BFME 2 - ROTWK Code Refence  1.0
InvisibilityNugget Class Reference

Public Attributes

WeaponsetFlags ForbiddenWeaponConditions
 
FloatingPoint DetectionRange
 
Upgrades IgnoreTreeCheckUpgrades
 
FXList BecomeStealthedFX
 
FXList ExitStealthFX
 
ObjectStatus HintDetectableConditions
 

Detailed Description

; L012B5540->L01F6D628:
    InvisibilityNugget 
        ForbiddenConditions = FIRING_ANY TAKING_DAMAGE ;SUB_L006D3960 //Can't have these conditions
        ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING ;SUB_L00BC58F0
        DetectionRange = 1800 ;SUB_L006D46C0:Float Point Value //Range to detect
        InvisibilityType = STEALTH ;SUB_L006D3B30 //CAMOUFLAGE or STEALTH
        IgnoreTreeCheckUpgrades = Upgrade_ElvenGift ;L00BE9600: List of Upgrades //Ignore tree check when this upgrade is present?
        Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH ;SUB_L006D3960
        BecomeStealthedFX = FX_ElvenCloakOn ;SUB_L00E6BD90:FXList //FX List to play when unit becomes stealthed
        ExitStealthFX = FX_ElvenCloakOff ;SUB_L00E6BD90:FXList //FX List to play when unit leaves stealth
        HintDetectableConditions = IS_FIRING_WEAPON ;SUB_L00C118B0: BitStatus //May not have this Status
    End
Todo:
{ Fix Types... }

Member Data Documentation

◆ DetectionRange

FloatingPoint DetectionRange

Range to detect

◆ IgnoreTreeCheckUpgrades

Upgrades IgnoreTreeCheckUpgrades

Ignore tree check when these upgrades are present?

◆ BecomeStealthedFX

FXList BecomeStealthedFX

FX List to play when unit becomes stealthed

◆ ExitStealthFX

FXList ExitStealthFX

FX List to play when unit leaves stealth

◆ HintDetectableConditions

ObjectStatus HintDetectableConditions

May not have this Status