SlowDeathBehavior Module

ProbabilityModifier

ProbabilityModifier is used to choose between several ``SlowDeathBehavior``s when more than one is used on the same object.

DeathFlags

These flags are added to both model condition and object status.

Flinging

When an object dies, and FlingForce is greater than zero, a force is added to the object’s PhysicsBehavior based on the following properties:

  • FlingForce
  • FlingForceVariance
  • FlingPitch
  • FlingPitchVariance

Sinking

When an object dies, it first waits until SinkDelay, plus or minus a random duration based on SinkDelayVariance, has elapsed.

Then it starts to sink at the rate specified by SinkRate.

Fading

When an object dies, it first waits until FadeDelay has elapsed.

Then it starts to fade out at the rate specified by FadeTime.

Decaying

After DecayBeginTime, the DECAY model condition flag is added to the object.

Destruction

When an object dies, it enters the INITIAL phase of destruction.

A destruction duration is calculated, based on DestructionDelay plus or minus a random duration based on DestructionDelayVariance.

  • INITIAL: Any FX, OCL, or Weapon specified for the INITIAL phase will be triggered. After the first half of the calculated destruction delay has elapsed, the phase changes to MIDPOINT.
  • MIDPOINT: Any FX, OCL, or Weapon specified for the MIDPOINT phase will be triggered. After the second half of the calculated destruction delay has elapsed, the phase changes to FINAL.
  • FINAL: Any FX, OCL, or Weapon specified for the FINAL phase will be triggered. Then the object will be destroyed.