Difference between revisions of "AnimGroups"
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imported>Scruggs (combat anims require actor to be in alerted state) |
imported>Daveh m (added 3 missing groups) |
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Line 42: | Line 42: | ||
|DodgeBack | |DodgeBack | ||
|JumpLand | |JumpLand | ||
|DynamicIdle | |||
|- | |- | ||
|Backward | |Backward | ||
|DodgeForward | |DodgeForward | ||
|JumpLoop | |JumpLoop | ||
|SpecialIdle | |||
|- | |- | ||
|BlockAttack | |BlockAttack | ||
|DodgeLeft | |DodgeLeft | ||
|JumpStart | |JumpStart | ||
|Death | |||
|- | |- | ||
|BlockHit | |BlockHit | ||
|DodgeRight | |DodgeRight | ||
|Left | |Left | ||
| | |||
|-} | |-} | ||
[[Category: Animation Functions]] | [[Category: Animation Functions]] |
Revision as of 00:27, 10 November 2006
AnimGroups are groups of animations that can be played on actors and creatures as well as some objects. Note that some combat animations can only be played while the actor is in an "alerted" state (has a weapon drawn).
AttackBackPower | BlockIdle | Equip | Recoil |
AttackBow | CastSelf | FastBackward | Right |
AttackForwardPower | CastSelfAlt | FastForward | Stagger |
AttackLeft | CastTarget | FastLeft | TorchIdle |
AttackLeftPower | CastTargetAlt | FastRight | TurnLeft |
AttackPower | CastTouch | Forward | TurnRight |
AttackRight | CastTouchAlt | Idle | Unequip |
AttackRightPower | DodgeBack | JumpLand | DynamicIdle |
Backward | DodgeForward | JumpLoop | SpecialIdle |
BlockAttack | DodgeLeft | JumpStart | Death |
BlockHit | DodgeRight | Left |