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:
FlingForceFlingForceVarianceFlingPitchFlingPitchVariance
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: AnyFX,OCL, orWeaponspecified for theINITIALphase will be triggered. After the first half of the calculated destruction delay has elapsed, the phase changes toMIDPOINT.MIDPOINT: AnyFX,OCL, orWeaponspecified for theMIDPOINTphase will be triggered. After the second half of the calculated destruction delay has elapsed, the phase changes toFINAL.FINAL: AnyFX,OCL, orWeaponspecified for theFINALphase will be triggered. Then the object will be destroyed.