XML talk:TRAM: Difference between revisions

m
no edit summary
mNo edit summary
mNo edit summary
Line 2: Line 2:
I've placed the "update" template on this article for the following reasons:
I've placed the "update" template on this article for the following reasons:
*The Vago documentation is for v0.8 and is obsolete.
*The Vago documentation is for v0.8 and is obsolete.
*<strike>The part about Blender just says that it's theoretically possible! Link to a modern tutorial please.</strike>
*The part about extents says that Neo will have to make OniSplit calculate them automatically; doesn't it do that now?
*The part about extents says that Neo will have to make OniSplit calculate them automatically; doesn't it do that now?
*The "Excel macro" section was noted by someone (Paradox?) as needing an update.
*The "Excel macro" section was noted by someone (Paradox?) as needing an update.
Line 23: Line 22:
Draft:
Draft:


Using "forward" and "backward" in throw names can be ambiguous. Therefore I'm describing throws how "source" and "target" are facing each other.
Using "forward" and "backward" in throw names can be ambiguous for newbies. For example can Konoko throw a foe '''backwards''' by her '''throw forward kick''' (TRAMKONCOMthrow_fw_k). Therefore I'm describing throws also how "source" and "target" are facing each other.


{| class="wikitable" width=100%
{| class="wikitable" width=100%
|-
|-
! rowspan=2 width=80 | name !rowspan=2 width=80 | src-tgt-setup !! rowspan=2 width=50 | key combo !! colspan=2 | anim type !! rowspan=2 width=400 | image
! rowspan=2 width=80 | name
! rowspan=2 width=80 | src-tgt-setup
! rowspan=2 width=50 | key combo
! colspan=2 | anim type
! rowspan=2 width=400 | image
|-
|-
! width=50 | src !! width=50 | tgt
! width=50 | src
! width=50 | tgt
|-
|-
| throw punch || face-to-face || p + w || || ||
| throw punch || face-to-face || p + w || || ||
Line 39: Line 43:
-->
-->
|}
|}
Another attempt - to sleep a few nights over and then decide.
{| class="wikitable" width=100%
|-
! rowspan=2 | names
! rowspan=2 width=40 | key combo
! colspan=4 | context
! colspan=2 | anim type
! rowspan=2 width=400 | image
|-
<!--context-->
! width=40 | varient
! width=60 | src state
! width=60 | tgt state
! width=80 | facing setup<!--tgt position only?(or pelvis rotation?)-->
<!--facing setup tgt rotation relative to src pelvis (or tgt pelvis position?)-->
<!--anim type-->
! width=40 | src
! width=40 | tgt
|-
|<!--names--> throw punch
: TRAMKONCOMthrow_fw_p
: TRAMKONCOMthrow_fw_p_tgt
|<!--key combo--> p + w
|<!--varient--> COM
|<!--src state-->
|<!--tgt state-->
|<!--facing setup--> face-to-face
|<!--anim type src--> ThrowForwardPunch
|<!--anim type tgt--> Thrown1
|<!--image-->
|}
==Variants==
Further research needed.
* The existance of STRCOMrun_thw_fw_p(_tgt) and STRCOMrun_thw_fw_pl(_t) means that we need extra research to understand the full extend of the throw system.
* The variant (varient [sic]) pickup system is not clear yet: is a RIFCOM idle and a RIFNAT idle both possible?
** Or do rightpistole, leftpistol, rightrifle and leftrifle variants count as subsets of combat?


==What we know and not know==
==What we know and not know==
8,288

edits