Frame commands: Difference between revisions
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|Does direct damage to the target entity. | |Does direct damage to the target entity. | ||
|<code>Not used so far.</code> | |<code>Not used so far.</code> | ||
|- | |||
|muzzle_flash | |||
|Used to flash the weapon muzzle. | |||
|<code>Not used so far.</code> | |||
|- | |||
|attack | |||
|Attack the named entity. | |||
|<code>Not used so far.</code> | |||
|- | |||
|attack_begin | |||
|Begin an attack. | |||
|<code>Not used so far.</code> | |||
|- | |||
|attack_end | |||
|Stop an attack. | |||
|<code>Not used so far.</code> | |||
|- | |||
|create_missile | |||
|Create (in the def specified) missile at the given attachment position. | |||
|<code>frame 2 create_missile RMissile</code> | |||
|- | |||
|launch_missile | |||
|Launches a missile from the given attachment position. | |||
|<code>frame 16 launch_missile LeftHand</code> | |||
|- | |||
|fire_missile_at_target | |||
|Fires a missile at the target. | |||
|<code>Not yet used.</code> | |||
|- | |||
|footstep | |||
|Unknown. | |||
|<code>frame 12 footstep</code> | |||
|- | |||
|leftfoot | |||
|Unknown. | |||
|<code>frame 12 leftfoot</code> | |||
|- | |||
|rightfoot | |||
|Unknown. | |||
|<code>frame 12 rightfoot</code> | |||
|- | |||
|enableEyeFocus | |||
|Unknown. | |||
|<code></code> | |||
|- | |||
|disableEyeFocus | |||
|Unknown. | |||
|<code></code> | |||
|- | |||
|disableGravity | |||
|Gravity no longer affacts this model. | |||
|<code></code> | |||
|- | |||
|enableGravity | |||
|Gravity affacts this model again. | |||
|<code></code> | |||
|- | |||
|jump | |||
|Makes it jump. | |||
|<code></code> | |||
|- | |||
|enableClip | |||
|Unknown | |||
|<code></code> | |||
|- | |||
|disableClip | |||
|Unknown | |||
|<code></code> | |||
|- | |||
|enableWalkIK | |||
|Unknown | |||
|<code></code> | |||
|- | |||
|disableWalkIK | |||
|Unknown | |||
|<code></code> | |||
|- | |||
|enableLegIK | |||
|Unknown | |||
|<code></code> | |||
|- | |||
|recordDemo | |||
|Unknown | |||
|<code></code> | |||
|- | |||
|aviGame | |||
|Unknown | |||
|<code></code> | |||
|} | |} | ||
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!bgcolor=#ffdead|Keyword | !bgcolor=#ffdead|Keyword | ||
!bgcolor=#ffdead|Description | !bgcolor=#ffdead|Description | ||
!bgcolor=#ffdead|Version | |||
!bgcolor=#ffdead|Example | !bgcolor=#ffdead|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.''' | |||
|<code></code> | |||
|- | |||
|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.''' | |||
|<code>frame 16 reattach melee_weapon hand_r</code> | |||
|- | |||
|pause | |||
|Pause the animation at its current frame, wait for unpause from somewhere else. | |||
|'''TDM v1.00 and later.''' | |||
|<code>Not used yet.</code> | |||
|- | |||
|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.''' | |||
|<code>frame 6 melee_hold</code> | |||
|- | |||
|melee_attack_start | |||
| | |||
|'''TDM v1.00 and later.''' | |||
|<code>frame 16 melee_attack_start melee_weapon slash_rl</code> | |||
|- | |||
|melee_attack_stop | |||
| | |||
|'''TDM v1.00 and later.''' | |||
|<code>frame 16 melee_attack_stop weapon</code> | |||
|- | |||
|melee_parry_start | |||
| | |||
|'''TDM v1.00 and later.''' | |||
|<code>frame 5 melee_parry_start melee_weapon left</code> | |||
|- | |||
|melee_parry_stop | |||
| | |||
| '''TDM v1.00 and later.''' | |||
|<code>frame 5 melee_parry_stop melee_weapon</code> | |||
|- | |||
|set_combat_flag | |||
| | |||
|'''TDM v1.00 and later.''' | |||
|<code>frame 16 set_combat_flag melee</code> | |||
|- | |||
|clear_combat_flag | |||
| | |||
| '''TDM v1.00 and later.''' | |||
|<code>frame 16 clear_combat_flag melee</code> | |||
|- | |- | ||
|attach | |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.''' | |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.''' | |||
|<code>frame 42 attach atdm:prop_single_card card hand_r</code> | |<code>frame 42 attach atdm:prop_single_card card hand_r</code> | ||
|- | |- | ||
|destroy | |destroy | ||
|Detach and destroy the entity at the named attachment. '''TDM v1.02 and later.''' | |Detach and destroy the entity at the named attachment. | ||
|'''TDM v1.02 and later.''' | |||
|<code>frame 42 destroy card</code> | |<code>frame 42 destroy card</code> | ||
|- | |- | ||
|drop | |drop | ||
|Detach and drop to world the entity at the named attachment. '''TDM v1.02 and later.''' | |Detach and drop to world the entity at the named attachment. | ||
|'''TDM v1.02 and later.''' | |||
|<code>frame 42 drop bucket</code> | |<code>frame 42 drop bucket</code> | ||
|- | |- | ||
|pickup | |pickup | ||
|Find the entity with the given name, then attach it as the named attachment at the given position. '''TDM v1.02 and later.''' | |Find the entity with the given name, then attach it as the named attachment at the given position. | ||
|'''TDM v1.02 and later.''' | |||
|<code>frame 42 pickup atdm_water_bucket_01 bucket hand_l</code> | |<code>frame 42 pickup atdm_water_bucket_01 bucket hand_l</code> | ||
Revision as of 19:50, 12 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. | TDM v1.02 and later. | frame 42 destroy card
|
drop | Detach and drop to world the entity at the named attachment. | 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. | TDM v1.02 and later. | frame 42 pickup atdm_water_bucket_01 bucket hand_l
|