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Modules - Draw + Body + Behaviors
Ridder Geel
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| Category: |
Code |
| Level: |
Intermediate 
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| Created: |
Tuesday May 5, 2009 - 10:16 |
| Updated: |
Monday February 18, 2013 - 13:46 |
| Views: |
8188 |
| Summary: |
Find info on all the modules (Body & Draw & AIUpdate are done) in the BFME series! (Far from done!) |
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Rating
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Staff says
4.3
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Members say
4.3
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Average
4.3/5.0
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11 votes
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-+-=-+-=-+-=-+-=-+- Body Modules -+-=-+-=-+-=-+-=-+-
-ActiveBody- 
This one is used by most units ingame, this one is usually the Basic one, so some of the things in this "Block" can be used in any other "Body".
| Code |
Body = ActiveBody BodyModuleTag
InitialHealth = 5000 ; Starts with this much health, Not needed unless you wish for the object to begin with less health than the Max value!
MaxHealth = 5000 ; Max Health
MaxHealthDamaged = 2500 ; Max Health for ModelConditionState DAMAGED, Meaning if my health is below 2500 give me DAMAGED
MaxHealthReallyDamaged = 1000 ; Max Health for ModelConditionState REALLYDAMAGED, Meaning if my health is below 1000 give me REALLYDAMAGED (Overrides DAMAGED)
RecoveryTime = 5000 ; How long does it take for me to recover all of my health?
BurningDeathBehavior = Yes ; Can I die burning?
BurningDeathFX = FX_CavalryBurningFlame ; When I die burning play this FX!
RemoveUpgradesOnDeath = Upgrade_Chicken ; When I die what upgrades are removed from me or the player?
CheerRadius = EMOTION_CHEER_RADIUS
DamagedAttributeModifier = BerserkerDamagedAttributeModifier ; I get a cool attributemodifier when I'm damaged!
ReallyDamagedAttributeModifier = BerserkerReallyDamagedAttributeModifier ; I get a even cooler attributemodifier when I'm REALLY damaged!
HealingBuffFx = None ; When i get healed Play this FX (Or in this case NO FX)
;DamageCreationLists... Interesting stuff...
;When the dude gets hit by a CATAPULT_ROCK in a specific area such as the FRONT, then OCL_RBArchRnge_Chunk1 is made!
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK ; CATAPULT_ROCK hits anywhere
DamageCreationList = OCL_RBArchRnge_Chunk1 CATAPULT_ROCK FRONT_DESTROYED ; ^Up there is this one explained!^
DamageCreationList = OCL_RBArchRnge_Chunk2 CATAPULT_ROCK BACK_DESTROYED ; BACK DESTROYED
DamageCreationList = OCL_RBArchRnge_Chunk3 CATAPULT_ROCK RIGHT_DESTROYED ; RIGHT DESTROYED
DamageCreationList = OCL_RBArchRnge_Chunk4 CATAPULT_ROCK LEFT_DESTROYED ; LEFT DESTROYED
UseDefaultDamageSettings = No ; Don't add damage states that I don't explicitly ask for.
EnteringDamagedTransitionTime = 6000 ; I am paralyzed for this long when I become damaged, because I have a really cool transition anim to play.
EnteringReallyDamagedTransitionTime = 6000 ; I am paralyzed for this long when I become REALLY damaged, because I have a really cool transition anim to play.
GrabObject = EntThrownBuildingRock ; What object is "Made" when this thing is being grabbed?
GrabFX = FX_WallGrab ; What FX is played when this thing gets grabbed?
GrabDamage = 490 ; When Grabbed how much damage does this object recieve?
GrabOffset = X:16 Y:0 ; Where does the Object and FX "Appear"? (depends on where grabbed?)
DodgePercent = HERO_DODGE_PERCENT ; How much % of the time can I "dodge" a weapon (works only on weapons with: CanBeDodged = Yes)
PermanentlyKilledByFilter = NONE ; Who kills me permanently?
End
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-InactiveBody- 
Never has anything in it, this is usually used for props such as undestroyable Structures.
| Code |
Body = InactiveBody ModuleTag_InactiveBody
;nothing
End
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-StructureBody- 
This one is used for most Structures.
| Code |
Body = StructureBody ModuleTag_StructureBody
MaxHealth = 3000.0
MaxHealthDamaged = 2000.0
MaxHealthReallyDamaged =1000.0
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_RBBarracks_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_RBBarracks_Chunk2 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_RBBarracks_Chunk3 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_RBBarracks_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
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-HighlanderBody- 
As far as I know only has the MaxHealth in it, this is usually used for props such as rocks.
| Code |
Body = HighlanderBody ModuleTag_HighlanderBody ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 1.0
End
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-ImmortalBody- 
Similar to Highlander Body, This one is used for Hordes, Expansion plots, Arwen's Flood and some others.
| Code |
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
InitialHealth = 1
End
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-RespawnBody- 
Used for Heroes that can be revived.
| Code |
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = 5000
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
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-FreeLifeBody- 
FreeLifeBody is a variation of RespawnBody, This one lets the hero gain back a % of his original health after "death", so he gets resurrected with 50% health again.
