OBD talk:TRAM: Difference between revisions

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==XML area==
==XML area==
===tags===
:RuntimeLoaded
:::(this bit is not animation related, it is used at runtime to mark that the animation was loaded)
:Invulnerable
:::while playing this animation user is invulnerable to melee damage AND cannot be thrown, PAR3/height still hurts him
:BlockHigh
:::if set then while playing this animation user can block high or undefined attacks within some arc which is '''before''' him, so if you set this to some animation where user spins, then he can still be legaly kicked to the @$$ and he can be thrown
:BlockLow
:::same as before only it can block low or undefined attacks
:Attack
:::animations with attack part have it, unknown what it does, IMO it turns on soft lock (characters turns with animation a bit in order to hit nearby enemy), but didn't checked
:DropWeapon
:::if user is armed, he drops weapon when he plays this animation
:InAir
:::something with jumps, didn't checked
:Atomic
:::whole animation must be played, user cannot interrupt it once it starts
:NoTurn
:::cannot turn by mouse while performing this animation
:AttackForward
:::unknown, looks like this is rough info for AI2 about where attack aims from user's point of view -[[User:Loser|Loser]]
:AttackLeft
:::same as above
:AttackRight
:::same as above
:AttackBackward
:Overlay
:::these are not standalone animatios, they just overwrite part of already playing one, for example holstering weapon is such an animation
:DontInterpolateVelocity
:::unknown, but maybe it has something to do with X,Y,Z velocities and fact that for example directional jumps take info about direction vector from X-Z velocity part of TRAM (Y vector is in ONCC)
:ThrowSource
:::unknown, throws use it
:ThrowTarget
:::if set, then animation can hurt anybody, with its attack part, including teammates. User of TRAM can even hurt himself with "damage part" (user cannot hurt himself with own attack parts). It also allows two (try more, get crash ^_^) attack parts to be executed instead of only one (maybe bug?).
::::-If you set first attack part to be able to deal damage from 1st to 100th frame of TRAM, and second attack part to deal damage within that limit (e.g. from 25th to 41st frame, it can be again from 1 to 100), than first attack part an hurt from 1st to 100th (as usual), but even if it hits, that second one attack part (25th to 41st) can hurt enemy as well during "its lifetime". So two attack parts are allowed to execute. Note that second attack part MUST be executed while first attack part has active "window", otherwise it won't work.
:RealWorld
:::something with Y-velocities part -[[User:Loser|Loser]]
:DoAim
:::forces aim animation (PIS/RIF) if user has weapon
:::(used PIS/RIF animation and prone)
:DontAim
:::forces not to aim
:CanPickup
:::can pickup items in this animations, not like it plays pickup one, but like it "takes" the item if you have this animation on and you collide with item.
:Aim360
:::unknown
:DisableShield
:::if user had active supershield (chr_super "name" 1), this forces him to disable it (chr_super "name" 0) -[[User:Loser|Loser]]
:NoAIPickup
:::AI2 are not permitted to pick up items with this animations
[[OBD_talk:StNA#animation_types|<Type>]]
[[OBD_talk:StNA#animation_types|<AimingType>]]
[[OBD_talk:StNA#animation_states|<FromState>]]
[[OBD_talk:StNA#animation_states|<ToState>]]
<Varient>
: Combat
: LeftPistol
: LeftRifle
: Panic
: RightPistol
: RightRifle
: Sprint
An animation with no variant is "<Varient />".
<UsedBones><br>
<ReplacedBones>
:Pelvis
:LeftThigh
:LeftCalf
:LeftFoot
:RightThigh
:RightCalf
:RightFoot
:Mid
:Chest
:Neck
:Head
:LeftShoulder
:LeftArm
:LeftWrist
:LeftFist
:RightShoulder
:RightArm
:RightFist
<Direction>
:None
:Forward
:Backward
:Left
:Right
[[OBD_talk:StNA#animation_types|<TargetType>]]
: (static throws)
: Thrown1  = ###COMthrow_fw_tgt; REDCOMthrow_fw_p_tgt
: Thrown2  = ###COMthrow_fw_k_tgt
: Thrown3  = ###COMthrow_bk_tgt
: Thrown4  = KONCOMthrow_bk_k_tgt
: (running throws)
: Thrown5  = KONCOMrun_throw_fw_tgt
: Thrown6  = NINCOMrun_thw_fw_p_tgt
: Thrown7  = ###COMrun_thw_bk_p_tgt
: Thrown8  = ? ###COMrun_throw_fw_(k_)tgt
: (tackle throw)
: Thrown9  = ? ###COMrun_tkl_wf_k_tgt
: Thrown10 = ###COMrun_tkl_bk_p_tgt
: (pistol disarms)
: Thrown11 = ###PISthrow_fw_p_tgt; STRPISthrow_fw_tgt; TANPISthrow_fw_tgt
: Thrown12 = KONPISthrow_fw_k_tgt
: Thrown13 = ###PISthrow_bk_tgt
: Thrown14 = [[Gameplay/Combat_moves#Pistol_disarms|?? test slot]]
: (rifle disarm)
: Thrown15 = KONRIFthrow_fw_p_tgt
: Thrown16 = KONRIFthrow_bk_p_tgt
: Thrown17 = ?? test slot
: ?/?? needs confirmation
<flags><br>(under <Attack>)
: Unblockable
[...] (more later)


===Extents and XML===
===Extents and XML===
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