhead; L01195540 //Weapon to fire upon death, warning does not check if weapon exists!
Sound = YeomanArcherVoiceDie; L01DFDE88 = L01196ED0: Sound //Sound to play at a point in time ;L01DFDE88 = L011956B0
End
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur
Weapon Weapon |
Weapon to fire upon death, warning does not check if weapon exists!
MomentSound Sound |
Sound to play at a point in time