//// <- 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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