Changes between Version 5 and Version 6 of AnimationSync
- Timestamp:
- Jun 6, 2010, 10:48:40 PM (14 years ago)
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AnimationSync
v5 v6 41 41 * '''walk''', '''run''': Adjust the ''speed'' attribute. This should probably be chosen so there's not much foot sliding - use the Actor Viewer's "Move" button to see it in context. The speed will also be affected by the `<UnitMotion>` in the entity template XML file (in the `mods/public/simulation/templates/` directory) - changing the unit's movement speed will change the animation speed (so the stride length will stay the same). 42 42 43 * '''gather_(metal|stone|wood)''', '''build''': Adjust ''speed''. Set the ''event'' attribute to a fraction in the range 0.0 .. 1.0, to indicate where the tool hits the target - the sound will play at this point. (Sounds are defined in the corresponding entity template XML files.)43 * '''gather_(metal|stone|wood)''', '''build''': Adjust ''speed''. Set the ''event'' attribute to a fraction in the range 0.0 .. 1.0, to indicate where the tool hits the target - the sound will play at this point. Sounds are defined in the corresponding entity template XML files. Currently there's only a single event point - tough luck if you want two in a single animation (like some of the wood-chops). 44 44 45 45 * Melee '''attack''': The speed is determined entirely by the `<Attack>` component's `<RepeatTime>` in the entity XML. Ignore the ''speed'' in the actor. If necessary, adjust the entity speed so the animation looks okay (but this has an effect on gameplay too). Set the ''event'' attribute to a fraction, so it matches where the enemy is contacted - the sound will play at this point and the target will be hurt.