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)
ProbabilityModifier = 490 ; Very, very likely unless clearance test fails
DeathFlags = DEATH_3 ; 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
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)
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
Behavior = SquishCollide ModuleTag_06
End
; Extra secondary geometry to be used for crushing/squishing detection purposes
GeometryOther = GeomType:BOX IsSmall:No Height:20 MajorRadius:25 MinorRadius:20 OffsetX:32 ; front 2 legs
GeometryOther = GeomType:BOX IsSmall:No Height:20 MajorRadius:15 MinorRadius:20 OffsetX:-35 ; back 2 legs