Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
trs:mesh_construction_animation [2017/11/17 12:18]
stohrendorf
trs:mesh_construction_animation [2020/05/19 14:30] (current)
zdimension
Line 199: Line 199:
   - **Empty Hands** ​ (No arguments). This command is performed in the end of animation of Lara pulling a switch, inserting a key, grabbing a pushable block, and so on. It is needed because engine “locks” Lara’s ability to draw weapons or ignite a flare when such action is performed, and only way to unlock it is to call this command.   - **Empty Hands** ​ (No arguments). This command is performed in the end of animation of Lara pulling a switch, inserting a key, grabbing a pushable block, and so on. It is needed because engine “locks” Lara’s ability to draw weapons or ignite a flare when such action is performed, and only way to unlock it is to call this command.
   - **Kill** ​ (No arguments). Kill entity. This effectively disables entity and removes it from the world. For switch entities, same command is used to define switching point animation.   - **Kill** ​ (No arguments). Kill entity. This effectively disables entity and removes it from the world. For switch entities, same command is used to define switching point animation.
-  - **Play Sound** ​ (2 arguments). The first argument is a frame number, and the second one is the ID of the sound to play at that frame (internal sound index). \\ {{:​icons:​tr2.png?​nolink&​}}{{:​icons:​tr3.png?​nolink&​}}{{:​icons:​tr4.png?​nolink&​}}{{:​icons:​tr5.png?​nolink&​}}Besides Sound ID, second argument may contain two “packed” bit flags. Their meanings are:+  - **Play Sound** ​ (2 arguments). The first argument is a frame number, and the second one is the ID of the sound to play at that frame (internal sound index). \\ {{:​icons:​tr2.png?​nolink&​}}{{:​icons:​tr3.png?​nolink&​}}{{:​icons:​tr4.png?​nolink&​}}{{:​icons:​tr5.png?​nolink&​}}Besides Sound ID, second argument may contain ​one of two “packed” bit flags. Their meanings are:
       * Bit 14 (''​%%0x4000%%''​):​ play this sound when on dry land (example: footsteps)       * Bit 14 (''​%%0x4000%%''​):​ play this sound when on dry land (example: footsteps)
       * Bit 15 (''​%%0x8000%%''​):​ play this sound when in water (example: running through shallow water)       * Bit 15 (''​%%0x8000%%''​):​ play this sound when in water (example: running through shallow water)
-  - **Flipeffect** ​ (2 operands). The first one is a frame number, and the second one is flipeffect number. Note that //​flipeffect// ​ here is the very same kind of flipeffect [[trs:​floordata#​trigaction-0x09-flipeffect|used in trigger action]] with the same name. Flipeffect meaning is [[trs:​miscellany#​flipeffects|listed separately]].+  - **Flipeffect** ​ (2 arguments). The first one is a frame number, and the second one is flipeffect number. Note that //​flipeffect// ​ here is the very same kind of flipeffect [[trs:​floordata#​trigaction-0x09-flipeffect|used in trigger action]] with the same name. Flipeffect meaning is [[trs:​miscellany#​flipeffects|listed separately]]. ​\\ {{:​icons:​tr3.png?​nolink&​}}{{:​icons:​tr4.png?​nolink&​}}{{:​icons:​tr5.png?​nolink&​}}Usually,​ when ''​FOOTPRINT_FX''​ flipeffect (ID 32) is used, second argument also may contain one of two “packed” bit flags, similar to Play Sound animcommand. However, meaning is different:​ 
 +      * Bit 14 (''​%%0x4000%%''​):​ apply ''​FOOTPRINT_FX''​ in relation to left foot 
 +      * Bit 15 (''​%%0x8000%%''​):​ apply ''​FOOTPRINT_FX''​ in relation to right foot
 ==== Frame Structure ==== ==== Frame Structure ====
  
trs/mesh_construction_animation.txt · Last modified: 2020/05/19 14:30 (external edit)
Back to top
CC Attribution-Share Alike 4.0 International
Driven by DokuWiki Recent changes RSS feed Valid CSS Valid XHTML 1.0