Frame commands: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
m add activate frame commands |
m small clarification |
||
Line 326: | Line 326: | ||
|- | |- | ||
|activate_near | |activate_near | ||
|Find the entity with the given name, near the given joint, then activate it. See [[Entity selection order in animation frame commands|this article]] for more information. | |Find the entity with the given name, near (attached or not) the given joint, then activate it. See [[Entity selection order in animation frame commands|this article]] for more information. | ||
|'''TDM v1.02 and later.''' | |'''TDM v1.02 and later.''' |
Revision as of 15:52, 18 April 2010
Introduction
Each animation can have commands attached. These are either global (they influence the entire animation), or per-frame (they do something at the frame with the given number).
Apart from the default D3 frame commands, the darkmod team has added a few new, useful frame commands. This page tries to describe them all.
Default Doom3 frame commands
Keyword | Description | Example |
---|---|---|
call | calls a global script function | frame 1 call overrideLegs
|
object_call | calls a script object function | frame 1 object_call ArrowInvisible
|
event | Calls an event function | Unused so far
|
sound | Plays the referenced sound shader on the general sound channel. | frame 12 sound readable_page_turn
|
sound_voice | Plays the referenced sound shader on the voice sound channel. | frame 23 sound_voice snd_sight
|
sound_voice2 | Plays the referenced sound shader on the second voice sound channel. | frame 1 sound_voice2 monster_boss_vagary_attack1
|
sound_body | Plays the referenced sound shader on the body sound channel. | frame 50 sound_body snd_footstep
|
sound_body2 | Plays the referenced sound shader on the second body sound channel. | frame 92 sound_body2 snd_footstep
|
sound_body3 | Plays the referenced sound shader on the third body sound channel. | Not used so far, but similiar to sound_body
|
sound_weapon | Plays the referenced sound shader on the weapon sound channel. | frame 16 sound_weapon snd_drawsword
|
sound_global | Plays the referenced sound shader on the global sound channel. | Not used so far, but similiar to sound_body
|
sound_item | Plays the referenced sound shader on the item sound channel. | Not used so far, but similiar to sound_body
|
sound_chatter | Plays the referenced sound shader on the chatter sound channel. | frame 57 sound_chatter snd_alert_idle
|
skin | Sets a new skin for the model. Skin name is optional, if left off, no skin (e.g. the default skin) is used. | frame 1 skin tdm_burnt_flesh
|
fx | Plays the named fx (effect combining particle, sound and light). | Not used so far
|
trigger | Triggers the given target (e.g. activates it). | Not used so far
|
triggerSmokeParticle | Triggers the named particle (which can be everything, not just smoke). | frame 1 triggerSmokeParticle smokestack
|
melee | Starts melee action? | frame 9 melee melee_elemental_fire
|
direct_damage | Does direct damage to the target entity. | Not used so far.
|
muzzle_flash | Used to flash the weapon muzzle. | Not used so far.
|
attack | Attack the named entity. | Not used so far.
|
attack_begin | Begin an attack. | Not used so far.
|
attack_end | Stop an attack. | Not used so far.
|
create_missile | Create (in the def specified) missile at the given attachment position. | frame 2 create_missile RMissile
|
launch_missile | Launches a missile from the given attachment position. | frame 16 launch_missile LeftHand
|
fire_missile_at_target | Fires a missile at the target. | Not yet used.
|
footstep | Unknown. | frame 12 footstep
|
leftfoot | Unknown. | frame 12 leftfoot
|
rightfoot | Unknown. | frame 12 rightfoot
|
enableEyeFocus | Unknown. |
|
disableEyeFocus | Unknown. |
|
disableGravity | Gravity no longer affacts this model. |
|
enableGravity | Gravity affacts this model again. |
|
jump | Makes it jump. |
|
enableClip | Unknown |
|
disableClip | Unknown |
|
enableWalkIK | Unknown |
|
disableWalkIK | Unknown |
|
enableLegIK | Unknown |
|
recordDemo | Unknown |
|
aviGame | Unknown |
|
TDM frame commands
Keyword | Description | Version | Example |
---|---|---|---|
setRate | Sets the anim rate, used for speeding up/slowing down walking and crouchwalking animations to get correct footstep sounds. | TDM v1.00 and later. |
|
reattach | Move an attachment to a different position. Used f.i. to move the weapon from the back to hand. | TDM v1.00 and later. | frame 16 reattach melee_weapon hand_r
|
pause | Pause the animation at its current frame, wait for unpause from somewhere else. | TDM v1.00 and later. | Not used yet.
|
melee_hold | Holds a melee attack at a given point in the animation (e.g., at the back swing in attacks, at the parry position in parries). Similar to pause but also updates actor's melee status. | TDM v1.00 and later. | frame 6 melee_hold
|
melee_attack_start | TDM v1.00 and later. | frame 16 melee_attack_start melee_weapon slash_rl
| |
melee_attack_stop | TDM v1.00 and later. | frame 16 melee_attack_stop weapon
| |
melee_parry_start | TDM v1.00 and later. | frame 5 melee_parry_start melee_weapon left
| |
melee_parry_stop | TDM v1.00 and later. | frame 5 melee_parry_stop melee_weapon
| |
set_combat_flag | TDM v1.00 and later. | frame 16 set_combat_flag melee
| |
clear_combat_flag | TDM v1.00 and later. | frame 16 clear_combat_flag melee
| |
attach | Spawns an entity of the given class and attaches it with the given attach name on the given attach position. | TDM v1.02 and later. | frame 42 attach atdm:prop_single_card card hand_r
|
destroy | Detach and destroy the entity at the named attachment. Usually used after attach. | TDM v1.02 and later. | frame 42 destroy card
|
drop | Detach and drop to world the entity at the named attachment. Usually used after pickup. | TDM v1.02 and later. | frame 42 drop bucket
|
pickup | Find the entity with the given name, then attach it as the named attachment at the given position. See this article for more information. | TDM v1.02 and later. | frame 42 pickup atdm_water_bucket_01 bucket hand_l
|
activate_at_joint | Activate the entity attached to the given joint. | TDM v1.02 and later. | frame 42 activate_at_joint hand_r
|
activate_near | Find the entity with the given name, near (attached or not) the given joint, then activate it. See this article for more information. | TDM v1.02 and later. | frame 42 activate_near hand_r
|