- Links to original projects
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_pa_.animation_set”
<?xml version="1.0"?> <FORM Revision="$Revision: 1.3 $" State="modified"> <PARENT Filename="fy_hom_lod__.animation_set"/> <PARENT Filename="fy_hom_emots_a__.animation_set"/> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle.anim"/> <ATOM Name="head controlable" Value="true"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle_attente1.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle_attente3.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle_attente4.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="idle_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle_to_walk.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hom_pa_marche.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hom_pa_marche.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hom_pa_marche.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hom_pa_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_Pa_walk_to_run.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="run"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hom_pa_course.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hom_pa_course.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hom_pa_course.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hom_pa_course.anim"/> <ATOM Name="Race Restriction" Value="Zorai"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_marche_arriere.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_strafe_gauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_strafe_droite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_impact.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="offensive_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_maoff_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="offensive_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_maoff_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="curative_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_maoff_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="curative_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_maoff_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="mixed_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_maoff_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="mixed_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_maoff_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="use_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="use_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="use_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_idle.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="combat_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_to_engarde.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Pa_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="FY_HOM_Pa_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 Mon Jul 01 15:13:35 2002 (beaume) .attack1.animations[0].filename = FY_HOM_Co_p_tir.anim Mon Jul 01 15:13:35 2002 (beaume) formName Resized = 0 Tue Jul 30 23:44:31 2002 (puzin) Form Parents = Thu Aug 29 16:57:52 2002 (beaume) .about_face_left_to_backward.animations[0].filename = FY_HOM_A_demitour_go.anim Thu Aug 29 16:57:52 2002 (beaume) .about_face_left_to_walk.animations[0].filename = FY_HOM_A_demitour_go.anim Thu Aug 29 16:57:52 2002 (beaume) .about_face_right_to_backward.animations[0].filename = FY_HOM_A_demitour_dr.anim Thu Aug 29 16:57:52 2002 (beaume) .about_face_right_to_walk.animations[0].filename = FY_HOM_A_demitour_dr.anim Thu Aug 29 16:57:52 2002 (beaume) .backward.animations[0].filename = FY_HOM_A_marche_arriere.anim Thu Aug 29 16:57:52 2002 (beaume) .idle.animations[1].filename = FY_HOM_A_idle_attente1.anim Thu Aug 29 16:57:52 2002 (beaume) .idle.animations[2].filename = FY_HOM_A_idle_attente2.anim Thu Aug 29 16:57:52 2002 (beaume) .turn_left_to_backward.animations[0].filename = FY_HOM_A_tourne_gauche.anim Thu Aug 29 16:57:52 2002 (beaume) .turn_left_to_walk.animations[0].filename = FY_HOM_A_tourne_gauche.anim Thu Aug 29 16:57:52 2002 (beaume) .turn_right_to_backward.animations[0].filename = FY_HOM_A_tourne_droite.anim Thu Aug 29 16:57:52 2002 (beaume) .turn_right_to_walk.animations[0].filename = FY_HOM_A_tourne_droite.anim Thu Aug 29 16:57:52 2002 (beaume) formName Resized = 1 Fri Dec 20 11:20:24 2002 (miller) .idle.animations[0].head controlable = true Mon Jan 06 18:35:04 2003 (beaume) .idle.animations[2].filename = FY_HOM_A_idle_attente3.anim Mon Jan 06 18:35:04 2003 (beaume) .idle.animations[3].filename = FY_HOM_A_idle_attente4.anim Mon Jan 06 18:35:04 2003 (beaume) .idle.animations[4].filename = FY_HOM_A_idle_attente2.anim Mon Jan 06 18:35:04 2003 (beaume) .turn_left.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 18:35:04 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 18:35:04 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 18:35:04 2003 (beaume) .turn_right.