XML:TRAM: Difference between revisions

292 bytes added ,  15 March 2023
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::Unknown, but maybe it has something to do with {x,y,z} velocities and the fact that directional jumps, for example, take information about their direction vector from the {x,z} velocity part of the TRAM (the vertical Y component is in the ONCC).
::Unknown, but maybe it has something to do with {x,y,z} velocities and the fact that directional jumps, for example, take information about their direction vector from the {x,z} velocity part of the TRAM (the vertical Y component is in the ONCC).
:ThrowSource
:ThrowSource
::Unknown, but throws use it. - Developer relict? Possibly it was meant for throws which work in pairs, see throw(n) types. The source animation signals that the paired target animation must be projected on the current enemy of the source as the target animation cannot be picked from enemy's TRAC.
::Unknown, but throws use it.
::: Probably a developer relic. Throws work in animation pairs: whenever a throw source is played, the other character must perform the throw target animation. See throw(n) types:
:::: TRAM <TargetType>
:::: [[XML:StNA#Animation_types|StNA]] (starting from #95)
::: Characters have only their own pool of animations available. And since enemy's TRAC might not contain the necessary animation the information must be provided by the throw source TRAC.
::: Since every throw animation must have a throw animation type the ThrowSource flag is actually redundant.
:ThrowTarget
:ThrowTarget
::Animation can hurt anybody with its attack part, including teammates. The player can even hurt himself with the TRAM's damage part (whereas a player cannot hurt himself with his own animation's attack part). It also allows two attack parts to be executed instead of only one (maybe a bug? more than two will result in a crash).
::Animation can hurt anybody with its attack part, including teammates. The player can even hurt himself with the TRAM's damage part (whereas a player cannot hurt himself with his own animation's attack part). It also allows two attack parts to be executed instead of only one (maybe a bug? more than two will result in a crash).
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