Difference between revisions of "Animation Events"
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→Swords (One handed): Add more valid events to the blocking category.
imported>Terra Nova2 m (→Weapon Animation Events: Covered all anim events for bows that can sent events.) |
imported>Terra Nova2 (→Swords (One handed): Add more valid events to the blocking category.) |
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Line 203: | Line 203: | ||
===Swords (One handed)=== | ===Swords (One handed)=== | ||
*Blocking | |||
; At the moment only valid events listed for Blocking. | |||
**tailCombatIdle | |||
**'''SoundPlay.NPCHumanCombatShieldBlock''' | |||
**'''blockStartOut''' ; The actual block animation. | |||
**tailCombatIdle | |||
**'''SoundPlay.NPCHumanCombatShieldRelease''' | |||
**'''blockStop''' | |||
**'''SoundPlay.NPCHumanCombatShieldBash''' | |||
**'''preHitFrame''' | |||
**'''HitFrame''' | |||
**'''FootScuffRight''' | |||
;Power attacks | *Simple weapon swing | ||
PowerAttack_Start_End | **PowerAttack_Start_End | ||
HeadTrackingOff | **HeadTrackinOff | ||
preHitFrame | **preHitFrame | ||
CastOkStop | **weaponSwing ; Will register the moment the swing starts | ||
InterruptCast | **HitFrame | ||
preHitFrame | **CastOkStart | ||
slowdownStart | **AttackWinStart | ||
weaponSwing | **AttackWinEnd | ||
HitFrame | **attackStop | ||
00NextClip ; Standing Power attack animation | **HeadTrackingOn | ||
AttackWinStart | **CastOkStop | ||
AttackWinStart | **tailCombatState | ||
attackStop | **tailCombatIdle | ||
AttackWinEnd | |||
HeadTrackingOn | *Power attacks | ||
tailCombatState | **PowerAttack_Start_End | ||
tailCombatIdle | **HeadTrackingOff | ||
attackStop | **preHitFrame | ||
**CastOkStop | |||
**InterruptCast | |||
**preHitFrame | |||
**slowdownStart | |||
**weaponSwing | |||
**HitFrame | |||
**00NextClip ; Standing Power attack animation | |||
**AttackWinStart | |||
**AttackWinStart | |||
**attackStop | |||
**AttackWinEnd | |||
**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. | ;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 ; moving while in combat state | **PowerAttack_Start_End | ||
PowerAttack_Start_End | **HeadTrackingOff | ||
HeadTrackingOff | **preHitFrame | ||
preHitFrame | **CastOkStop | ||
CastOkStop | **InterruptCast | ||
InterruptCast | **preHitFrame | ||
preHitFrame | **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 | **tailCombatState | ||
tailCombatState | **attackStop | ||
attackStop | **tailCombatLocomotion | ||
tailCombatLocomotion | **attackStop | ||
attackStop | |||
== Movement & World Interaction Events == | == Movement & World Interaction Events == |