BFME 2 - ROTWK Code Refence
1.0
|
Behavior = SpawnBehavior ModuleTag_TheSpawnBehavior
;L01E97D40:
TriggeredBy = Upgrade_ElvenGift Upgrade_RohanFireArrows; L00BE9600: List of Upgrades //Must have these upgrades
ConflictsWith = Upgrade_TheodenKingsFavor Upgrade_TheodenLeadership; L00BE9600: List of Upgrades //May not have these upgrades
RequiresAllTriggers = Yes; SUB_L006D3400:Boolean //All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)
RequiresAllConflictingTriggers = Yes; SUB_L006D3400:Boolean //All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')
CustomAnimAndDuration = AnimState : USER_3 AnimTime : 0 TriggerTime : 0; L010ED8E0: Animation State - Time - Delay // Animtime:0 = set flag forever
Permanent = Yes; SUB_L006D3400:Boolean //For ever... and ever... and ever, even if the upgrades are lost...
; 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
; L01EA77F0:
SpawnNumber = 5; SUB_L006D4430:Signed Integer Value //Spawn this amount of units
SpawnReplaceDelay = 9999; SUB_L00E6CB10:Unsigned Integer Value //Wait this long before replacing a lost unit
OneShot = Yes; SUB_L006D3400:Boolean //Only spawn once?
CanReclaimOrphans = Yes; SUB_L006D3400:Boolean //Can you get "lost" units from other (destroyed) buildings/units? (not sure)
AggregateHealth = Yes; SUB_L006D3400:Boolean //...?
ExitByBudding = Yes; SUB_L006D3400:Boolean //...? (go together with buddies? XD)
SpawnTemplateName = MordorWorker; SUB_L006D34D0:Strings(Object) //Multiple Entries Allowed
SpawnedRequireSpawner = Yes; SUB_L006D3400:Boolean //If "I" (owner) die, do my spawned units die?
PropagateDamageTypesToSlavesWhenExisting = NONE + MAGIC; L00E6CED0: ALL / NONE Damage Filter //Careful with these damage types -- because area damage types will already damage slaves.
InitialBurst = 5; SUB_L006D4430:Signed Integer Value //Initial amount of units to start with?
RespectCommandLimit = Yes; SUB_L006D3400:Boolean //If Command Limit is reached and my spawn units require CP then do not create any
FadeInTime = 1000; SUB_L006D4520:Unsigned Integer Value //Units fade in when spawning for this long (ms)
KillSpawnsBasedOnModelConditionState = Yes; SUB_L006D3400:Boolean //Must also set NoExitPath in QeueProductionExitUpdate. (So that the exit door is always available)
ShareUpgrades = Yes; SUB_L006D3400:Boolean //Give my spawned units my upgrades?
SpawnInsideBuilding = Yes; SUB_L006D3400:Boolean //Spawn inside of me and not forced outside of geometry?
End
Boolean RequiresAllTriggers |
All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)
Boolean RequiresAllConflictingTriggers |
All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')
AnimAndDuration CustomAnimAndDuration |
Animation State - Time - Delay
Animtime:0 = set flag forever
Boolean Permanent |
For ever... and ever... and ever, even if the upgrades are lost...
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur
SignedInteger SpawnNumber |
Spawn this amount of units
UnsignedInteger SpawnReplaceDelay |
Wait this long before replacing a lost unit
Boolean OneShot |
Only spawn once?
Boolean CanReclaimOrphans |
Can you get "lost" units from other (destroyed) buildings/units? (not sure)
Boolean AggregateHealth |
...?
Boolean ExitByBudding |
...? (go together with buddies? XD)
Strings SpawnTemplateName |
Strings(Object) Multiple Entries Allowed
Boolean SpawnedRequireSpawner |
If "I" (owner) die, do my spawned units die?
DamageTypeFilter PropagateDamageTypesToSlavesWhenExisting |
Careful with these damage types – because area damage types will already damage slaves.
SignedInteger InitialBurst |
Initial amount of units to start with?
Boolean RespectCommandLimit |
If Command Limit is reached and my spawn units require CP then do not create any
UnsignedInteger FadeInTime |
Units fade in when spawning for this long (ms)
Boolean KillSpawnsBasedOnModelConditionState |
Must also set NoExitPath in QeueProductionExitUpdate. (So that the exit door is always available)
Boolean ShareUpgrades |
Give my spawned units my upgrades?
Boolean SpawnInsideBuilding |
Spawn inside of me and not forced outside of geometry?