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). |
| 34 | * '''animations''': A list of animations to chose from randomly. Note that every time an animation ends, a new animation is chosen randomly. In contrary to the random variants, which are persistent for the life of the entity. Animations have the following properties: |
| 35 | * ''name'': The name of the animation. This name is important to select the right animations. If one or more animations matches the name used by the game for a certain task, then a random animation with that name is chosen (according to the frequencies). If the name doesn't match the name used in the game, then the selected name is passed on to the prop points, which will take an animation with that name when possible. |
| 36 | * ''frequency'': similar to the frequency of the variant, but determines what animation will be chosen. |
| 37 | * ''file'': location of the actual animation file |
| 38 | * ''speed'': speed to execute the animation. Note that some actions in the game have an "event" in which case the speed will be ignored, and the animation will by synchronised to the events. For the walk animation, the speed is also altered with the movement speed of the unit. |
| 39 | * ''event'': time at which the event of a certain action (f.e. firing of an arrow) has to happen, so the game can synchronise the animation with the arrow being fired. |
| 40 | * ''load'': point at which the actor on the projectile attachpoint becomes visible. |
| 41 | * ''sound'': not used anymore, sounds are defined in the entity templates. |