BFME 2 - ROTWK Code Refence  1.0
SiegeEngineContain Class Reference

Public Attributes

SignedInteger ContainMax
 
AudioEvent EnterSound
 
AudioEvent ExitSound
 
Percentage DamagePercentToUnits
 
ObjectFilter PassengerFilter
 
ObjectFilter ManualPickUpFilter
 
FloatingPoint PassengersTestCollisionHeight
 
Boolean PassengersInTurret
 
SignedInteger NumberOfExitPaths
 
UnsignedInteger DoorOpenTime
 
Boolean AllowOwnPlayerInsideOverride
 
Boolean AllowAlliesInside
 
Boolean AllowEnemiesInside
 
Boolean AllowNeutralInside
 
Boolean ShowPips
 
Boolean CollidePickup
 
PassengerBoneKindof PassengerBonePrefix
 
IndexAnimationState BoneSpecificConditionState
 
Boolean EjectPassengersOnDeath
 
Boolean KillPassengersOnDeath
 
Boolean Enabled
 
ObjectStatus ObjectStatusOfContained
 
Strings ModifierToGiveOnExit
 
UnsignedInteger ModifierRequiredTime
 
DeathTypeFilter DeathTypes
 
ObjectStatus ExemptStatus
 
ObjectStatus RequiredStatus
 
FloatingPoint DamageAmountRequired
 
Degrees MinKillerAngle
 
Degrees MaxKillerAngle
 
SignedInteger Slots
 
Boolean ScatterNearbyOnExit
 
Boolean OrientLikeContainerOnExit
 
Boolean GoAggressiveOnExit
 
Boolean ResetMoodCheckTimeOnExit
 
Boolean DestroyRidersWhoAreNotFreeToExit
 
String ExitBone
 
FloatingPoint ExitPitchRate
 
Payload InitialPayload
 
FloatingPoint HealthRegen_PerSec
 
UnsignedInteger ExitDelay
 
KindofList TypeOneForWeaponSet
 
KindofList TypeTwoForWeaponSet
 
KindofList TypeOneForWeaponState
 
KindofList TypeTwoForWeaponState
 
KindofList TypeThreeForWeaponState
 
Boolean ForceOrientationContainer
 
Boolean CanGrabStructure
 
Weapon GrabWeapon
 
Boolean FireGrabWeaponOnVictim
 
ContainCondition ConditionForEntry
 
Boolean ShouldThrowOutPassengers
 
UnsignedInteger ThrowOutPassengersDelay
 
Vector3 ThrowOutPassengersVelocity
 
Weapon ThrowOutPassengersLandingWarhead
 
ObjectFilter FadeFilter
 
Boolean FadePassengerOnEnter
 
Boolean FadePassengerOnExit
 
FloatingPoint EnterFadeTime
 
FloatingPoint ExitFadeTime
 
Boolean FadeReverse
 
FloatingPoint ReleaseSnappyness
 
UpgradeObjectAmount UpgradeCreationTrigger
 
ObjectFilter CrewFilter
 
SignedInteger CrewMax
 
Payload InitialCrew
 
Percentage SpeedPercentPerCrew
 
Boolean CrewAllowedToFire
 
ObjectStatus ObjectStatusOfCrew
 
Boolean TransferSelection
 

Detailed Description

Behavior = SiegeEngineContain ModuleTag_TheSiegeEngineContain

; L01F32CE8:   
ContainMax = 100; SUB_L006D4430:Signed Integer Value //Max amount of units allowed in this container
EnterSound = BuildingConstructionLoop; L00E6B310:Sound(AudioEvent) //Sound to play when entering the container
ExitSound = BuildingConstructionLoop; L00E6B310:Sound(AudioEvent) //Sound to play when leaving the container
DamagePercentToUnits = 25 % ; SUB_L006D4D20:Percentage //This percent of damage that this object gets is given to what is contained
PassengerFilter = ANY + INFANTRY + HORDE + CAVALRY + HERO - SUMMONED - WildSpiderling - WildSpiderlingHorde; SUB_L00EDCA00:Object Filter //Who is allowed to get in the container
ManualPickUpFilter = ANY + CLUB - ORC; SUB_L00EDCA00:Object Filter //we do not want the user to be able to manually pick up an orc with a troll.
PassengersTestCollisionHeight = 20; SUB_L006D46C0:Float Point Value //Check collision to disable certain high units from entering?
