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Ability anims sync and syncronization in general.


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#1
Nattfodd

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I'm studying the abilities/talents that uses syncro animations, so as example i read the script about SHIELD_OVERPOWER and OGRE_GRAB.

So i discovered that, for OVERPOWER, the ABI_base cast the anim for the attacker and the script (talent_singletarget.ncs) applies a Knockdown effect to the target, that probably let the target to perform the fall in the ground anim. So maybe this is not strictly a syncro anim.

Otherwise for OGRE_GRAB, on the target is applied an effect created by the monster_singletarget.ncs:

effect      eGrabbing;
//----------------------------------------------------------------------
eGrabbing = Effect( EFFECT_TYPE_GRABBING );
//----------------------------------------------------------------------
// Set Grab Variables
eGrabbing = SetEffectEngineInteger( eGrabbing, EFFECT_INTEGER_DISABLE_PHYSICS, TRUE );
eGrabbing = SetEffectObject( eGrabbing, 1, stEvent.oTarget );
eGrabbing = SetEffectEngineInteger( eGrabbing, EFFECT_INTEGER_DONT_INTERPOLATE, TRUE);
// Apply Grab
ApplyEffectOnObject( EFFECT_DURATION_TYPE_TEMPORARY, eGrabbing, OBJECT_SELF,
                                     OGRE_GRAB_DURATION, OBJECT_SELF, stEvent.nAbility );

So my doubts are:
- Is the ApplyEffectOnObject() function, that let the target to perform the shaked in ogre hand anim?
- If yes how this function knows what anim must be applied on target?
- What is the role of Syncanimation.xls? I noticed that this .xls do not contains the OGRE_GRAB talent reference.

I noticed also the existence of the react animations in ANIM_combat.gda: there are 3 anims for the ogre, from 2009 to 2011 IDs, enter-loop-exit, and 3 for the react, 2012-2013-2032 IDs, enter-loop-exit.
- Are these anims automatically triggered?

Another thing: these react anims are not present in the various humanoids Blend trees; the only react anims i found in blend trees are the knockback, the knockdown react to animals charge and the overhelm react.

Thanks to whoever can give some explanation.

Modifié par Nattfodd, 18 octobre 2010 - 05:57 .


#2
TimelordDC

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I don't know about the sync anims but the eGrabbing effect at least seems to hold the target as one of the event objects.

#3
Nattfodd

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You know, if you can let a creature to perform other animations than standard stun, knockdown, horror, paralisys etc. with appliying them custom effects?

#4
TimelordDC

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The effects are driven by scripting and the animations are linked to abilities so I don't see any reason why we cannot have custom effects with new animations.

#5
Nattfodd

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Yeah, now remain to understand how syncronization works.