Difference between revisions of "Animation Events"
→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 | ||
**'''tailCombatIdle''' | |||
**tailCombatIdle | |||
**'''SoundPlay.NPCHumanCombatShieldBlock''' | **'''SoundPlay.NPCHumanCombatShieldBlock''' | ||
**'''blockStartOut''' | **'''blockStartOut''' (The actual block animation.) | ||
**'''SoundPlay.NPCHumanCombatShieldRelease''' | **'''SoundPlay.NPCHumanCombatShieldRelease''' | ||
**'''blockStop''' | **'''blockStop''' | ||
Line 221: | Line 219: | ||
**HeadTrackinOff | **HeadTrackinOff | ||
**preHitFrame | **preHitFrame | ||
**weaponSwing | **weaponSwing (Will register the moment the swing starts.) | ||
**HitFrame | **HitFrame | ||
**CastOkStart | **CastOkStart | ||
Line 242: | Line 240: | ||
**weaponSwing | **weaponSwing | ||
**HitFrame | **HitFrame | ||
**00NextClip | **00NextClip (Standing Power attack animation.) | ||
**AttackWinStart | **AttackWinStart | ||
**AttackWinStart | **AttackWinStart | ||
Line 250: | Line 248: | ||
**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.) | |||
**tailCombatLocomotion | |||
**PowerAttack_Start_End | **PowerAttack_Start_End | ||
**HeadTrackingOff | **HeadTrackingOff | ||
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**weaponSwing | **weaponSwing | ||
**HitFrame | **HitFrame | ||
**PowerAttackStop | **PowerAttackStop (This will register when the power attack starts.) | ||
**tailCombatIdle | **tailCombatIdle | ||
**HeadTrackingOn | **HeadTrackingOn |