Changes between Version 9 and Version 10 of Actors
- Timestamp:
- May 10, 2016, 9:01:43 PM (8 years ago)
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Actors
v9 v10 30 30 31 31 * '''mesh''': The *.dae or *.pmd model to use. 32 * '''props''': A list of extra actors that are attached to "prop points" (bones). Setting a prop with a certain nattachpoint but no actor will clear the actor chosen in a previous variant. By setting a ''minHeight'' and ''maxHeight'', the prop will stay relative to the ground level (within it's given bounds). This allows to create "drop-props" that make a building adapt to the terrain. Setting the ''selectable'' to ''false'' will ignore the prop when calculating the selection box.32 * '''props''': A list of extra actors that are attached to "prop points" (bones). Setting a prop with a certain attachpoint but no actor will clear the actor chosen in a previous variant. By setting a ''minHeight'' and ''maxHeight'', the prop will stay relative to the ground level (within it's given bounds). This allows to create "drop-props" that make a building adapt to the terrain. Setting the ''selectable'' to ''false'' will ignore the prop when calculating the selection box. 33 33 * '''textures''': A list of textures to use. This includes AO, Specular, and Normal maps. The name should show what type of texture it is. 34 34 * '''animations''': A list of animations. The default animation is always "Idle", but other animations are chosen by the game. When multiple animation have the same name, the graphic code will choose a random animation from the list every time an animation ends (unlike randomness in variants, which is more permanent). As a result, animations with the same name should blend well together. Depending on the action used, the animation will be played at the ''speed'' given, or the engine will try to sync the animation on a certain ''event'' (f.e. when shooting an arrow, the animation speed is altered so every arrow that departs matches the event).