BFME 2 - ROTWK Code Refence  1.0
KeepObjectDie Class Reference

Public Attributes

DeathTypeFilter DeathTypes
 
ObjectStatus ExemptStatus
 
ObjectStatus RequiredStatus
 
FloatingPoint DamageAmountRequired
 
Degrees MinKillerAngle
 
Degrees MaxKillerAngle
 
UnsignedInteger CollapsingTime
 
Boolean StayOnRadar
 

Detailed Description

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

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

◆ CollapsingTime

UnsignedInteger CollapsingTime

How long until we have collapsed?

◆ StayOnRadar

Boolean StayOnRadar

Do we keep the object on the minimap after death?