Difference between revisions of "Animation Events"

62 bytes removed ,  10:07, 21 October 2014
→‎Swords (One handed): Fixed formatting a bit.
imported>Terra Nova2
(→‎Swords (One handed): Add more valid events to the blocking category.)
imported>Terra Nova2
(→‎Swords (One handed): Fixed formatting a bit.)
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*Blocking
*Blocking
; At the moment only valid events listed for Blocking.
**'''tailCombatIdle'''
**tailCombatIdle
**'''SoundPlay.NPCHumanCombatShieldBlock'''
**'''SoundPlay.NPCHumanCombatShieldBlock'''
**'''blockStartOut''' ; The actual block animation.
**'''blockStartOut''' (The actual block animation.)
**tailCombatIdle
**'''SoundPlay.NPCHumanCombatShieldRelease'''
**'''SoundPlay.NPCHumanCombatShieldRelease'''
**'''blockStop'''
**'''blockStop'''
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**HeadTrackinOff
**HeadTrackinOff
**preHitFrame
**preHitFrame
**weaponSwing ; Will register the moment the swing starts
**weaponSwing (Will register the moment the swing starts.)
**HitFrame
**HitFrame
**CastOkStart
**CastOkStart
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**weaponSwing
**weaponSwing
**HitFrame
**HitFrame
**00NextClip ; Standing Power attack animation
**00NextClip (Standing Power attack animation.)
**AttackWinStart
**AttackWinStart
**AttackWinStart
**AttackWinStart
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**tailCombatState
**tailCombatState
**tailCombatIdle
**tailCombatIdle
**attackStop
**attackStop (The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.)
 
**tailCombatLocomotion (Moving while in combat state.)
;The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.
 
**tailCombatLocomotion ; moving while in combat state
**PowerAttack_Start_End
**PowerAttack_Start_End
**HeadTrackingOff
**HeadTrackingOff
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**weaponSwing
**weaponSwing
**HitFrame
**HitFrame
**PowerAttackStop ; This will register when the power attack starts.
**PowerAttackStop (This will register when the power attack starts.)
**tailCombatIdle
**tailCombatIdle
**HeadTrackingOn
**HeadTrackingOn
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