OBD talk:TRAM: Difference between revisions

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| <Lookup>
| <Lookup>
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| parent tag
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| Look them up over [[OBD_talk:StNA#animation_types|HERE]].
| Look them up over [[OBD_talk:StNA#animation_types|HERE]].
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| <FromState>
|valign="top"| <FromState>
| flag
|valign="top"| flag
| Look them up over [[OBD_talk:StNA#animation_states|HERE]].
| 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.
: 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).
:: 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).
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| <Shortcuts>
| <Shortcuts>
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| parent tag
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| <Shortcut>
| <Shortcut>
| parent tag
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| sequence element
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| <FromState>
| <FromState>
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| <Atomic>
| <Atomic>
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| parent tag
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| <Invulnerable>
| <Invulnerable>
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| parent tag
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| <Overlay>
| <Overlay>
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| parent tag
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| <Particles>
| <Particles>
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| parent tag
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| <Particle>
| <Particle>
| parent tag
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| sequence element
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| <Start>
| <Start>
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| <MotionBlur>
| <MotionBlur>
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| parent tag
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| <MotionBlur>
| <MotionBlur>
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| parent tag
| sequence element
| sequence element
|-
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| <Bones>
|valign="top"| <Bones>
|
|valign="top"| flag
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|
: Pelvis
: LeftThigh
: LeftCalf
: LeftFoot
: RightThigh
: RightCalf
: RightFoot
: Mid
: Chest
: Neck
: Head
: LeftShoulder
: LeftArm
: LeftWrist
: LeftFist
: RightShoulder
: RightArm
: RightFist
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| <Start>
| <Start>
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| int16
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| <End>
| <End>
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| int16
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| <Lifetime>
| <Lifetime>
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| int8
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| <Alpha>
| <Alpha>
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| int8
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| <Interval>
| <Interval>
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| int8
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| <Footsteps>
| <Footsteps>
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| parent tag
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| <Footstep>
| <Footstep>
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| parent tag
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| <Frame>
| <Frame>
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| int16
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|-
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| <Type>
|valign="top"| <Type>
| flag
|valign="top"| flag
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|
: Left
: Right
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| <Sounds>
| <Sounds>
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| parent tag
| "<Sounds />" if unused.
| "<Sounds />" if unused.
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| <Sound>
| <Sound>
| parent tag
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|
| sequence element
|-
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| <Name>
| <Name>
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| <Velocities>
| <Velocities>
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| parent tag
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| <Rotations>
| <Rotations>
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| parent tag
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| <Bone>
| <Bone>
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| parent tag
| sequence element
| There are 19 bone tags. One for each [[TRIA#Bones|body part]].
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| <EKey>
| <EKey>
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| <PositionOffset>
| <PositionOffset>
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| parent tag
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| <PositionOffset> and <Positions> belong together. In the [[OBD:TRAM/raw0x30|binaries]] they are written in the place.
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| <X>
| <X>
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| int16
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| <Z>
| <Z>
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| int16
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| <Positions>
| <Positions>
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| parent tag
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| <Position>
| <Position>
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| parent tag
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| <Height>
| <Height>
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| float
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| vertical extent
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| <YOffset>
| <YOffset>
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| float
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| y offset of the vertical extent from character location
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| <ThrowSource>
| <ThrowSource>
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| parent tag
| "<ThrowSource />" if unused.
| "<ThrowSource />" if unused.
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| <TargetAdjustment>
| <TargetAdjustment>
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| parent tag
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|valign="top"| flag
|valign="top"| flag
| The flags are part of the [[OBD_talk:StNA#animation_types|animation type list]].
| The flags are part of the [[OBD_talk:StNA#animation_types|animation type list]].
