Post by anno1404 on May 13, 2011 23:22:05 GMT -5
Notes from ubiq sgraph 1.3 file:
General:
-Everytime a new entry (cHealthEvent,cAnimRef, etc.) is added it must be updated at top of file
Jumping:
-Jump animations contain 2 different sets one for jumping off left leg and another for the right leg
-Also contain various different jumps animations played according to item carried
Idle:
-Appears complete idle pertaining to "ChuckIdle" doesn't happen till after a minute or so of standing around.
Movement:
-I have found some movement entries but as everything else they pertain to certain items.
-Found some entries pertaining movement to idle which can be used to attach a damage event but only applies after player stops running.
Items:
-When cHealthEvent attached to certain items it will damage the target regardless of movement this also applies to NPCs
-A lot of items contain different animation references so its hard to get all items with just a single event.
-AnimationChooserValueForHand = "15" will translate to something like this
Small_Description
{
Dest = 1112
Value = 15
}
cAnimRef 1112
{
Data concerning this animation
}
For AnimationChooserValueForWalkRun it will be the same except instead of a description it will be Chooser0 or some other number.
Chooser5
{
Dest = 1252
Value = 5
}
cAnimRef 1252
{
Data concerning this animation
}
Tips:
Its best to name an event with a description of what it does so you can reference it later.
Example: cHealthEvent Movement_Damage_Over_Time
Sgraph included in this file has the cHealthEvent's labeled according to what I think they control.
While they don't always control that property it lets me find them faster in the file.
Any cHealthEvents with anything over DeltaHealth = -100 are properties I have not found in game yet
and don't have a low damage set yet. I do this in order to be able to pinpoint better which event
does what. Once the property has been found I go back to sgraph modify the name of the event
and reduce damage accordingly. The damage can be changed to anything found suitable once the final
release is done.
Remember the game already had some cHealthEvent's set in sgraph (51 to be exact) so if the cHealthEvent
has a number after it and no description then its safe to say it's the games event and not one of
mine that was added in.
By adding // To the beggining of a line it will comment out and wont be read
Example
//New Weapons
cPlayerWeaponItem Shotgun2
{
Data for the gun
}
cPlayerWeaponItem Laser
{
Data for the gun
}
cPlayerWeaponItem Grenade_Launcher
{
Data for the gun
}
notes from ubiquitous
ANimationchooserValueForHand = "0-22"
Replace with
AnimationChooserValueForHand = "4"
Animation 9999 with value 999 then use whatever hand entry you want and just add a DoT to it
sgraph find DoT that has -00.166 and change it to .5 around 20secs for 1 bar
Dot = damage over time.
at .500000 it takes 29 secs with crowbar for damage to occur at .250000 it takes 53 secs per bar. the lower the slower.
In theory it should have doubled the time so at 29 it should have been 58 secs
General:
-Everytime a new entry (cHealthEvent,cAnimRef, etc.) is added it must be updated at top of file
Jumping:
-Jump animations contain 2 different sets one for jumping off left leg and another for the right leg
-Also contain various different jumps animations played according to item carried
Idle:
-Appears complete idle pertaining to "ChuckIdle" doesn't happen till after a minute or so of standing around.
Movement:
-I have found some movement entries but as everything else they pertain to certain items.
-Found some entries pertaining movement to idle which can be used to attach a damage event but only applies after player stops running.
Items:
-When cHealthEvent attached to certain items it will damage the target regardless of movement this also applies to NPCs
-A lot of items contain different animation references so its hard to get all items with just a single event.
-AnimationChooserValueForHand = "15" will translate to something like this
Small_Description
{
Dest = 1112
Value = 15
}
cAnimRef 1112
{
Data concerning this animation
}
For AnimationChooserValueForWalkRun it will be the same except instead of a description it will be Chooser0 or some other number.
Chooser5
{
Dest = 1252
Value = 5
}
cAnimRef 1252
{
Data concerning this animation
}
Tips:
Its best to name an event with a description of what it does so you can reference it later.
Example: cHealthEvent Movement_Damage_Over_Time
Sgraph included in this file has the cHealthEvent's labeled according to what I think they control.
While they don't always control that property it lets me find them faster in the file.
Any cHealthEvents with anything over DeltaHealth = -100 are properties I have not found in game yet
and don't have a low damage set yet. I do this in order to be able to pinpoint better which event
does what. Once the property has been found I go back to sgraph modify the name of the event
and reduce damage accordingly. The damage can be changed to anything found suitable once the final
release is done.
Remember the game already had some cHealthEvent's set in sgraph (51 to be exact) so if the cHealthEvent
has a number after it and no description then its safe to say it's the games event and not one of
mine that was added in.
By adding // To the beggining of a line it will comment out and wont be read
Example
//New Weapons
cPlayerWeaponItem Shotgun2
{
Data for the gun
}
cPlayerWeaponItem Laser
{
Data for the gun
}
cPlayerWeaponItem Grenade_Launcher
{
Data for the gun
}
notes from ubiquitous
ANimationchooserValueForHand = "0-22"
Replace with
AnimationChooserValueForHand = "4"
Animation 9999 with value 999 then use whatever hand entry you want and just add a DoT to it
sgraph find DoT that has -00.166 and change it to .5 around 20secs for 1 bar
Dot = damage over time.
at .500000 it takes 29 secs with crowbar for damage to occur at .250000 it takes 53 secs per bar. the lower the slower.
In theory it should have doubled the time so at 29 it should have been 58 secs