19,588
edits
Paradox-01 (talk | contribs) (This table requires quite some diligence and research for less known types. However we don't have many active modders, making this a non-priority 'construction site'. For now, most "added value" was realizing that there is a "context check".) |
(moving talk here from main page) |
||
(5 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
==Unused types== | |||
If unused types are still recognized by engine we could try to apply new animations to them. For example additional throws with Thrown9, Thrown14, and Thrown17. | |||
==Console_Punch== | |||
* KONOKOconsole_punch (35 frames) is a stretched KONCOMcomb_p clone (16 frames) | |||
* the game doesn't use this file so the type could be also considered as "unused" | |||
* the question remains what this animation was used for; Loser suggests that it was "probably meant to be used for [[XML:BINA/OBJC/CONS#tags|''pushbutton'' type of consoles]]" | |||
==Anim types bound to user input== | ==Anim types bound to user input== | ||
Stages of type | Stages of type assignment: | ||
'''User input detection''' | '''User input detection''' | ||
Line 15: | Line 23: | ||
Since there are also some TRAM files for prone mode, sitting and hiding against a wall, we can assume some geometry awareness (edge detection) - at least during the game dev stage. | Since there are also some TRAM files for prone mode, sitting and hiding against a wall, we can assume some geometry awareness (edge detection) - at least during the game dev stage. | ||
For sit animations the Action event was probably used in FURN context as it belongs to CJBO just like the other interactive objects CHAR, CONS, DOOR, PWRU and WEAP. | |||
;For anim types, the series of anims is hardcoded. This is usually important for combos. | ;For anim types, the series of anims is hardcoded. This is usually important for combos. | ||
Line 72: | Line 80: | ||
|Kick3 | |Kick3 | ||
|- | |- | ||
|fw (accumulated: k, k, k + fw) | |k + fw (accumulated: k, k, k + fw) | ||
|previous type within timeframe: Kick2 | |previous type within timeframe: Kick2 | ||
|Kick3Fw | |Kick3Fw | ||
Line 79: | Line 87: | ||
[...] | [...] | ||
Besides finishing this table, a further objective could be to create graphics with combo and state cycles, like running and walking cycles. | |||
In theory visual representation of states cycles allows a modder to | In theory visual representation of states cycles allows a modder to quickly digest most crucial information when he wants to create new animations and/or cycles. | ||