Bas: Difference between revisions
PeregrineHBG (talk | contribs) |
PeregrineHBG (talk | contribs) |
||
| Line 716: | Line 716: | ||
*0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.<ref>Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link's attack animations</ref> | *0 - Used to play sound effects during animations. Known to accept any attack or enemy attack sound effect, but probably works with other sound files.<ref>Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link's attack animations</ref> | ||
*4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.<ref>Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.</ref> | *4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.<ref>Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.</ref> | ||
*5 - Seems to tell when to start the laser targeting animation based on frame. Observed in Water Blight's "Attack_Eye_Start" animation. | |||
*7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0. | *7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0. | ||
*14 - Seems to indicate an enemy has entered a state of being airborne. | *14 - Seems to indicate an enemy has entered a state of being airborne. | ||
*17 - Seems to check when an enemy's targeting laser should end. Observed in Water Blight's "Attack_Eye_End" animation. | |||
*28 - Play audio. Able to play any bfwav file in PlayerVoice.bars. | *28 - Play audio. Able to play any bfwav file in PlayerVoice.bars. | ||
*29 - Seems to determine when a weapon will bind to a bone. <ref>Player_WeaponEquipOn.bas</ref> | *29 - Seems to determine when a weapon will bind to a bone. <ref>Player_WeaponEquipOn.bas</ref> | ||
====HoldEvents==== | ====HoldEvents==== | ||