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 .





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