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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