BFME 2 - ROTWK Code Refence
1.0
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Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are never truly destroyed, even when reduced to zero health. Also note that garrisonable buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_TheKeepObjectDie
; 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
; L01EA8960:
CollapsingTime = 10000; SUB_L00E6CB10:Unsigned Integer Value //How long until we have collapsed?
StayOnRadar = Yes; SUB_L006D3400:Boolean //Do we keep the object on the minimap after death?
End
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur
UnsignedInteger CollapsingTime |
How long until we have collapsed?
Boolean StayOnRadar |
Do we keep the object on the minimap after death?