PassengersInTurret = Yes; SUB_L006D3400:Boolean //Put the contained units in the position of the Turrets -> My passengers ride in my turret, that's where the Firepoint bones are
NumberOfExitPaths = 100; SUB_L006D4430:Signed Integer Value //Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
DoorOpenTime = 1000; SUB_L00E6CB10:Unsigned Integer Value //Time to wait for doors to open before letting the units go in or out -> 0 = this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
AllowOwnPlayerInsideOverride = Yes; SUB_L006D3400:Boolean //Normally, the Allies check encompasses OwnPlayer. but we reeeeally only want our own guys.
AllowAlliesInside = Yes; SUB_L006D3400:Boolean //Allow this object's Allies to use the container
AllowEnemiesInside = Yes; SUB_L006D3400:Boolean //Allow this object's Enemies to use the container
AllowNeutralInside = Yes; SUB_L006D3400:Boolean //Allow objects that are neutral to this object to use the container
ShowPips = Yes; SUB_L006D3400:Boolean //Show Healthbar of contained units
CollidePickup = Yes; SUB_L006D3400:Boolean //Collide with what you pick up?
PassengerBonePrefix = PassengerBone : ARROWBONE KindOf : INFANTRY; L011A2990: Bone - KindOf //Put the contained units at given bone(s) with this prefix if they are this KindOf //Multiple Entries Allowed
BoneSpecificConditionState 1 PASSENGER_VARIATION_1; L011A2B40: Amount - AnimationState //Gives the unit at the bones mentioned in the "BonePrefix" with a certain number a PassengerVariation state. //Multiple Entries Allowed
EjectPassengersOnDeath = Yes; SUB_L006D3400:Boolean //Relase my contained units on death
KillPassengersOnDeath = Yes; SUB_L006D3400:Boolean //Kill contained units when I die
Enabled = Yes; SUB_L006D3400:Boolean //Is this module enabled? :S
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK; L011A2930: List of Object Statuses //Object Statuses given to contained units.
ModifierToGiveOnExit = GothmogIronHand; SUB_L006D34D0:Strings(ModifierList) //Modifier to give to a unit when it leaves the container //Multiple Entries Allowed
ModifierRequiredTime = 1000; SUB_L00E6CB10:Unsigned Integer Value //How long the unit has to be in the container in order to get the modifier
; 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
; L01F2B8F8: //Contain module  
Slots = 10; SUB_L006D4430:Signed Integer Value //Amount of units allowed in the horde
ScatterNearbyOnExit = No; SUB_L006D3400:Boolean //No = I have bones for exiting
OrientLikeContainerOnExit = Yes; SUB_L006D3400:Boolean //Orient in the same direction as the object I just left
GoAggressiveOnExit = Yes; SUB_L006D3400:Boolean //AI Will tell people to set their mood to Aggressive on exiting
ResetMoodCheckTimeOnExit = Yes; SUB_L006D3400:Boolean //Reset some mood check timer?
DestroyRidersWhoAreNotFreeToExit = Yes; SUB_L006D3400:Boolean //'destroy' as opposed to 'kill' the riders that may not exit
ExitBone = WeaponA01; SUB_L006D4C30:String(Bone) //Bone name which units walk to upon exiting the container
ExitPitchRate = 30; L00E6AAC0: Pitch Angle, Pitch angle at which to eject contained ?
InitialPayload = HobbitCivilian 5; L011692F0: Object - Count //Amount of units initially in the horde //Multiple Entries Allowed
HealthRegenPerSec = 2.5; SUB_L006D46C0:Float Point Value //Amount of health gained per second for the contained units
ExitDelay = 500; SUB_L00E6CB10:Unsigned Integer Value //Delay exiting per unit by this amount of milliseconds
