BFME 2 - ROTWK Code Refence
1.0
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Behavior = RebuildHoleExposeDie ModuleTag_TheRebuildHoleExposeDie
; 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
; L01F3BAE8:
HoleName = WildCaveHole; SUB_L006D4C30:String(Object) //Name of the hole object
HoleMaxHealth = 500.0; SUB_L006D46C0:Float Point Value //The max value of the hole's health
TransferAttackers = No; SUB_L006D3400:Boolean //Do my current attackers also immediately attack the hole that I spawn?
FadeInTimeSeconds = 2.0; SUB_L006D46C0:Float Point Value //Time to fade me in
End
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur
String HoleName |
String(Object) Name of the hole object
FloatingPoint HoleMaxHealth |
The max value of the hole's health
Boolean TransferAttackers |
Do my current attackers also immediately attack the hole that I spawn?
FloatingPoint FadeInTimeSeconds |
Time to fade me in