BFME 2 - ROTWK Code Refence
1.0
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Behavior = MissileUpdate ModuleTag_TheMissileUpdate
; L01F30528:
TumbleRandomly = Yes; SUB_L006D3400:Boolean //Do I tumble in randomly? (anim speed i guess?)
DetonateCallsKill = Yes; SUB_L006D3400:Boolean //DestroyDie Behavior is called on detonation
OrientToFlightPath = Yes; SUB_L006D3400:Boolean //Do I orient myself forward on the path?
FirstHeight = 24.0; SUB_L006D46C0:Float Point Value //Height of 1st Bezier control point above highest intervening terrain
SecondHeight = 24.0; SUB_L006D46C0:Float Point Value //Height of 2nd Bezier control point above highest intervening terrain
FirstPercentIndent = 30 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 1 is placed
SecondPercentIndent = 70 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 2 is placed
CrushStyle = Yes; SUB_L006D3400:Boolean //I don't detonate, I just hit
DieOnImpact = Yes; SUB_L006D3400:Boolean //After this, I'm dead :(
FinalStuckTime = 100; SUB_L00E6CB10:Unsigned Integer Value //Can't move for this long afterwards
PreLandingStateTime = 100; SUB_L00E6CB10:Unsigned Integer Value // Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
BounceCount = 1; SUB_L006D4430:Signed Integer Value //When I hit the ground, I'll arc again
BounceDistance = 0.0; SUB_L006D46C0:Float Point Value //Bounce this far
BounceFirstHeight = 0.0; SUB_L006D46C0:Float Point Value //Height of 1st Bezier control point above highest intervening terrain
BounceSecondHeight = 0.0; SUB_L006D46C0:Float Point Value //Height of 2nd Bezier control point above highest intervening terrain
BounceFirstPercentIndent = 20 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 1 is placed
BounceSecondPercentIndent = 80 % ; SUB_L006D4D20:Percentage //Percentage of shot distance control point 2 is placed
GarrisonHitKillRequiredKindOf = INFANTRY; SUB_L00BC5910: List of KindOf's //Garrisoned units that are hit and killed require this KindOf
GarrisonHitKillForbiddenKindOf = HERO; SUB_L00BC5910: List of KindOf's //Garrisoned units that are hit and killed can not have this KindOf
GarrisonHitKillCount = 200; SUB_L006D4520:Unsigned Integer Value //Amount of Garrisoned units to kill
GarrisonHitKillFX = FX_ThrownRockBounceHit; SUB_L00E6BD90:FXList //FX List to play when a Garrisoned unit is hit
GroundHitFX = FX_ThrownRockGroundHit; SUB_L00E6BD90:FXList //FX List to play when the ground is hit
GroundBounceFX = FX_ThrownRockBounceHit; SUB_L00E6BD90:FXList //FX List to play when bouncing off the ground
GroundHitWeapon = CreateAHeroLeapWarhead; SUB_L00E6BC20:Weapon //Weapon to 'trigger' when hitting the ground
GroundBounceWeapon = CINE_GondorTrebuchetRockWarhead; SUB_L00E6BC20:Weapon //Weapon to 'trigger' when bouncing
FlightPathAdjustDistPerSecond = 50; L00E6CC60 //Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
IgnoreTerrainHeight = Yes; SUB_L006D3400:Boolean //Ignores the "FirstHeight" and "SecondHeight" parameters
FirstPercentHeight = 5 % ; SUB_L006D4D20:Percentage //Percentage of total Height at 1st control point
SecondPercentHeight = 5 % ; SUB_L006D4D20:Percentage //Percentage of total Height at 2nd control point
CurveFlattenMinDist = 50.0; SUB_L006D46C0:Float Point Value //Flatten the curve when the distance is smaller than this
PreLandingEmotion = TERROR; L010FB3F0: Emotion //Emotion to send out to nearby units before landing
PreLandingEmotionRadius = 2.0; SUB_L006D46C0:Float Point Value //Units closer than this get the PreLandingEmotion
InvisibleFrames = 100; SUB_L006D4520:Unsigned Integer Value //Be invisible this many frames
FadeInTime = 100; SUB_L006D4520:Unsigned Integer Value //Fade in for this amount of frames
PostLandingStateTime = 100; SUB_L00E6CB10:Unsigned Integer Value //Keep the ABOUT_TO_HIT flag for this much longer after landing?
PostLandingEmotion = DOOM; L010FB3F0: Emotion Type //Emotion to send out to nearby units after landing
PostLandingEmotionRadius = 2.0; SUB_L006D46C0:Float Point Value //Units closer than this get the PostLandingEmotion
; L01F4B0B8:
FuelLifetime = 100; SUB_L00E6CB10:Unsigned Integer Value //How long till we run out of fuel?
IgnitionDelay = 100; SUB_L00E6CB10:Unsigned Integer Value //How long till we start moving?
