BFME 2 - ROTWK Code Refence  1.0
PhysicsBehavior Class Reference

Public Attributes

Boolean TumbleRandomly
 
Boolean AllowBouncing
 
Boolean KillWhenRestingOnGround
 
FloatingPoint GravityMult
 
Boolean OrientToFlightPath
 
UnsignedInteger ShockStunnedTimeLow
 
UnsignedInteger ShockStunnedTimeHigh
 
UnsignedInteger ShockStandingTime
 
FloatingPoint FirstHeight
 
FloatingPoint SecondHeight
 
Percentage FirstPercentIndent
 
Percentage SecondPercentIndent
 
SignedInteger BounceCount
 
FloatingPoint BounceFirstHeight
 
FloatingPoint BounceSecondHeight
 
Percentage BounceFirstPercentIndent
 
Percentage BounceSecondPercentIndent
 
FXList GroundHitFX
 
FXList GroundBounceFX
 
Boolean IgnoreTerrainHeight
 
Percentage FirstPercentHeight
 
Percentage SecondPercentHeight
 
FloatingPoint CurveFlattenMinDist
 

Detailed Description

Behavior = PhysicsBehavior ModuleTag_ThePhysicsBehavior

; L01EF3228:   
TumbleRandomly = Yes; SUB_L006D3400:Boolean //Do I tumble in randomly? (anim speed i guess?)
AllowBouncing = Yes; SUB_L006D3400:Boolean //Are we able to bounce?
KillWhenRestingOnGround = Yes; SUB_L006D3400:Boolean //Do we die when resting on the ground?
GravityMult = 1.0; SUB_L006D46C0:Float Point Value //1.0 = normal gravity, 2.0 = Twice the normal gravity
OrientToFlightPath = Yes; SUB_L006D3400:Boolean //Do I orient myself forward on the path?
ShockStunnedTimeLow = 1400; SUB_L00E6CB10:Unsigned Integer Value //msec //If thrown low use this??
ShockStunnedTimeHigh = 2400; SUB_L00E6CB10:Unsigned Integer Value //msec //If thrown high use this??
ShockStandingTime = 2000; SUB_L00E6CB10:Unsigned Integer Value //msec (2secs) //"shocked" after standing up again
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
BounceCount = 1; SUB_L006D4430:Signed Integer Value //When I hit the ground, I'll arc again
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
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
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

End

Member Data Documentation

◆ TumbleRandomly

Boolean TumbleRandomly

Do I tumble in randomly? (anim speed i guess?)

◆ AllowBouncing

Boolean AllowBouncing

Are we able to bounce?

◆ KillWhenRestingOnGround

Boolean KillWhenRestingOnGround

Do we die when resting on the ground?

◆ GravityMult

FloatingPoint GravityMult

1.0 = normal gravity, 2.0 = Twice the normal gravity

◆ OrientToFlightPath

Boolean OrientToFlightPath

Do I orient myself forward on the path?

◆ ShockStunnedTimeLow

UnsignedInteger ShockStunnedTimeLow

msec //If thrown low use this??

◆ ShockStunnedTimeHigh

UnsignedInteger ShockStunnedTimeHigh

msec //If thrown high use this??

◆ ShockStandingTime

UnsignedInteger ShockStandingTime

msec (2secs) //"shocked" after standing up again

◆ FirstHeight

FloatingPoint FirstHeight

Height of 1st Bezier control point above highest intervening terrain

◆ SecondHeight

FloatingPoint SecondHeight

Height of 2nd Bezier control point above highest intervening terrain

◆ FirstPercentIndent

Percentage FirstPercentIndent

Percentage of shot distance control point 1 is placed

◆ SecondPercentIndent

Percentage SecondPercentIndent

Percentage of shot distance control point 2 is placed

◆ BounceCount

SignedInteger BounceCount

When I hit the ground, I'll arc again

◆ BounceFirstHeight

FloatingPoint BounceFirstHeight

Height of 1st Bezier control point above highest intervening terrain

◆ BounceSecondHeight

FloatingPoint BounceSecondHeight

Height of 2nd Bezier control point above highest intervening terrain

◆ BounceFirstPercentIndent

Percentage BounceFirstPercentIndent

Percentage of shot distance control point 1 is placed

◆ BounceSecondPercentIndent

Percentage BounceSecondPercentIndent

Percentage of shot distance control point 2 is placed

◆ GroundHitFX

FXList GroundHitFX

FX List to play when the ground is hit

◆ GroundBounceFX

FXList GroundBounceFX

FX List to play when bouncing off the ground

◆ IgnoreTerrainHeight

Boolean IgnoreTerrainHeight

Ignores the "FirstHeight" and "SecondHeight" parameters

◆ FirstPercentHeight

Percentage FirstPercentHeight

Percentage of total Height at 1st control point

◆ SecondPercentHeight

Percentage SecondPercentHeight

Percentage of total Height at 2nd control point

◆ CurveFlattenMinDist

FloatingPoint CurveFlattenMinDist

Flatten the curve when the distance is smaller than this