BFME 2 - ROTWK Code Refence  1.0
RebuildHoleExposeDie Class Reference

Public Attributes

DeathTypeFilter DeathTypes
 
ObjectStatus ExemptStatus
 
ObjectStatus RequiredStatus
 
FloatingPoint DamageAmountRequired
 
Degrees MinKillerAngle
 
Degrees MaxKillerAngle
 
String HoleName
 
FloatingPoint HoleMaxHealth
 
Boolean TransferAttackers
 
FloatingPoint FadeInTimeSeconds
 

Detailed Description

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

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

◆ HoleName

String HoleName

String(Object) Name of the hole object

◆ HoleMaxHealth

FloatingPoint HoleMaxHealth

The max value of the hole's health

◆ TransferAttackers

Boolean TransferAttackers

Do my current attackers also immediately attack the hole that I spawn?

◆ FadeInTimeSeconds

FloatingPoint FadeInTimeSeconds

Time to fade me in