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 18:35:04 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 18:35:04 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 18:35:04 2003 (beaume) formName Resized = 2 Fri Feb 21 14:35:02 2003 (arnaudb) formName Resized = 4 Mon Mar 03 18:56:20 2003 (arnaudb) .death.animations[0].filename = FY_HOM_Pa_mort.anim Mon Mar 03 18:56:20 2003 (arnaudb) .death_idle.animations[0].filename = FY_HOM_Pa_mort_idle.anim Mon Mar 03 18:56:20 2003 (arnaudb) .idle.animations[0].filename = FY_HOM_Pa_idle.anim Mon Mar 03 18:56:20 2003 (arnaudb) .idle.animations[1].filename = FY_HOM_Pa_idle_attente1.anim Mon Mar 03 18:56:20 2003 (arnaudb) .idle.animations[2].filename = FY_HOM_Pa_idle_attente3.anim Mon Mar 03 18:56:20 2003 (arnaudb) .idle.animations[3].filename = FY_HOM_Pa_idle_attente4.anim Mon Mar 03 18:56:20 2003 (arnaudb) .strafe_left.animations[0].filename = FY_HOM_Pa_strafe_gauche.anim Mon Mar 03 18:56:20 2003 (arnaudb) .strafe_right.animations[0].filename = FY_HOM_Pa_strafe_droite.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_left.animations[0].filename = FY_HOM_Pa_tourne_gauche.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_left.animations[1].filename = FY_HOM_Pa_demitour_go.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_left_to_backward.animations[0].filename = FY_HOM_Pa_tourne_gauche.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_left_to_backward.animations[1].filename = FY_HOM_Pa_demitour_go.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_left_to_walk.animations[0].filename = FY_HOM_Pa_tourne_gauche.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_left_to_walk.animations[1].filename = FY_HOM_Pa_demitour_go.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_right.animations[0].filename = FY_HOM_Pa_tourne_droite.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_right.animations[1].filename = FY_HOM_Pa_demitour_dr.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_right_to_backward.animations[0].filename = FY_HOM_Pa_tourne_droite.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_right_to_backward.animations[1].filename = FY_HOM_Pa_demitour_dr.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_right_to_walk.animations[0].filename = FY_HOM_Pa_tourne_droite.anim Mon Mar 03 18:56:20 2003 (arnaudb) .turn_right_to_walk.animations[1].filename = FY_HOM_Pa_demitour_dr.anim Tue Mar 04 10:59:31 2003 (arnaudb) .backward.animations[0].filename = FY_HOM_Pa_marche_arriere.anim Tue Mar 04 10:59:31 2003 (arnaudb) .run.animations[0].filename = FY_HOM_Pa_course.anim Tue Mar 04 10:59:31 2003 (arnaudb) .walk.animations[0].filename = FY_HOM_Pa_marche.anim Wed Mar 19 15:10:15 2003 (arnaudb) .impact.animations[0].filename = FY_HOM_Pa_impact.anim Wed Mar 19 15:10:15 2003 (arnaudb) formName Resized = 1 Thu Apr 17 11:58:46 2003 (arnaudb) .combat_mode.animations[0].filename = FY_HOM_Pa_to_engarde.anim Thu Apr 17 11:58:46 2003 (arnaudb) .idle_to_walk.animations[0].filename = FY_HOM_Pa_idle_to_walk.anim Thu Apr 17 11:58:46 2003 (arnaudb) .walk_to_run.animations[0].filename = FY_HOM_Pa_walk_to_run.anim Thu Apr 17 11:58:46 2003 (arnaudb) formName Resized = 1 Fri Apr 18 18:56:51 2003 (arnaudb) Form Parents = Tue Jun 10 17:57:53 2003 (beaume) .death_mode.LodCharacterAnimation = FY_HOM_Pa_mort.anim Tue Jun 10 17:57:53 2003 (beaume) .death_mode.animations[0].filename = FY_HOM_Pa_mort.anim Tue Jun 10 17:57:53 2003 (beaume) formName Resized = 1 Tue Jun 10 18:06:59 2003 (beaume) formName Resized = 0 Wed Oct 29 11:07:02 2003 (beaume) .curative_cast_end.animations[0].filename = FY_HOM_Pa_maoff_preinit.anim Wed Oct 29 11:07:02 2003 (beaume) .curative_cast_end.animations[0].reverse = true Wed Oct 29 11:07:02 2003 (beaume) .curative_cast_init.animations[0].filename = FY_HOM_Pa_maoff_preinit.anim Wed Oct 29 11:07:02 2003 (beaume) .mixed_cast_end.animations[0].filename = FY_HOM_Pa_maoff_preinit.anim Wed Oct 29 11:07:02 2003 (beaume) .mixed_cast_end.animations[0].reverse = true Wed Oct 29 11:07:02 2003 (beaume) .mixed_cast_init.animations[0].filename = FY_HOM_Pa_maoff_preinit.anim Wed Oct 29 11:07:02 2003 (beaume) .offensive_cast_end.animations[0].filename = FY_HOM_Pa_maoff_preinit.anim Wed Oct 29 11:07:02 2003 (beaume) .offensive_cast_end.animations[0].reverse = true Wed Oct 29 11:07:02 2003 (beaume) .offensive_cast_init.animations[0].filename = FY_HOM_Pa_maoff_preinit.anim Wed Oct 29 11:07:02 2003 (beaume) Form Parents = Fri Nov 28 14:45:30 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_Pa_idle.anim Fri Nov 28 14:45:30 2003 (beaume) .use_end.animations[0].filename = FY_HOM_Pa_idle.anim Fri Nov 28 14:45:30 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_Pa_idle.anim Fri Nov 28 14:45:30 2003 (beaume) formName Resized = 1 Thu Feb 19 14:42:47 2004 (beaume) Form Parents = </LOG> </FORM>