OBD talk:TRAM: Difference between revisions

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===tags with flags===
===list of tags, types, and flags===
Use the search function of your web browser to quickly find a tag.
 
(work in progress)
 
{| class="wikitable" width=100%
{| class="wikitable" width=100%
|width=120px| '''tag'''
|width=120px| '''tag'''
|width=60px| '''type'''
|width=100px| '''type'''
| '''description'''
| '''description'''
|-
|-
| todo
| <Lookup>
|
|
|-
| <Type>
| flag
| Look them up over [[OBD_talk:StNA#animation_types|HERE]].
|-
| <AimingType>
| flag
| Look them up over [[OBD_talk:StNA#animation_types|HERE]].
|-
| <FromState>
| flag
| Look them up over [[OBD_talk:StNA#animation_states|HERE]].
: Somtimes FromState is set to None. In another scenarios one FromState possibility is not enough.
:: In those cases Shortcuts are used. They extent the number from what state the animation can be played and under what conditions (replace atomic yes/no).HERE
|-
| <ToState>
| flag
| Look them up over [[OBD_talk:StNA#animation_states|HERE]].
|-
|valign="top"| <Varient>
|valign="top"| flag
| "<Varient />" is unused. E.g. that's the case for non-combat animations.
: Combat
: LeftPistol
: LeftRifle
: Panic
: RightPistol
: RightRifle
: Sprint
|-
| <FirstLevel>
| int16
|
|
|-
| <Shortcuts>
|
|
|-
| <Shortcut>
|
|
|-
| <FromState>
| flag
|
|-
| <Length>
| int16
|
|-
|valign="top"| <ReplaceAtomic>
|valign="top"| flag
|
: yes
: no
|-
|valign="top"| <Flags>
|valign="top"| flag
|
|
|}
:RuntimeLoaded
:RuntimeLoaded
:::(this bit is not animation related, it is used at runtime to mark that the animation was loaded)
:::(this bit is not animation related, it is used at runtime to mark that the animation was loaded)
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:NoAIPickup
:NoAIPickup
:::AI2 are not permitted to pick up items with this animations
:::AI2 are not permitted to pick up items with this animations
 
|-
 
| <Atomic>
[[OBD_talk:StNA#animation_types|<Type>]]
|
 
|
[[OBD_talk:StNA#animation_types|<AimingType>]]
|-
 
| <Start>
[[OBD_talk:StNA#animation_states|<FromState>]]
| int16
: Somtimes FromState is set to None. In another scenarios one FromState possibility is not enough.
|
:: In those cases Shortcuts are used. They extent the number from what state the animation can be played and under what conditions (replace atomic yes/no).
|-
 
| <End>
[[OBD_talk:StNA#animation_states|<ToState>]]
| int16
 
|
<Varient>
|-
: Combat
| <Invulnerable>
: LeftPistol
|
: LeftRifle
|
: Panic
|-
: RightPistol
| <Start>
: RightRifle
| int16
: Sprint
|
An animation with no variant is "<Varient />".
|-
 
| <End>
<UsedBones><br>
| int16
<ReplacedBones>
|
 
|-
| <Overlay>
|
|
|-
|valign="top"| <UsedBones>
|valign="top"| flag
| "<UsedBones />" if unsued.
:Pelvis
:LeftThigh
:LeftCalf
:LeftFoot
:RightThigh
:RightCalf
:RightFoot
:Mid
:Chest
:Neck
:Head
:LeftShoulder
:LeftArm
:LeftWrist
:LeftFist
:RightShoulder
:RightArm
:RightFist
|-
|valign="top"| <ReplacedBones>
|valign="top"| flag
| "<ReplacedBones />" if unused.
:Pelvis
:Pelvis
:LeftThigh
:LeftThigh
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:RightArm
:RightArm
:RightFist
:RightFist
 
|-
<Direction>
| <DirectAnimations>
|
|
|-
| <Link>
| link
| First slot. "<Link />" if unused.
|-
| <Link>
| link
| Second slot. "<Link />" if unused.
|-
| <Pause>
|
|
|-
| <Hard>
|
|
|-
| <Soft>
|
|
|-
| <Interpolation>
|
|
|-
| <End>
|
|
|-
| <Max>
|
|
|-
| <FinalRotation>
|
|
|-
|valign="top"| <Direction>
|valign="top"|
|
:None
:None
:Forward
:Forward
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:Left
:Left
:Right
:Right
 
