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Re: Request - Separate controls for block/roll [message #70200 is a reply to message #70196] Mon, 31 March 2014 05:46 Go to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

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xxNick wrote on Sun, 30 March 2014 21:51

Looked into this. Speccing the CAppearanceDef isn't doable in xml. Keshire and other dev types are already going to know this. This post is for people who might be wondering why the CAppearanceDef isn't editable within FableExplorer.

You'd need a language capable of case handling. Most unfortunate, but knowing how they pieced it all together does mean that editing the animations won't involve as much crossing of fingers as people will have a better understanding of what they're doing. Curious if Silverback's tool can benefit from the data though.

Edit: Nope. No external definitions like the def.xml.
It's those flags. You have cases 0-5, each with flags that determine how the rest of it is going to go. You could work up a very, very hackish way of working it but because those flags are the same number between cases but different data... For example, cases 2, 4 and 5 all have the 0 flag, but those 0 flags are all different (also, case 5 flag 0 is just crazy, it has it's own flag!). That would be hard to spec in any language, but xml just doesn't have the case handling needed to make it happen.
If all the cases and flags were different numbers and 4 bytes, you could set up controls in xml and set it up like a hacked together entry definition.


Ya it's a pain. These were all the ones I've seen so far. And when I say optional, it's means those animations can contain some, or all of the listed arguments.
    <!-- CAppearanceDef -->
    <!-- I'm not sure this can be done via xml 
    
    Animation.SetDefaultDelay(int)
    
    Animation.Add(link, link)
    Animation.AddCombat(link, link)
    
    //With optionals
    Animation.Add(link, link, Flags(bitwise??),TransTime(int), Delay(int))
    Animation.AddCombat(link, link, Combo(int, int), Handedness(link, link), Recoil(link), CombatMisc(bool, bool), TargetOffset(float, float), StrikeResponseAnim(link), NextAnimFilter(link));

    
    Animation.StartGroup(link)
      // and any number of the Animation members
    Animation.EndGroup()
    -->



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.

[Updated on: Mon, 31 March 2014 05:47]

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