BFME 2 - ROTWK Code Refence  1.0
InstantDeathBehavior Class Reference

Public Attributes

DeathTypeFilter DeathTypes
 
ObjectStatus ExemptStatus
 
ObjectStatus RequiredStatus
 
FloatingPoint DamageAmountRequired
 
Degrees MinKillerAngle
 
Degrees MaxKillerAngle
 
FXList FX
 
ObjectCreationList OCL
 
Weapon Weapon
 
MomentSound Sound
 

Detailed Description

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
Todo:
{ Check Types... }

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

◆ Weapon

Weapon Weapon

Weapon to fire upon death, warning does not check if weapon exists!

◆ Sound

MomentSound Sound

Sound to play at a point in time