Difference between revisions of "Animation Events"
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imported>Terra Nova2 |
imported>Auitch-zed |
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*MRh_WinEnd | *MRh_WinEnd | ||
*MRh_WinStart | *MRh_WinStart | ||
*MLh_Equipped_Event | |||
*MLh_PreSelfConOut | |||
*'''MLh_SpellFire_Event''' | |||
*MLh_WinEnd | |||
*MLh_WinStart | |||
*SprintStop | *SprintStop | ||
*tailCombatIdle | *tailCombatIdle | ||
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</source> | </source> | ||
== Weapon Animation Events == | |||
=== Hand to Hand === | |||
*PowerAttack_Start_end | |||
*HeadTrackingOff | |||
*CastOKStop | |||
*'''preHitFrame''' | |||
*'''weaponSwing''' (Fires on right swing.) | |||
*'''SoundPlay.WPNSwingUnarmed''' | |||
*'''HitFrame''' | |||
*PowerAttackStop | |||
*tailCombatIdle | |||
*FootLeft | |||
*HeadTrackingOn | |||
*tailCombatState | |||
*attackStop | |||
*tailCombatLocomotion | |||
*attackStop | |||
*PowerAttack_Start_end | |||
*HeadTrackingOff | |||
*CastOKStop | |||
*preHitFrame | |||
*SoundPlay.WPNSwingUnarmed | |||
*'''weaponLeftSwing''' (Fires on Left Swing.) | |||
*HitFrame | |||
*PowerAttackStop | |||
*HeadTrackingOn | |||
*tailCombatState | |||
*attackStop | |||
*tailCombatIdle | |||
*attackStop | |||
*PowerAttack_Start_end | |||
*HeadTrackingOff | |||
=== Bows === | === Bows === | ||
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**bowDrawStart | **bowDrawStart | ||
**InitiateWinBegin | **InitiateWinBegin | ||
**InitiateWinEnd | **'''InitiateWinEnd''' | ||
**SoundStop.WPNBowPullLPM | **SoundStop.WPNBowPullLPM | ||
**BowDrawn ;-> Only | **'''BowDrawn''' ;-> Only on a full draw | ||
**tailCombatIdle | **tailCombatIdle | ||
**SoundStop.WPNBowPullLPM | **SoundStop.WPNBowPullLPM | ||
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*Anim events of the same name as the ones in bold also apply. | *Anim events of the same name as the ones in bold also apply. | ||
=== | ===Crossbows=== | ||
**HeadTrackingOff | |||
**bowDraw | |||
**tailCombatIdle | |||
**SoundPlay.(?) | |||
**BowZoomStop | |||
**BowDrawn | |||
**InitiateWinBegin | |||
AttackWinStart | **BowRelease | ||
**tailCombatIdle | |||
attackStop | **InitiateWinEnd | ||
HeadTrackingOn | **tailCombatIdle | ||
**arrowRelease | |||
**BowZoomStop | |||
**SoundPlay.(?) | |||
**SoundPlay.(?) | |||
**arrowAttach | |||
**AttackWinStart | |||
**bowEnd | |||
**attackStop | |||
**HeadTrackingOn | |||
**tailCombatState | |||
**BowZoomStop | |||
**attackStop | |||
===Swords (One handed)=== | |||
*Blocking | |||
**'''tailCombatIdle''' | |||
**'''SoundPlay.NPCHumanCombatShieldBlock''' | |||
**'''blockStartOut''' (The actual block animation.) | |||
**'''SoundPlay.NPCHumanCombatShieldRelease''' | |||
**'''blockStop''' | |||
**'''SoundPlay.NPCHumanCombatShieldBash''' | |||
**'''preHitFrame''' | |||
**'''HitFrame''' | |||
**'''FootScuffRight''' | |||
*Simple weapon swing | |||
**PowerAttack_Start_End | |||
**HeadTrackinOff | |||
**preHitFrame | |||
**weaponSwing (Will register the moment the swing starts.) | |||
**HitFrame | |||
**CastOkStart | |||
**AttackWinStart | |||
**AttackWinEnd | |||
**attackStop | |||
**HeadTrackingOn | |||
**CastOkStop | |||
**tailCombatState | |||
**tailCombatIdle | |||
tailCombatLocomotion | *Power attacks | ||
PowerAttack_Start_End | **PowerAttack_Start_End | ||
HeadTrackingOff | **HeadTrackingOff | ||
preHitFrame | **preHitFrame | ||
CastOkStop | **CastOkStop | ||
InterruptCast | **InterruptCast | ||
preHitFrame | **preHitFrame | ||
weaponSwing | **slowdownStart | ||
HitFrame | **weaponSwing | ||
PowerAttackStop | **HitFrame | ||
tailCombatIdle | **00NextClip (Standing Power attack animation.) | ||
HeadTrackingOn | **AttackWinStart | ||
tailCombatState | **AttackWinStart | ||
attackStop | **attackStop | ||
tailCombatLocomotion | **AttackWinEnd | ||
attackStop | **HeadTrackingOn | ||
**tailCombatState | |||
**tailCombatIdle | |||
**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.) | |||
**PowerAttack_Start_End | |||
**HeadTrackingOff | |||
**preHitFrame | |||
**CastOkStop | |||
**InterruptCast | |||
**preHitFrame | |||
**weaponSwing | |||
**HitFrame | |||
**PowerAttackStop (This will register when the power attack starts.) | |||
**tailCombatIdle | |||
**HeadTrackingOn | |||
**tailCombatState | |||
**attackStop | |||
**tailCombatLocomotion | |||
**attackStop | |||
== Movement & World Interaction Events == | == Movement & World Interaction Events == | ||
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'''Water Events:''' | '''Water Events:''' | ||
*''Player Entering Water:'' '''SoundPlay.FSTSwimSwim''' (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater) | *''Player Entering Water:'' '''SoundPlay.FSTSwimSwim''' (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater) | ||
** This is sent when the player is moving at full speed underwater and each time the arms swing back. | |||
*''Player not moving:'' '''SoundPlay''' | |||
*''Player Exiting Water:'' '''MTState''' | *''Player Exiting Water:'' '''MTState''' | ||
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*When the camera zooms out: '''EndAnimatedCamera''' | *When the camera zooms out: '''EndAnimatedCamera''' | ||
*When sprinting is over: '''EndAnimatedCameraDelta''' | *When sprinting is over: '''EndAnimatedCameraDelta''' | ||