TypeOneForWeaponSet = CAN_RIDE_BATTERING_RAM; SUB_L00BC5910: List of KindOf's //sets WEAPONSET_PASSENGER_TYPE_ONE
TypeTwoForWeaponSet = INFANTRY; SUB_L00BC5910: List of KindOf's //sets WEAPONSET_PASSENGER_TYPE_TWO
TypeOneForWeaponState = CAN_RIDE_BATTERING_RAM; SUB_L00BC5910: List of KindOf's //sets WEAPONSTATE_ONE Model Condition
TypeTwoForWeaponState = INFANTRY; SUB_L00BC5910: List of KindOf's //sets WEAPONSTATE_TWO Model Condition
TypeThreeForWeaponState = CLUB; SUB_L00BC5910: List of KindOf's //sets WEAPONSTATE_THREE Model Condition
ForceOrientationContainer = No; SUB_L006D3400:Boolean //Can contained units orient themselves towards their targets?
CanGrabStructure = Yes; SUB_L006D3400:Boolean //Can we grab objects that are structures?
GrabWeapon = FellbeastGrabWeapon; SUB_L00E6BC20:Weapon //Fire this weapon when this guy grabs a victim
FireGrabWeaponOnVictim = No; SUB_L006D3400:Boolean //Do we fire the GrabWeapon on the guy we grabbed or not?
ConditionForEntry = ModelConditionState : MOUNTED; L01169580 //Condition required to enter the container ///(??AnimState: MOUNTED??)<<--BFME1?
ShouldThrowOutPassengers = No; SUB_L006D3400:Boolean //Should I throw out anyone that goes into me?
ThrowOutPassengersDelay = 100; SUB_L00E6CB10:Unsigned Integer Value //Delay before throwing out those passengers in ms
ThrowOutPassengersVelocity = X : 10.0 Y : 10.0 Z : 0.0; SUB_L006D5320:XYZ Vector //Velocity to give the passengers thrown
ThrowOutPassengersLandingWarhead = DwarfZerkerLeapWarhead; SUB_L00E6BC20:Weapon //Use this weapon to deal damage or such when the passenger hits the ground
FadeFilter = ALL - MONSTER; SUB_L00EDCA00:Object Filter //Guys to fade in when they enter this container
FadePassengerOnEnter = Yes; SUB_L006D3400:Boolean //Do we fade the passengers when they enter the containter?
FadePassengerOnExit = Yes; SUB_L006D3400:Boolean //Do we fade the passengers when they exit the containter?
EnterFadeTime = 6000; SUB_L006D46C0:Float Point Value //How long does the fade when entering last?
ExitFadeTime = 1000; SUB_L006D46C0:Float Point Value //How long does the fade when exiting last?
FadeReverse = Yes; SUB_L006D3400:Boolean //Do we want to invert the fading process? (Fade in instead of out)
ReleaseSnappyness = 0.05; SUB_L006D46C0:Float Point Value //1.0 is very snappy, 0.0 is very loose
UpgradeCreationTrigger = Upgrade_BattleWagonAxeThrowers DwarvenBattleWagonAxeThrower 2; L011693D0:Upgrade - Object - Amount //Upgrade buys us these guys... //Multiple Entries Allowed
; L01F35948:   
CrewFilter = NONE + INFANTRY - CAN_RIDE_BATTERING_RAM; SUB_L00EDCA00:Object Filter //Crew is always checked first, then Passenger
CrewMax = 4; SUB_L006D4430:Signed Integer Value //Max amount of crew members allowed
InitialCrew = IsengardRamCrew 2; L011BA040: Object - Count //The crew members to start out with
SpeedPercentPerCrew = 50 % ; SUB_L006D4D20:Percentage //Each crew member will give us this %. Can go over 100 to show extra crew goes faster
CrewAllowedToFire = No; SUB_L006D3400:Boolean //Can the crew shoot/attack on their own?
ObjectStatusOfCrew = UNSELECTABLE UNATTACKABLE; L011A2930: Object Statuses //Object Statuses to give to the crew of this container
TransferSelection = No; SUB_L006D3400:Boolean //Do we transfer the selection to the siege engine?