DistanceToTravelBeforeTurning = 5.0; SUB_L006D46C0:Float Point Value //If we miss our target, how long do we travel before turning around towards the target?
DistanceToTargetBeforeDiving = 50.0; SUB_L006D46C0:Float Point Value //When we are closer than this, we go lower towards the height of the target
IgnitionFX = FX_ArvelegBlast; SUB_L00E6BD90:FXList //FX List to play on Ignition
DetonateOnNoFuel = Yes; SUB_L006D3400:Boolean //No fuel left means we detonate.
ExhaustTemplate = MissileExhaust; SUB_L006D4C30:String(FXParticleSystem) //Use this ability
GarrisonHitKillRequiredKindOf = INFANTRY; SUB_L00BC5910: List of KindOf's //Garrisoned units that are hit and killed require this KindOf
GarrisonHitKillForbiddenKindOf = HERO; SUB_L00BC5910: List of KindOf's //Garrisoned units that are hit and killed can not have this KindOf
GarrisonHitKillCount = 200; SUB_L006D4520:Unsigned Integer Value //Amount of Garrisoned units to kill
GarrisonHitKillFX = FX_ThrownRockBounceHit; SUB_L00E6BD90:FXList //FX List to play when a Garrisoned unit is hit
End
Boolean TumbleRandomly |
Do I tumble in randomly? (anim speed i guess?)
Boolean DetonateCallsKill |
DestroyDie Behavior is called on detonation
Boolean OrientToFlightPath |
Do I orient myself forward on the path?
FloatingPoint FirstHeight |
Height of 1st Bezier control point above highest intervening terrain
FloatingPoint SecondHeight |
Height of 2nd Bezier control point above highest intervening terrain
Percentage FirstPercentIndent |
Percentage of shot distance control point 1 is placed
Percentage SecondPercentIndent |
Percentage of shot distance control point 2 is placed
Boolean CrushStyle |
I don't detonate, I just hit
Boolean DieOnImpact |
After this, I'm dead :(
UnsignedInteger FinalStuckTime |
Can't move for this long afterwards
UnsignedInteger PreLandingStateTime |
Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
SignedInteger BounceCount |
When I hit the ground, I'll arc again
FloatingPoint BounceDistance |
Bounce this far
FloatingPoint BounceFirstHeight |
Height of 1st Bezier control point above highest intervening terrain
FloatingPoint BounceSecondHeight |
Height of 2nd Bezier control point above highest intervening terrain
Percentage BounceFirstPercentIndent |
Percentage of shot distance control point 1 is placed
Percentage BounceSecondPercentIndent |
Percentage of shot distance control point 2 is placed
KindofList GarrisonHitKillRequiredKindOf |
Garrisoned units that are hit and killed require this KindOf
KindofList GarrisonHitKillForbiddenKindOf |
Garrisoned units that are hit and killed can not have this KindOf
UnsignedInteger GarrisonHitKillCount |
Amount of Garrisoned units to kill
FXList GarrisonHitKillFX |
FX List to play when a Garrisoned unit is hit
FXList GroundHitFX |
FX List to play when the ground is hit
FXList GroundBounceFX |
FX List to play when bouncing off the ground
Weapon GroundHitWeapon |
Weapon to 'trigger' when hitting the ground
Weapon GroundBounceWeapon |
Weapon to 'trigger' when bouncing
FloatingPoint FlightPathAdjustDistPerSecond |
Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
Boolean IgnoreTerrainHeight |
Ignores the "FirstHeight" and "SecondHeight" parameters
Percentage FirstPercentHeight |
Percentage of total Height at 1st control point
Percentage SecondPercentHeight |
Percentage of total Height at 2nd control point
FloatingPoint CurveFlattenMinDist |
Flatten the curve when the distance is smaller than this
EmotionNuggetType PreLandingEmotion |
Emotion to send out to nearby units before landing
FloatingPoint PreLandingEmotionRadius |
Units closer than this get the PreLandingEmotion
UnsignedInteger InvisibleFrames |
Be invisible this many frames
UnsignedInteger FadeInTime |
Fade in for this amount of frames
UnsignedInteger PostLandingStateTime |
Keep the ABOUT_TO_HIT flag for this much longer after landing?
EmotionNuggetType PostLandingEmotion |
Emotion to send out to nearby units after landing
FloatingPoint PostLandingEmotionRadius |
Units closer than this get the PostLandingEmotion
UnsignedInteger FuelLifetime |
How long till we run out of fuel?
UnsignedInteger IgnitionDelay |
How long till we start moving?
FloatingPoint DistanceToTravelBeforeTurning |
If we miss our target, how long do we travel before turning around towards the target?
FloatingPoint DistanceToTargetBeforeDiving |
When we are closer than this, we go lower towards the height of the target
FXList IgnitionFX |
FX List to play on Ignition
Boolean DetonateOnNoFuel |
No fuel left means we detonate.
String ExhaustTemplate |
String(FXParticleSystem) Use this ability