* "fw" = face to face throw
* "bk" = thrower is facing victim's back
* "throw" inside TRAM names are sometimes shortened with "thr"
* "p" can also be missing


: (static throws)
(static throws)
: Thrown1 = ###COMthrow_fw_p_tgt
: Thrown1 = ###COMthrow_fw_p_tgt
: Thrown2 = ###COMthrow_fw_k_tgt
: Thrown2 = ###COMthrow_fw_k_tgt
: Thrown3 = ###COMthrow_bk_p_tgt
: Thrown3 = ###COMthrow_bk_p_tgt
: Thrown4 = ###COMthrow_bk_k_tgt
: Thrown4 = ###COMthrow_bk_k_tgt
: (running throws)
(running throws)
: Thrown4 = ###COMrun_throw_fw_p_tgt
: Thrown4 = ###COMrun_throw_fw_p_tgt
: Thrown6 = ###COMrun_throw_fw_p_tgt
: Thrown6 = ###COMrun_throw_fw_p_tgt
: Thrown7 = ###COMrun_throw_bk_k_tgt
: Thrown7 = ###COMrun_throw_bk_k_tgt
: Thrown8 = ###COMrun_throw_bk_k_tgt (not tested)
: Thrown8 = ###COMrun_throw_bk_k_tgt (not tested)
: (tackle throw = catching)
(tackle throw = catching)
: Thrown9 = ###COMrun_tkl_fw_p_tgt (not tested)
: Thrown9 = ###COMrun_tkl_fw_p_tgt (not tested)
: Thrown10 = ###COMrun_tkl_bk_p_tgt
: Thrown10 = ###COMrun_tkl_bk_p_tgt
: (pistol disarms)
(pistol disarms)
: Thrown11 = ###PISthrow_fw_p_tgt
: Thrown11 = ###PISthrow_fw_p_tgt
: Thrown12 = ###PISthrow_fw_k_tgt
: Thrown12 = ###PISthrow_fw_k_tgt
: Thrown13 = ###PISthrow_bk_p_tgt
: Thrown13 = ###PISthrow_bk_p_tgt
: (rifle disarm)
(rifle disarm)
: Thrown14 = ###PISthrow_bk_k_tgt (not tested)
: Thrown14 = ###PISthrow_bk_k_tgt (not tested)
: Thrown15 = ###RIFthrow_fw_p_tgt
: Thrown15 = ###RIFthrow_fw_p_tgt
: Thrown16 = ###RIFthrow_bk_p_tgt
: Thrown16 = ###RIFthrow_bk_p_tgt
: Thrown17 = ###RIF? = (not tested)
: Thrown17 = ###RIF? = (not tested)
----
About the naming:
: "fw" = face to face throw
: "bk" = thrower is facing victim's back
: "throw" inside TRAM names are sometimes shortened with "thr"
: "p" can also be missing
|-
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| <SelfDamage>
| <SelfDamage>
|
| parent tag
| "<SelfDamage />" if unused.
| "<SelfDamage />" if unused.
|-
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| <Damage>
| <Damage>
|
| parent tag
| sequence element
| sequence element
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| <Attacks>
| <Attacks>
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| parent tag
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| <Attack>
|valign="top"| <Attack>
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|valign="top"| parent tag
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| Only 2 attack parts per file are allowed. Normally the target gets only one hit. But if the attack frames of both attack parts are overlapping then the target can be [http://oni.bungie.org/community/forum/viewtopic.php?pid=39787#p39787 hit by both of them].
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| <Start>
| <Start>
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: Unblockable
: Unblockable
: Low
: Low - blocker needs to crouch
: High
: High - blocker needs to stand; if Low and High are set then blocker can block from stand and crouch
: HalfDamage
: HalfDamage - the blocker gets half of the damage
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| <Knockback>
| <Knockback>
| float
| float
|
| Target gets knockbacked by this amount.
|-
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| <HitPoints>
| <HitPoints>
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| <HitLength>
| <HitLength>
|  
| int16
| Number of frames for how long should blocking char remain in hit anim when he gots hit.
| Number of frames for how long should blocking char remain in hit anim when he gots hit.
|-
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| <Extents>
| <Extents>
|
| parent tag
| Nowadays that data becomes calculated from onisplit automatically.
| Nowadays that data becomes calculated from onisplit automatically.
|-
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| <Extent>
| <Extent>
|
| parent tag
| One tag per frame. In numbers: attack end - attack start + 1. (E.g. end=5; start=6; it makes 2 involved frames.)
| One tag per frame. In numbers: attack end - attack start + 1. (E.g. start=5; end=6; it makes 2 involved frames.)
|-
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| <Angle>
| <Angle>
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| <AttackRing>
|valign="top"| <AttackRing>
|
|valign="top"|  parent tag
| Contains always 36 <Length> tags, no more, no less. Gets calculated by onisplit.
| Contains always 36 <Length> tags, no more, no less. Gets calculated by onisplit. (The AttackRing was formerly know as horizontal extents.)
|-
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| <Length>
|valign="top"| <Length>
| float
|valign="top"| float
| Horizontal extents in 10° intervals. They make a ''zone of danger'' so the AI knows that the animation is harmful there. (It give them the chance to dogde an attack.)
| Horizontal extents in 10° intervals. They make a ''zone of danger'' so the AI knows that the animation is harmful there. (It give them the chance to dogde an attack.)
|}
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