End

Member Data Documentation

◆ ContainMax

SignedInteger ContainMax

Max amount of units allowed in this container

◆ EnterSound

AudioEvent EnterSound

Sound to play when entering the container

◆ ExitSound

AudioEvent ExitSound

Sound to play when leaving the container

◆ DamagePercentToUnits

Percentage DamagePercentToUnits

This percent of damage that this object gets is given to what is contained

◆ PassengerFilter

ObjectFilter PassengerFilter

Who is allowed to get in the container

◆ ManualPickUpFilter

ObjectFilter ManualPickUpFilter

we do not want the user to be able to manually pick up an orc with a troll.

◆ PassengersTestCollisionHeight

FloatingPoint PassengersTestCollisionHeight

Check collision to disable certain high units from entering?

◆ PassengersInTurret

Boolean PassengersInTurret

Put the contained units in the position of the Turrets -> My passengers ride in my turret, that's where the Firepoint bones are

◆ NumberOfExitPaths

SignedInteger NumberOfExitPaths

Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn

◆ DoorOpenTime

UnsignedInteger DoorOpenTime

Time to wait for doors to open before letting the units go in or out -> 0 = this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em

◆ AllowOwnPlayerInsideOverride

Boolean AllowOwnPlayerInsideOverride

Normally, the Allies check encompasses OwnPlayer. but we reeeeally only want our own guys.

◆ AllowAlliesInside

Boolean AllowAlliesInside

Allow this object's Allies to use the container

◆ AllowEnemiesInside

Boolean AllowEnemiesInside

Allow this object's Enemies to use the container

◆ AllowNeutralInside

Boolean AllowNeutralInside

Allow objects that are neutral to this object to use the container

◆ ShowPips

Boolean ShowPips

Show Healthbar of contained units

◆ CollidePickup

Boolean CollidePickup

Collide with what you pick up?

◆ PassengerBonePrefix

PassengerBoneKindof PassengerBonePrefix

Put the contained units at given bone(s) with this prefix if they are this KindOf. Multiple Entries Allowed

◆ BoneSpecificConditionState

IndexAnimationState BoneSpecificConditionState

Gives the unit at the bones mentioned in the "BonePrefix" with a certain number a PassengerVariation state. Multiple Entries Allowed

◆ EjectPassengersOnDeath

Boolean EjectPassengersOnDeath

Relase my contained units on death

◆ KillPassengersOnDeath

Boolean KillPassengersOnDeath

Kill contained units when I die

◆ Enabled

Boolean Enabled

Is this module enabled? :S

◆ ObjectStatusOfContained

ObjectStatus ObjectStatusOfContained

Object Status given to contained units.

◆ ModifierToGiveOnExit

Strings ModifierToGiveOnExit

Strings(ModifierList) Modifier to give to a unit when it leaves the container. Multiple Entries Allowed.

◆ ModifierRequiredTime

UnsignedInteger ModifierRequiredTime

How long the unit has to be in the container in order to get the modifier

◆ 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

◆ Slots

Amount of units allowed in the horde

◆ ScatterNearbyOnExit

Boolean ScatterNearbyOnExit

No = I have bones for exiting

◆ OrientLikeContainerOnExit

Boolean OrientLikeContainerOnExit

Orient in the same direction as the object I just left

◆ GoAggressiveOnExit

Boolean GoAggressiveOnExit

AI Will tell people to set their mood to Aggressive on exiting

◆ ResetMoodCheckTimeOnExit

Boolean ResetMoodCheckTimeOnExit

Reset some mood check timer?

◆ DestroyRidersWhoAreNotFreeToExit

Boolean DestroyRidersWhoAreNotFreeToExit

'destroy' as opposed to 'kill' the riders that may not exit

◆ ExitBone

String ExitBone

String(Bone) Bone name which units walk to upon exiting the container

◆ ExitPitchRate

FloatingPoint ExitPitchRate

Pitch Angle, Pitch angle at which to eject contained ?

