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| Author: Wasteland Ghost 08.02.05 15:21:57 | Синтаксис оригинального компилятора: void reg_anim_func(int par1, int par2) - работа со списком анимаций Аргументы: par1 - принимает значения: REG_ANIM_BEGIN (1) - начать формирование списка анимаций REG_ANIM_CLEAR (2) - очистить список анимаций REG_ANIM_END (3) - закончить формирование списка анимаций par2 - принимает значения: если par1 = REG_ANIM_BEGIN - RB_UNRESERVED (1) - незарезервированная последовательность, может не воспроизвестись, если отсутствуют свободные слоты RB_RESERVED (2) - зарезервированная последовательность, должна воспроизвестись в любом случае если par1 = REG_ANIM_CLEAR - указатель на объект, для которого удаляется список анимаций если par1 = REG_ANIM_END, то par2 = 0 |
| Author: ABel 14.04.03 13:24:19 | From headers\animcomd.h:/* Anim Commands */ |
| Author: jargo 22.02.03 20:13:33 | RegAnimFunc (2, <critter1_addr>); This function is used to stop/reset animation of a object/entity. You can use it enywhere, it is a stand alone function(mostly used to stop NPC walk). RegAnimFunc (1, 1); This function starts animation sequence. It is used with RegAnimAnimate and RegAnimFunc (3, 0) to animate some action of a critter or object. RegAnimFunc (3, 0); This function is used to lock animation sequence. If you do not use this function at the end of animation sequence, then animation should play, but any other object move/animation(for example player walk) will stop it. |
| Author: ABel 12.01.03 10:29:29 | This article is based on "Script Animation-1" document by Communist.
To animate some action of a critter (punching, falling, running etc) it is sufficient to use the following sequence of commands: { Sequencing Critter1 to make some actions: }
RegAnimFunc (2, In the above fragment, critter_addr is the address of any critter, for example, it could be Player (to make Chosen One dance), Self (in some creature's script) and so on.
Action_ids are determined from the following table:AA 0 AK 10 BA 20 BK 30 AB 1 AL 11 BB 21 BL 31 AC 2 AM 12 BC 22 BM 32 AD 3 AN 13 BD 23 BN 33 AE 4 AO 14 BE 24 BO 34 AF 5 AP 15 BF 25 BP 35 AG 6 AQ 16 BG 26 CH 36 AH 7 AR 17 BH 27 CJ 37 AI 8 AS 18 BI 28 GC 38 AJ 9 AT 19 BJ 29The two letters here correspond to the suffix of a critter's FRM file, which visualizes the action. Number in the second column is action_id of that action. For example, to show a punching Chosen One, the following code can be used: RegAnimFunc (2, Player);
RegAnimFunc (1, 1);
RegAnimAnimate (Player, 16, -1); { *** from table: 16 = AQ *** }
RegAnimFunc (3, 0);FRM file with punching tribal is called "HMWARRAQ.FRM", where HMWARR means "a tribal", and AQ - "punching". This is why 16 is used in this fragment.
When RegAnim* code is executed, all the critters in question start to make specified actions at the same time.
For example, critter1 is punching, and critter2 is evading meanwhile.
But separate actions for any given critter are made strictly successive.
In addition to RegAnimAnimate opcode there areRegAnimObjMoveToTile (and some other. Also there are SfxBuildCharName and RegAnimPlaySfx opcodes that allow to add sound effects to actions. |
| Author: legacy information 22.06.02 13:29:01 | Анимация осуществляется двумя командами - 810Е и 8126, у каждой по два параметра, первый параметр команды 8126 - криттер-ид, смысл остальных невыяснен. |