SpringRtsTutorialAnimDef: Difference between revisions

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m →Basic scripts:: added wind animdef
m added some exemple pages
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<big>AnimDef fonction script with exemples :</big>
= <big>AnimDef fonction script with exemples :</big>=


== Basic scripts: ==
== Basic scripts: ==
this scripts make the gameplay
this scripts make the gameplay
*[[builder scripts]] AnimDef building unit ingame
*[[builder scripts]] AnimDef building unit oustside ingame
*[[factory scripts]] AnimDef producing unit inside them ingame
*[[factory scripts]] AnimDef producing unit inside themself ingame
*[[weapon scripts]] AnimDef shooting targets ingame
*[[weapon scripts]] AnimDef shooting targets ingame
*[[transport scripts]] AnimDef loading unloading units ingame
*[[transport scripts]] AnimDef loading unloading units ingame
*[[wind extractor]] AnimDef checking wind speed and direction
*[[wind extractor]] AnimDef checking wind speed and direction ingame


== average scripts ==
== average scripts ==
this scripts are cosmetic or modifiers
this scripts are cosmetic or modifiers
*[[start stop scripts]] AnimDef acting when mobile or static ingame
*[[start stop scripts]] AnimDef acting when mobile or static ingame
*[[on off scripts]] AnimDef using the switch menu key on off ingame
*[[on off scripts]] AnimDef using the switch menu key on off ingame
*[[armored when close scripts]] AnimDef enabling damagemodifier ratio ingame
*[[armored when close scripts]] AnimDef enabling damagemodifier ratio ingame
*[[emiter scripts]] AnimDef emiting smoke, buble, wave, weapon, explosion, ceg ingame
*[[emiter scripts]] AnimDef emiting smoke, buble, wave, weapon, explosion, ceg ingame
*[[death scripts]] diying with style ingame
*[[victim scripts]] AnimDef check if the unit is attacked by what and where and how much
*[[health scripts]] AnimDef determine maxhealth, actual health, damage take, % build ingame
*[[death scripts]] unit diying with style ingame
*[[born scripts]] unit borning with style ingame
*[[health scripts]] AnimDef know own maxhealth, actual health, paralyser %, born % ingame
*[[dynamic scripts]] AnimDef changing UnitDef values ingame
*[[dynamic scripts]] AnimDef changing UnitDef values ingame
*[[perpiece scripts]] AnimDef check piece for critical hit location or dedicaced damages
*[[context scripts]] Animdef know who is interacting with them (transport build fight)
*[[collision scripts]] crushing or so ?


==complexe geometrie scripts==
==complexe geometrie scripts==
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*[[location scripts]] AnimDef check position on map,slopes ,direction of attack ingame
*[[location scripts]] AnimDef check position on map,slopes ,direction of attack ingame
*[[animation scripts]] moving wheels leg arm crane accurately ingame
*[[animation scripts]] moving wheels leg arm crane accurately ingame




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#Factory will not move
#Factory will not move
#Factory will not own ON/OFF switch
#Factory will not own ON/OFF switch
#Transport will not build(confirm?)
#Transport will not build(confirm? who is exclusif ?)
#
#metal extractor will do nothing else(exclusif)
#
#changing the height of the radar and sonar and view sensors
#
#


[[Category:Emmanuel]]
[[Category:Emmanuel]]

Revision as of 11:40, 19 March 2013

AnimDef fonction script with exemples :

Basic scripts:

this scripts make the gameplay

average scripts

this scripts are cosmetic or modifiers

complexe geometrie scripts

this scripts are the anims that make realistic renders


What cannot be done in AnimDefs ?

  • Some things are not possible in SpringRts engine :
  1. Factory will not move
  2. Factory will not own ON/OFF switch
  3. Transport will not build(confirm? who is exclusif ?)
  4. metal extractor will do nothing else(exclusif)
  5. changing the height of the radar and sonar and view sensors