◆ InitialPayload

Payload InitialPayload

Amount of units initially in the horde. Multiple Entries Allowed.

◆ HealthRegen_PerSec

FloatingPoint HealthRegen_PerSec

Parseable Name is HealthRegen%PerSec! Amount of health gained per second for the contained units

◆ ExitDelay

UnsignedInteger ExitDelay

Delay exiting per unit by this amount of milliseconds

◆ TypeOneForWeaponSet

KindofList TypeOneForWeaponSet

Sets WEAPONSET_PASSENGER_TYPE_ONE to these kindofs

◆ TypeTwoForWeaponSet

KindofList TypeTwoForWeaponSet

Sets WEAPONSET_PASSENGER_TYPE_TWO to these kindofs

◆ TypeOneForWeaponState

KindofList TypeOneForWeaponState

Sets WEAPONSTATE_ONE to these kindofs

◆ TypeTwoForWeaponState

KindofList TypeTwoForWeaponState

Sets WEAPONSTATE_TWO to these kindofs

◆ TypeThreeForWeaponState

KindofList TypeThreeForWeaponState

Sets WEAPONSTATE_THREE to these kindofs

◆ ForceOrientationContainer

Boolean ForceOrientationContainer

Can contained units orient themselves towards their targets?

◆ CanGrabStructure

Boolean CanGrabStructure

Can we grab objects that are structures?

◆ GrabWeapon

Weapon GrabWeapon

Fire this weapon when this guy grabs a victim

◆ FireGrabWeaponOnVictim

Boolean FireGrabWeaponOnVictim

Do we fire the GrabWeapon on the guy we grabbed or not?

◆ ConditionForEntry

ContainCondition ConditionForEntry

Condition required to enter the container ///(??AnimState: MOUNTED??)<<–BFME1?

◆ ShouldThrowOutPassengers

Boolean ShouldThrowOutPassengers

Should I throw out anyone that goes into me?

◆ ThrowOutPassengersDelay

UnsignedInteger ThrowOutPassengersDelay

Delay before throwing out those passengers in ms

◆ ThrowOutPassengersVelocity

Vector3 ThrowOutPassengersVelocity

Velocity to give the passengers thrown

◆ ThrowOutPassengersLandingWarhead

Weapon ThrowOutPassengersLandingWarhead

Use this weapon to deal damage or such when the passenger hits the ground

◆ FadeFilter

ObjectFilter FadeFilter

Guys to fade in when they enter this container

◆ FadePassengerOnEnter

Boolean FadePassengerOnEnter

Do we fade the passengers when they enter the containter?

◆ FadePassengerOnExit

Boolean FadePassengerOnExit

Do we fade the passengers when they exit the containter?

◆ EnterFadeTime

FloatingPoint EnterFadeTime

How long does the fade when entering last?

◆ ExitFadeTime

FloatingPoint ExitFadeTime

How long does the fade when exiting last?

◆ FadeReverse

Boolean FadeReverse

Do we want to invert the fading process? (Fade in instead of out)

◆ ReleaseSnappyness

FloatingPoint ReleaseSnappyness

1.0 is very snappy, 0.0 is very loose

◆ UpgradeCreationTrigger

UpgradeObjectAmount UpgradeCreationTrigger

Upgrade buys us these guys... Multiple Entries Allowed

◆ CrewFilter

ObjectFilter CrewFilter

Crew is always checked first, then Passenger

◆ CrewMax

SignedInteger CrewMax

Max amount of crew members allowed

◆ InitialCrew

Payload InitialCrew

The crew members to start out with

◆ SpeedPercentPerCrew

Percentage SpeedPercentPerCrew

Each crew member will give us this %. Can go over 100 to show extra crew goes faster

◆ CrewAllowedToFire

Boolean CrewAllowedToFire

Can the crew shoot/attack on their own?

◆ ObjectStatusOfCrew

ObjectStatus ObjectStatusOfCrew

Object Status to give to the crew of this container

◆ TransferSelection

Boolean TransferSelection

Do we transfer the selection to the siege engine?