BFME 2 - ROTWK Code Refence  1.0
StealthDetectorUpdate Class Reference

Public Attributes

UnsignedInteger DetectionRate
 
FloatingPoint DetectionRange
 
Boolean InitiallyDisabled
 
AudioEvent PingSound
 
AudioEvent LoudPingSound
 
ParticleSystem IRBeaconParticleSysName
 
ParticleSystem IRParticleSysName
 
ParticleSystem IRBrightParticleSysName
 
ParticleSystem IRGridParticleSysName
 
String IRParticleSysBone
 
KindofList ExtraRequiredKindOf
 
KindofList ExtraForbiddenKindOf
 
Boolean CanDetectWhileGarrisoned
 
Boolean CanDetectWhileContained
 
Boolean CancelOneRingEffect
 
String RequiredUpgrade
 

Detailed Description

Behavior = StealthDetectorUpdate ModuleTag_TheStealthDetectorUpdate

; L01F48D30:   
DetectionRate = 100; SUB_L00E6CB10:Unsigned Integer Value //How often to rescan for stealthed things in my sight (msec)
DetectionRange = 1800; SUB_L006D46C0:Float Point Value //Range to detect
InitiallyDisabled = Yes; SUB_L006D3400:Boolean //Requires upgrade to turn on?
PingSound = BuildingConstructionLoop; L00E6B310:Sound(AudioEvent) //Sound to play when detected
LoudPingSound = BuildingConstructionLoop; L00E6B310:Sound(AudioEvent) //Loud sound to play when detected
IRBeaconParticleSysName = MissileExhaust; SUB_L00E6C110:ParticleSystem //FX's to use
IRParticleSysName = MissileExhaust; SUB_L00E6C110:ParticleSystem
IRBrightParticleSysName = MissileExhaust; SUB_L00E6C110:ParticleSystem
IRGridParticleSysName = MissileExhaust; SUB_L00E6C110:ParticleSystem
IRParticleSysBone = IRFX; SUB_L006D4C30:String(Bone Name) //Bone from which the FX's will be emitted
ExtraRequiredKindOf = MINE; SUB_L00BC5910: List of KindOf's //We can only detect things with the kindof's here, not other stealthed things
ExtraForbiddenKindOf = STRUCTURE; SUB_L00BC5910: List of KindOf's //We can't detect things with the kindof's here.
CanDetectWhileGarrisoned = No; SUB_L006D3400:Boolean //Can we detect stealthed things while Garrisoned? Garrisoned means being in a structure that your units can shoot out of.
CanDetectWhileContained = No; SUB_L006D3400:Boolean //Can we detect stealthed things while Contained? Contained means being in a transport or tunnel network.
CancelOneRingEffect = Yes; SUB_L006D3400:Boolean //Forces uses of one-ring to pop out of it
RequiredUpgrade = Upgrade_WildFortressBatCloud; SUB_L006D4C30:String(Upgrade) //Won't work until this upgrade is purchased

End

Member Data Documentation

◆ DetectionRate

UnsignedInteger DetectionRate

How often to rescan for stealthed things in my sight (msec)

◆ DetectionRange

FloatingPoint DetectionRange

Range to detect

◆ InitiallyDisabled

Boolean InitiallyDisabled

Requires upgrade to turn on?

◆ PingSound

AudioEvent PingSound

Sound to play when detected

◆ LoudPingSound

AudioEvent LoudPingSound

Loud sound to play when detected

◆ IRBeaconParticleSysName

ParticleSystem IRBeaconParticleSysName

FX's to use

◆ IRParticleSysName

ParticleSystem IRParticleSysName

FX's to use

◆ IRBrightParticleSysName

ParticleSystem IRBrightParticleSysName

FX's to use

◆ IRGridParticleSysName

ParticleSystem IRGridParticleSysName

FX's to use

◆ IRParticleSysBone

String IRParticleSysBone

String(Bone Name) - Bone from which the FX's will be emitted

◆ ExtraRequiredKindOf

KindofList ExtraRequiredKindOf

List of KindOf's - We can only detect things with the kindof's here, not other stealthed things

◆ ExtraForbiddenKindOf

KindofList ExtraForbiddenKindOf

List of KindOf's - We can't detect things with the kindof's here.

◆ CanDetectWhileGarrisoned

Boolean CanDetectWhileGarrisoned

Can we detect stealthed things while Garrisoned? Garrisoned means being in a structure that your units can shoot out of.

◆ CanDetectWhileContained

Boolean CanDetectWhileContained

Can we detect stealthed things while Contained? Contained means being in a transport or tunnel network.

◆ CancelOneRingEffect

Boolean CancelOneRingEffect

Forces uses of one-ring to pop out of it

◆ RequiredUpgrade

String RequiredUpgrade

String(Upgrade) Won't work until this upgrade is purchased