Madin 11 Posted August 30, 2015 ClearanceTestingSlowDeathBehavior Is there anybody that can explain this module to me? I know that is was used in BFME for the siege weapons deaths, but I do not understand what it did. <xs:complexType name="ClearanceTestingSlowDeathBehaviorModuleData"> <xs:complexContent> <xs:extension base="SlowDeathBehaviorModuleData"> <xs:sequence> <xs:element name="ClearanceGeometry" type="GeometryInfo" minOccurs="0" maxOccurs="1" /> <xs:element name="ClearanceGeometryOffset" type="Coord3D" minOccurs="0" maxOccurs="1" /> </xs:sequence> <xs:attribute name="ClearanceMaxHeight" type="SageReal" default="0" /> <xs:attribute name="ClearanceMaxHeightFraction" type="SageReal" default="0" /> <xs:attribute name="ClearanceMinHeight" type="SageReal" default="0" /> <xs:attribute name="ClearanceMinHeightFraction" type="SageReal" default="0" /> </xs:extension> </xs:complexContent> </xs:complexType> CurseSpecialPower Another module that was used in BFME. I am wondering what the 'curse' entails? (from the 'CurseAllPlayerPowers' attribute, I guess it might concern reducing the ability of the enemies player powers). I am also wondering if this works in C&C3 (if I knew what it did I could test it). <xs:complexType name="CurseSpecialPowerModuleData"> <xs:complexContent> <xs:extension base="SpecialAbilityUpdateModuleData"> <xs:sequence> <xs:element name="AffectObjectFilter" type="ObjectFilter" minOccurs="1" maxOccurs="1" /> </xs:sequence> <xs:attribute name="TriggerFX" type="FXListRef" /> <xs:attribute name="CurseFX" type="FXListRef" /> <xs:attribute name="CurseAllPlayerPowers" type="SageBool" default="false" /> <xs:attribute name="CurseFactor" type="SageReal" default="1.0" /> </xs:extension> </xs:complexContent> </xs:complexType> Share this post Link to post
Stygs 25 Posted August 30, 2015 (edited) From BFME1: Behavior = ClearanceTestingSlowDeathBehavior ModuleTag_05a DeathTypes = ALL SinkDelay = 25000 SinkRate = 2.4 ; in Dist/Sec DestructionDelay = 60000 DecayBeginTime = 6000 ProbabilityModifier = 490 ; Very, very likely unless clearance test fails DeathFlags = DEATH_2 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits. FX = INITIAL FX_OliphantDie ShadowWhenDead = Yes ; Volumetric shadows don't look so bad when sinking into ground ; This is the area which must be clear for this slow death to go off ; Use Control-Shift-Alt-E in game to display this area ; Use debug.add l + clearancetestingslowdeathbehavior to get feedback on why test fails ClearanceGeometry = Box ClearanceGeometryMajorRadius = 64.0 ClearanceGeometryMinorRadius = 32.0 ClearanceGeometryHeight = 32.0 ClearanceGeometryIsSmall = No ClearanceGeometryOffset = X:0 Y:-52 Z:0 ClearanceMaxHeight = 32 ClearanceMaxHeightFraction = 0.04 ; If more than 5% of the cells in the clearance geometry are more than 40 units above the Oliphant's base, don't fall (don't fall into cliffs) ClearanceMinHeight = -32 ClearanceMinHeightFraction = 0.40 ; If more than 40% of the cells in the clearance geometry are more than 40 units below the Oliphant's base, don't fall (don't get left hanging over a cliff) End Basicly, it would test huch much empy space is around the unit (multiple modules for multiple directions) and then determine the death animation to use. Since the death animations for Mumakils were a quite long and elaborate, they wanted to make sure the dead body would not move over cliffs or through walls during the animation. Makes you wonder why they didnt use that for the TW mechs :S Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate SpecialPowerTemplate = SpecialAbilityCurseEnemy CursePercentage = 100.0% //Curse the target's power by this amount (will not exceed maximum charge time) StartAbilityRange = 200.0 CursedFX = FX_SarumanDominateTargets TriggerFX = FX_CreateaHeroCurse TriggerModelCondition = ModelConditionState:SPECIAL_POWER_1 ;triggered during the unpack phase TriggerModelConditionDuration = 35 ;in frames UnpackTime = 2000 PreparationTime = 1000 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire. End Curse (aka "Hour of the Witch-king" ingame) was an an abillity that resets all special abillitys for the target unit. Edited August 30, 2015 by Stygs 1 Share this post Link to post