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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*The Vago documentation is for v0.8 and is obsolete. | *The Vago documentation is for v0.8 and is obsolete. | ||
*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. | ||
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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 | 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 | 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== |
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