This does not make him invincable! The FreeLifeTime specifies how long the hero has to wait before being able to resurrect again.
| Code |
Body = FreeLifeBody ModuleTag_FreeLifeBody ;FreeLifeBody is a variation of RespawnBody
MaxHealth = FRODO_HEALTH ;BALANCE Frodo Health
FreeLifeHealthPercent = 50% ;percentage of MaxHealth health to recover
FreeLifeTime = 600000 ;amount of time until we can rise from the dead again
FreeLifeInvincible = Yes ;During the RESURRECTED animation
FreeLifePrerequisiteUpgrade = Upgrade_Chicken ;What upgrade is needed before I resurrect?
FreeLifeAnimAndDuration = AnimState:RESURRECTED AnimTime:4600 ;The RESURRECTED animation
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = 80%
End
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-DelayedDeathBody- 
DelayedDeath is a variation of RespawnBody, this one can be used for heroes, but also trolls use them. This one allows the unit to live on for a specified time before the actual death occurs. Example is a Troll's Rampage.
| Code |
Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_HEALTH ; BALANCE
DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand ; Need this upgrade to be able to delay my death.
InvulnerableFX = FX_BoromirLastStand ; The FX played when he is "Delayed Deathing"
PermanentlyKilledByFilter = NONE ; Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT ; Dodge Chance
ImmortalUntilDeathTime = No ; Not immune to damage during rampage. So you can keep him from running stuff over.
DoHealthCheck = No ; Don't want to get the delayed death behaviour when we die normally.
CanRespawn = No ; Unit can't get revived.
End
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-DetachableRiderBody- 
This one is rarely used, It allows a horse or another creature to "Live on" after his "master" died, example: a man on a horse gets killed, the horse is not dead yet, so it can fight on without its master.
| Code |
Body = DetachableRiderBody ModuleTag_DetachableRiderBody
MaxHealth = 250
MaxHealthDamaged = 125
RecoveryTime = 5000
RiderlessDeathChance = 50% ; Chance for me to become Riderless.
HealthPercentageWhenRiderDies = 50% ;When the unit "dies" the rider will be killed and the unit will be set to this health %.
TriggeredBy = Upgrade_RohanHorseDiscipline
StartsActive = No ;When set no upgrade is required
End
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-PorcupineFormationBodyModule- 
This body is used for Pikemen who are able to go into "Pike" formation. The 3 special parts for this "body" define the damage he does when crused and by what he can be crushed.
| Code |
Body = PorcupineFormationBodyModule ModuleTag_porcupineFormation
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = DWARVEN_PHALANX_HEALTH
MaxHealthDamaged = DWARVEN_PHALANX_HEALTH_DAMAGED
RecoveryTime = DWARVEN_PHALANX_HEALTH_RECOVERY_TIME
DamageWeaponTemplate = PikemenPorcupineDamage ; I do this much damage when attacking in Porc. Formation.
CrushDamageWeaponTemplate = PikemenPorcupineCrushDamage ; I do this much damage when you attempt to crush me.
CrusherLevelResisted = 1 ;//What crusher level can I resist?: 1 = infantry, 2 = trees, 3 = vehicles
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
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-OathbreakerBody- 
I have no idea what this does... It was not used anywhere in BFME 1, 2, or ROTWK!
| Code |
Body = OathbreakerBody ModuleTag_OathbreakerBody
; I have searched all of the files for any sign of this... It is in Game.dat but...
; Its used nowhere in the entire mass of code for ANY of the BFME's...
; If anyone finds a specific use PLEASE tell!
End
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-SymbioticStructuresBody- 
I'm not sure what this does what this does... Symbiosis mean the working together of 2 things, Best guess is that this structure stays alive as long as the "Keep" is alive.
| Code |
Body = SymbioticStructuresBody ModuleTag_SymbioticBody
Symbiote = KeepLeft
End
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CommentsDisplay order: Newest first Sulherokhh (Team Chamber Member) - Thursday May 21, 2009 - 6:44 Most, if not all, AI update modules work with additional modules (which they need) exclusively. It might be sensible to make a reference to those modules and/or define them in the same way right below the AI module.
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In adddition, work on the formatting. It's bothersome to read different sections with entirely different formats. Remove all TAB characters, replace with a single SPACE. Comment (';') lines that don't help explain should be removed as well.
Keep it up. Lurtzy - Thursday May 14, 2009 - 18:08 Looking really cool so far, can't wait to see more! Yarrum - Monday May 11, 2009 - 4:23 Cool tutorial. With this, I might be able to get Boromir's Last Stand power to work properly. I know they did it in Elvenstar but it never seemed to work in my game.
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