DeathFlags = DEATH_1 ; Sets BOTH model condition and object status bits.
ProbabilityModifier = 10000
FX = INITIAL FX_SiegeTowerDieInitial_N
;FX = MIDPOINT FX_SiegeTowerDieMidpoint_N
; 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 = 32.0
ClearanceGeometryMinorRadius = 32.0
ClearanceGeometryHeight = 32.0
ClearanceGeometryIsSmall = No
ClearanceGeometryOffset = X:36 Y:0 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)
DeathFlags = DEATH_2 ; Sets BOTH model condition and object status bits.
ProbabilityModifier = 10000
FX = INITIAL FX_SiegeTowerDieInitial_N
;FX = MIDPOINT FX_SiegeTowerDieMidpoint_N
; 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 = 32.0
ClearanceGeometryMinorRadius = 32.0
ClearanceGeometryHeight = 32.0
ClearanceGeometryIsSmall = No
ClearanceGeometryOffset = X:0 Y:36 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)
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)
DeathFlags = DEATH_3 ; Sets BOTH model condition and object status bits.
ProbabilityModifier = 10000
FX = INITIAL FX_SiegeTowerDieInitial_N
;FX = MIDPOINT FX_SiegeTowerDieMidpoint_N
; 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 = 32.0
ClearanceGeometryMinorRadius = 32.0
ClearanceGeometryHeight = 32.0
ClearanceGeometryIsSmall = No
ClearanceGeometryOffset = X:-36 Y:0 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)
DeathFlags = DEATH_4 ; Sets BOTH model condition and object status bits.
ProbabilityModifier = 10000
FX = INITIAL FX_SiegeTowerDieInitial_N
;FX = MIDPOINT FX_SiegeTowerDieMidpoint_N
; 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 = 32.0
ClearanceGeometryMinorRadius = 32.0
ClearanceGeometryHeight = 32.0
ClearanceGeometryIsSmall = No
ClearanceGeometryOffset = X:0 Y:-36 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)