DayZ 1.24
|
Topics | |
Particle effect API | |
Classes | |
class | BoneMask |
Variables | |
class BoneMask | ONCE |
animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called | |
class BoneMask | BLENDOUT |
class BoneMask | USER |
animation waits on the first frame. Frame is set by calling SetFrame() | |
class BoneMask | RESET |
forces animation to start from begining (including blending) | |
class BoneMask | FORCEFPS |
class BoneMask | NOANIMEND |
EntityEvent.ANIMEND will not be called. | |
class BoneMask | NOANIMHOOKS |
Animhooks will not be called. | |
proto native void ChangeAnimSlotMask | ( | notnull IEntity | ent, |
int | slot, | ||
float | blendin, | ||
BoneMask | mask ) |
Dynamic MeshObject.
proto native void SetAnimSlot | ( | notnull IEntity | ent, |
int | slot, | ||
vobject | anim, | ||
float | blendin, | ||
float | blendout, | ||
BoneMask | mask, | ||
int | fps, | ||
AnimFlags | flags ) |
proto native void SetBone | ( | notnull IEntity | ent, |
int | bone, | ||
vector | angles, | ||
vector | trans, | ||
float | scale ) |
defaultne zustava animace pri prehravani a AF_ONCE po skonceni na posledni frame "zamrzla", dokud neni nahrazena jinou, nebo neni kanal vynulovan. Pokud se nastavi AF_BLENDOUT, postara se engine o vyhozeni animace sam a pro preblendovani pouzije hodnotu blendout. Pokud je odchycen EOnAnimEnd a byla zmenena animace na jinou, nebo byl kanal rucne vynulovan, tak se tato funkcnost neprovede.
defaul framerate is from anim.def. If it is missing, parametr fps applies It is possible to use fps parameter even when the framerate is defined in the anim.def, is using this flag
animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called