HUMAN_ATTACK_DATA.TXT

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////	<- must begin with this
//Notes - 

// Attack type: "none", "hit", "grapple", "punish" "vent"
//enemy type: "any", "player", "npc", "human", "alien"  (human  == npc +player)
// param_A: the value in the main selector (A) in the anim tree for this animation.
//Quadrant : FRONT, LEFT, RIGHT, BACK, FLR(Front, Left, Right), ANY
// rating: a value beween 1 and 100 for how much we like this attack anim
//converge distance.... legacy
//impact height .... legacy
//target bone .... may be used
//convergence time .... legacy
//Name .... can be "" - used to identify attacks that will dependant upon this one
//Depedancy - what attack are we dependant on? "" means none
// attack radius : a collision test will be made of this radius, offset by attack radius offset from the TARGET character
//					If a radius of 0 is specified - then the attack can always be used
//radios offset		This is where the centre of the radius is - AND if supplied, then a straight line check through the nav path will also be performed.
//					If the radius is 0 - you do not need to supply a radius_offset - (But if you do, we will do the path check).

//					You MUST supply at least one attack with a radius of 0 AND an offset of 0,0, and a dependancy of ""

//attack_type	 enemy_type		param_A		Quadrant	rating	converge	impact		target		converge	Name		Dependancy		attack		attack
// 			                	             					distance	height		bone		time									radius		radius_offset
hit,			any,			0,			ALL,		50,		1.16,		1.6,		"head",		0.933,		"",			"",				0.0,

  
//	Terminator, all value below this line will be ignored
end,


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