|-
[[OBD_talk:StNA#animation_types|<TargetType>]]
| <Vocalization>
|
|
|-
| <ActionFrame>
|
|
|-
| <Impact>
| link
| "<Impact />" if unsued.
|-
| <Particles>
|
|
|-
| <Particle>
|
|
|-
| <Start>
|
|
|-
| <End>
|
|
|-
| <Bone>
| flag
|
|-
| <Name>
| link
|
|-
| <MotionBlur>
|
|
|-
| <MotionBlur>
|
|
|-
| <Bones>
|
|
|-
| <Start>
|
|
|-
| <End>
|
|
|-
| <Lifetime>
|
|
|-
| <Alpha>
|
|
|-
| <Interval>
|
|
|-
| <Footsteps>
|
|
|-
| <Footstep>
|
|
|-
| <Frame>
|
|
|-
| <Type>
| flag
|
|-
| <Sounds>
|
| "<Sounds />" if unused.
|-
| <Sound>
|
|
|-
| <Name>
|
|
|-
| <Start>
|
|
|-
| <Heights>
|
|
|-
| <Height>
| float
|
|-
| <Velocities>
|
|
|-
| <Velocity>
| 2 x float
|
|-
| <Rotations>
|
|
|-
| <Bone>
|
|
|-
| <EKey>
| int8 + 3 * float
|
|-
| <QKey>
| int8 + 4 * float
| onisplit v0.9.54.0 produces those <QKeys> (quaternions) instead of (euler rotations) <EKey>.
|-
| <PositionOffset>
|
|
|-
| <X>
|
|
|-
| <Z>
|
|
|-
| <Positions>
|
|
|-
| <Position>
|
|
|-
| <Height>
|
|
|-
| <YOffset>
|
|
|-
| <ThrowSource>
|
| "<ThrowSource />" if unused.
|-
| <TargetAdjustment>
|
|
|-
| <Position>
| 3 * float
|
|-
| <Angle>
| float
|
|-
| <Distance>
| float
|
|-
|valign="top"| <TargetType>
|valign="top"| flag
| The flags are part of the [[OBD_talk:StNA#animation_types|animation type list]].
* "fw" = face to face throw
* "fw" = face to face throw
* "bk" = thrower is facing victim's back
* "bk" = thrower is facing victim's back
* "throw" inside TRAM names are sometimes shortened with "thr"
* "throw" inside TRAM names are sometimes shortened with "thr"
* "p" can also be missing.
* "p" can also be missing
 
: (static throws)
: (static throws)
: ###COMthrow_fw_p_tgt = Thrown1
: Thrown1 = ###COMthrow_fw_p_tgt
: ###COMthrow_fw_k_tgt = Thrown2
: Thrown2 = ###COMthrow_fw_k_tgt
: ###COMthrow_bk_p_tgt = Thrown3
: Thrown3 = ###COMthrow_bk_p_tgt
: ###COMthrow_bk_k_tgt = Thrown4
: Thrown4 = ###COMthrow_bk_k_tgt
: (running throws)
: (running throws)
: ###COMrun_throw_fw_p_tgt = Thrown5
: Thrown4 = ###COMrun_throw_fw_p_tgt
: ###COMrun_throw_fw_p_tgt = Thrown6
: Thrown6 = ###COMrun_throw_fw_p_tgt
: ###COMrun_throw_bk_k_tgt = Thrown7
: Thrown7 = ###COMrun_throw_bk_k_tgt
: ###COMrun_throw_bk_k_tgt = Thrown8 (not tested)
: Thrown8 = ###COMrun_throw_bk_k_tgt (not tested)
: (tackle throw = catching)
: (tackle throw = catching)
: ###COMrun_tkl_fw_p_tgt = Thrown9 (not tested)
: Thrown9 = ###COMrun_tkl_fw_p_tgt (not tested)
: ###COMrun_tkl_bk_p_tgt = Thrown10
: Thrown10 = ###COMrun_tkl_bk_p_tgt
: (pistol disarms)
: (pistol disarms)
: ###PISthrow_fw_p_tgt = Thrown11
: Thrown11 = ###PISthrow_fw_p_tgt
: ###PISthrow_fw_k_tgt = Thrown12
: Thrown12 = ###PISthrow_fw_k_tgt
: ###PISthrow_bk_p_tgt = Thrown13
: Thrown13 = ###PISthrow_bk_p_tgt
: (rifle disarm)
: (rifle disarm)
: ###PISthrow_bk_k_tgt = Thrown14 (not tested)
: Thrown14 = ###PISthrow_bk_k_tgt (not tested)
: ###RIFthrow_fw_p_tgt = Thrown15
: Thrown15 = ###RIFthrow_fw_p_tgt
: ###RIFthrow_bk_p_tgt = Thrown16
: Thrown16 = ###RIFthrow_bk_p_tgt
: ###RIF? = Thrown17 (not tested)
: Thrown17 = ###RIF? = (not tested)
 
|-
<flags><br>(under <Attack>)
| <SelfDamage>
|
| "<SelfDamage />" if unused.
|-
| <Damage>
|
|
|-
| <Points>
|
|
|-
| <Frame>
|
|
|-
| <Attacks>
|
|
|-
| <Attack>
|
|
|-
| <Start>
|
|
|-
| <End>
|
|
|-
| <Bones>
| flag
|
|-
|valign="top"| <Flags>
|valign="top"| flag
|
: Unblockable
: Unblockable
: Low
: Low
: High
: High
: HalfDamage
: HalfDamage
|-
| <Knockback>
|
|
|-
| <HitPoints>
|
|
|-
| <HitType>
|
|
|-
| <HitLength>
|
|
|-
| <StunLength>
|
|
|-
| <StaggerLength>
|
|
|-
| <Extents>
|
|
|-
| <Extent>
|
|
|-
| <Angle>
|
|
|-
| <Length>
|
|
|-
| <MinY>
|
|
|-
| <MaxY>
|
|
|-
| <AttackRing>
|
|
|-
| <Length>
|
| Always 36 tags, no more, no less.
|}


===extents and XML===
===extents and XML===
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