BFME 2 - ROTWK Code Refence
1.0
|
Public Attributes | |
UnsignedInteger | MinToppleDelay |
UnsignedInteger | MaxToppleDelay |
UnsignedInteger | MinToppleBurstDelay |
UnsignedInteger | MaxToppleBurstDelay |
FloatingPoint | ToppleAccelerationFactor |
FloatingPoint | StructuralIntegrity |
FloatingPoint | StructuralDecay |
DamageTypeFilter | DamageFXTypes |
FXList | TopplingFX |
FXList | ToppleDelayFX |
FXList | ToppleStartFX |
FXList | ToppleDoneFX |
FXList | CrushingFX |
String | CrushingWeaponName |
FloatingPoint | ForceToppleAngle |
Unknown | OCL |
Unknown | AngleFX |
DeathTypeFilter | DeathTypes |
ObjectStatus | ExemptStatus |
ObjectStatus | RequiredStatus |
FloatingPoint | DamageAmountRequired |
Degrees | MinKillerAngle |
Degrees | MaxKillerAngle |
Behavior = StructureToppleUpdate ModuleTag_TheStructureToppleUpdate
; L01229C30->L01F4A2E8:
MinToppleDelay = 100 ;SUB_L00E6CB10:Unsigned Integer Value
MaxToppleDelay = 500 ;SUB_L00E6CB10:Unsigned Integer Value
MinToppleBurstDelay = 100 ;SUB_L00E6CB10:Unsigned Integer Value
MaxToppleBurstDelay = 500 ;SUB_L00E6CB10:Unsigned Integer Value
ToppleAccelerationFactor = 3.0 ;SUB_L006D46C0:Float Point Value
StructuralIntegrity = 7.0 ;SUB_L006D46C0:Float Point Value
StructuralDecay = 8.0 ;SUB_L006D46C0:Float Point Value
DamageFXTypes = ALL ;L00E6CED0: ALL/NONE Damage Filter
TopplingFX = FX_SpellHealUnitHealBuff ;SUB_L00E6BD90:FXList
ToppleDelayFX = FX_SpellHealUnitHealBuff ;SUB_L00E6BD90:FXList
ToppleStartFX = FX_SpellHealUnitHealBuff ;SUB_L00E6BD90:FXList
ToppleDoneFX = FX_SpellHealUnitHealBuff ;SUB_L00E6BD90:FXList
CrushingFX = FX_SpellHealUnitHealBuff ;SUB_L00E6BD90:FXList
CrushingWeaponName = CrushWeapon ;SUB_L006D4C30:String (Weapon)
ForceToppleAngle = 15.0 ;SUB_L006D46C0:Float Point Value
OCL = ? ;L01229C60
AngleFX = ? ;L01229CE0
; 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
End
String CrushingWeaponName |
String(Weapon)
ObjectStatus ExemptStatus |
May not have this Status
ObjectStatus RequiredStatus |
Must have this Status
FloatingPoint DamageAmountRequired |
Damage required before this behavior can occur