28 lines
873 B
Plaintext
28 lines
873 B
Plaintext
The animation syntax holds the following composition:
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<ANIMATION DATA> {
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<ANIMATION SET> {
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<ANIMATION FACE> {
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<FILE> <TAG>
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. . .
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<FILE>
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}
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}
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}
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ANIMATION_DATA:
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The name of all animations, usually the name of the entity it is intended for (i.e., "cyb_pl").
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ANIMATION_SET:
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The name of a particular general animation, usually the name of the action (i.e., "walk")
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ANIMATION_FACE:
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The specific facing of a set, contains the actual frames, usually the directional facing of the animation (i.e., "n", "ne", "s", "sw", etc.)
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FILE:
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The explicit filename of the frame image (i.e., "my_image.png")
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TAG:
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An action you want triggered on this frame (i.e., "crouch"). Tags can be used to activate: sound effects, in-game movement, etc., providing they are programmed into the target Entity.
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each <FILE> <TAG> entry _MUST_ have a newline '\n'!
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