BFME 2 - ROTWK Code Refence
1.0
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Public Attributes | |
FloatingPoint | Radius |
SignedInteger | MaxIncome |
UnsignedInteger | IncomeInterval |
Boolean | HighPriority |
Boolean | Visible |
Upgrade | Upgrade |
Percentage | UpgradeBonusPercent |
ObjectFilter | UpgradeMustBePresent |
Behavior = TerrainResourceBehavior ModuleTag_TheTerrainResourceBehavior
; L01F39170:
Radius = 150.0; SUB_L006D46C0:Float Point Value //How far we try to claim ground
MaxIncome = 0; SUB_L006D4430:Signed Integer Value //If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999; SUB_L00E6CB10:Unsigned Integer Value //How often (in msec) we give that much money
HighPriority = Yes; SUB_L006D3400:Boolean // A high priority claim gets to pretend it was there first.
Visible = No; SUB_L006D3400:Boolean //Don't show decal when a resource building is selected.
Upgrade = Upgrade_MarketplaceUpgradeGrandHarvest; L00E6C460:Upgrade //Required upgrade for the bonus percentage
UpgradeBonusPercent = 110 % ; SUB_L006D4D20:Percentage //How much is procudtion (Percentage) after we get the upgrade?
UpgradeMustBePresent = ANY + ArnorMarketPlace; SUB_L00EDCA00:Object Filter //We need these buildings to keep the bonus, otherwise we don't get it, even if the upgrade is there
End
FloatingPoint Radius |
How far we try to claim ground
SignedInteger MaxIncome |
If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
UnsignedInteger IncomeInterval |
How often (in msec) we give that much money
Boolean HighPriority |
A high priority claim gets to pretend it was there first.
Boolean Visible |
Don't show decal when a resource building is selected.
Upgrade Upgrade |
Required upgrade for the bonus percentage
Percentage UpgradeBonusPercent |
How much is procudtion (Percentage) after we get the upgrade?
ObjectFilter UpgradeMustBePresent |
We need these buildings to keep the bonus, otherwise we don't get it, even if the upgrade is there