Vous êtes libres de modifier le contenu de cette section et d'en ajouter autant que vous voulez. La seule section obligatoire est la section “Datasheet”.
Ne pas éditer le contenu de cette section. Son contenu sera écrasé automatiquement par le script de synchronisation qui y générera les liens docuwiki vers les ressources ou fichiers référencés par le datasheet (non encore implémenté).
En cas d'anomalie constatée, contacter Liria pour corriger le script de synchronisation. Vous pouvez aussi proposer directement des améliorations du script. Le source est sous licence GPL et est disponible via le dépôt : https://bitbucket.org/liria/docuwiki-tools.
vous pouvez éditer le contenu de la section en modifiant le code du datasheet délimité par les balises <code xml>...</code>. Attention, la ligne ci-dessous référençant le nom et la position du datasheet ne doit pas être modifiée, car elle sert au script de synchronisation.
datasheet : “leveldesign/game_element/anim/anim_set/homin/fy_hom/fy_hom_default_gr_.animation_set”
<?xml version="1.0"?> <FORM Revision="$Revision: 1.2 $" State="modified"> <PARENT Filename="fy_hom_lod__.animation_set"/> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle.anim"/> <ATOM Name="head controlable" Value="true"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle_attente1.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle_attente3.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle_attente4.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="idle_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle_to_walk.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Zorai"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="walk_to_run"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_walk_to_run.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="run"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Zorai"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_marche_arriere.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_strafe_gauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_strafe_droite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_impact.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_stun_init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_stun_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_stun_end.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_Loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Ok.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_Loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Ok.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_OK.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="combat_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_to_engarde.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="FY_HOM_A_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS>Converted from old format</COMMENTS> <LOG>Fri May 17 15:24:35 2002 (corvazier) File converted from old format Tue Jul 30 23:45:06 2002 (puzin) Form Parents = Thu Aug 29 16:02:38 2002 (beaume) .about_face_left_to_backward.animations[0].filename = FY_HOM_A_demitour_go.anim Thu Aug 29 16:02:38 2002 (beaume) .about_face_left_to_walk.animations[0].filename = FY_HOM_A_demitour_go.anim Thu Aug 29 16:02:38 2002 (beaume) .about_face_right_to_backward.animations[0].filename = FY_HOM_A_demitour_dr.anim Thu Aug 29 16:02:38 2002 (beaume) .about_face_right_to_walk.animations[0].filename = FY_HOM_A_demitour_dr.anim Thu Aug 29 16:02:38 2002 (beaume) .backward.animations[0].filename = FY_HOM_A_marche_arriere.anim Thu Aug 29 16:02:38 2002 (beaume) .idle.animations[1].filename = FY_HOM_A_idle_attente1.anim Thu Aug 29 16:02:38 2002 (beaume) .idle.animations[2].filename = FY_HOM_A_idle_attente2.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_left_to_backward.animations[0].filename = FY_HOM_A_tourne_gauche.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_left_to_walk.animations[0].filename = FY_HOM_A_tourne_gauche.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_right_to_backward.animations[0].filename = FY_HOM_A_tourne_droite.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_right_to_walk.animations[0].filename = FY_HOM_A_tourne_droite.anim Thu Aug 29 16:02:38 2002 (beaume) formName Resized = 1 Fri Dec 20 11:20:34 2002 (miller) .idle.animations[0].head controlable = true Mon Jan 06 12:06:01 2003 (beaume) .idle.animations[2].filename = FY_HOM_A_idle_attente3.anim Mon Jan 06 12:06:01 2003 (beaume) .idle.animations[3].filename = FY_HOM_A_idle_attente4.anim Mon Jan 06 12:06:01 2003 (beaume) .idle.animations[4].filename = FY_HOM_A_idle_attente2.anim Mon Jan 06 12:06:01 2003 (beaume) formName Resized = 5 Mon Jan 06 17:55:42 2003 (beaume) .turn_left.animations[1].filename = FY_HOM_AB_demitour_go.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOM_AB_demitour_go.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOM_AB_demitour_go.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_right.animations[1].filename = FY_HOM_AB_demitour_dr.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOM_AB_demitour_dr.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOM_AB_demitour_dr.anim Mon Jan 06 17:55:42 2003 (beaume) formName Resized = 2 Mon Jan 06 17:58:51 2003 (beaume) .turn_left.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_right.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 18:02:28 2003 (beaume) .attack1.animations[0].filename = FY_HOM_Co_Gr_lancegrenade.anim Mon Jan 06 18:02:28 2003 (beaume) formName Resized = 0 Fri Feb 21 14:35:34 2003 (arnaudb) formName Resized = 4 Wed Mar 19 14:51:17 2003 (arnaudb) .impact.animations[0].filename = FY_HOM_A_impact.anim Wed Mar 19 14:51:17 2003 (arnaudb) formName Resized = 1 Thu Apr 17 12:00:32 2003 (arnaudb) .combat_mode.animations[0].filename = FY_HOM_A_to_engarde.anim Thu Apr 17 12:00:32 2003 (arnaudb) .idle_to_walk.animations[0].filename = FY_HOM_A_idle_to_walk.anim Thu Apr 17 12:00:32 2003 (arnaudb) .walk_to_run.animations[0].filename = FY_HOM_A_walk_to_run.anim Thu Apr 17 12:00:32 2003 (arnaudb) formName Resized = 1 Fri Apr 18 18:57:02 2003 (arnaudb) Form Parents = Tue Jun 10 17:58:21 2003 (beaume) .death_mode.LodCharacterAnimation = FY_HOM_A_mort.anim Tue Jun 10 17:58:21 2003 (beaume) .death_mode.animations[0].filename = FY_HOM_A_mort.anim Tue Jun 10 17:58:21 2003 (beaume) formName Resized = 1 Fri Jul 11 11:31:46 2003 (beaume) .stun_begin.animations[0].filename = FY_HOM_A_stun_init.anim Fri Jul 11 11:31:46 2003 (beaume) .stun_end.animations[0].filename = FY_HOM_A_stun_end.anim Fri Jul 11 11:31:46 2003 (beaume) .stun_loop.animations[0].filename = FY_HOM_A_stun_loop.anim Fri Jul 11 11:31:46 2003 (beaume) formName Resized = 1</LOG> </FORM>