8,013
edits
Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) mNo edit summary |
||
Line 160: | Line 160: | ||
::Unknown, but maybe it has something to do with {x,y,z} velocities and the fact that directional jumps, for example, take information about their direction vector from the {x,z} velocity part of the TRAM (the vertical Y component is in the ONCC). | ::Unknown, but maybe it has something to do with {x,y,z} velocities and the fact that directional jumps, for example, take information about their direction vector from the {x,z} velocity part of the TRAM (the vertical Y component is in the ONCC). | ||
:ThrowSource | :ThrowSource | ||
::Unknown, but throws use it. | ::Unknown, but throws use it. | ||
::: Probably a developer relic. Throws work in animation pairs: whenever a throw source is played, the other character must perform the throw target animation. See throw(n) types: | |||
:::: TRAM <TargetType> | |||
:::: [[XML:StNA#Animation_types|StNA]] (starting from #95) | |||
::: Characters have only their own pool of animations available. And since enemy's TRAC might not contain the necessary animation the information must be provided by the throw source TRAC. | |||
::: Since every throw animation must have a throw animation type the ThrowSource flag is actually redundant. | |||
:ThrowTarget | :ThrowTarget | ||
::Animation can hurt anybody with its attack part, including teammates. The player can even hurt himself with the TRAM's damage part (whereas a player cannot hurt himself with his own animation's attack part). It also allows two attack parts to be executed instead of only one (maybe a bug? more than two will result in a crash). | ::Animation can hurt anybody with its attack part, including teammates. The player can even hurt himself with the TRAM's damage part (whereas a player cannot hurt himself with his own animation's attack part). It also allows two attack parts to be executed instead of only one (maybe a bug? more than two will result in a crash). |
edits