Animation Code
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- FSO Revision: 5211
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Known commonly as Bob's animation code as the code was written by Bobboau. Enables submodels defined in ships.tbl or in any related modular table to be animated in game. Animation code is included to the subsystem entry in similar manner as with multipart turrets
Contents
Important Note: "$triggered:" Subobject Property
For any animated subobject other than turrets, you must have "$triggered:" written in the subobject properties field of that subobject for the model file (POF) that you wish to animate. See Subsystem for more information on Subsystem flags and options.
$Animation:
FS2 Open 3.6.10: *Animation classes are defined in submodels description
- Syntax: String, animation class
- Available animation types:
- Triggered
Animation Type
FS2 Open 3.6.10:
- Animation type defines when the animation is used
- Currently supported animation types:
- initial
- Animation code is started when the mission begins. Unlike other animation types this requires only angle to be set
- docking
- Animation code is started when ship starts docking
- docked
- Animation code is started when ship is docked
- primary_bank
- Animation code is started when a primary bank is selected (armed)
- secondary_bank
- Animation code is started when a secondary bank is selected (armed)
- door
- Animation code starts when ship launches or receives others through its fighterbay
- afterburner
- Animation code is started when ships afterburner is engaged
- turret firing
- Animation code is started when selected turret is firing
- scripted
- Animation code is started when it is triggered with scripts (see scripting.tbl)
- initial
- Syntax: $type: Type
Animation Sub-Type
FS2 Open 3.6.10:
- Optional more accurate descriptor for the animation type
- primary bank or secondary bank
- Syntax: +sub_type: Value, 0 is the 1st weapon bank, 1 is the 2nd weapon bank, etc.
- turret firing
- Syntax: +sub_type: Value, model number of the turret that triggers the animation. NOTE: This feature currently does not work on multipart turrets.
Animation Code
Initial type
FS2 Open 3.6.10:
- +delay:
- Defines how long til the trigger starts.
- Syntax: Integer, milliseconds
- +reverse_delay:
- Syntax: Integer
- +absolute_angle: OR +relative_angle:
- Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.
- Syntax: Vector, three floats in degrees, x, y, z respectively
- Example: 90,180,0
- +velocity:
- Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.
- Syntax: Vector, three floats, x, y, z respectively
- +acceleration:
- Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z
- Syntax: Vector, three floats, x, y, z respectively
- +time:
- Defines time for object to rotate, move, whatever.
- Syntax: Integer, milliseconds
Other types
FS2 Open 3.6.10:
- +delay:
- Defines how long til the trigger starts.
- Syntax: Integer, milliseconds
- +reverse_delay:
- Defines how long til the trigger starts.
- Syntax: Integer, milliseconds
- +absolute_angle: OR +relative_angle:
- Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.
- Syntax: Vector, three floats in degrees, x, y, z respectively
- Example: 90,180,0
- +velocity:
- Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.
- Syntax: Vector, three floats, x, y, z respectively
- +acceleration:
- Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z
- Syntax: Vector, three floats, x, y, z respectively
- +time:
- Defines time for object to rotate, move, whatever.
- Syntax: Integer, milliseconds
- $Sound: (Does not work with 'initial' animations)
- Defines sounds that are played with the animation
- +Start:
- Defines the sound that is played when animation starts
- Syntax: Integer
- +Loop:
- Defines the sound that is played when animation is going on
- Syntax: Integer
- +End:
- Defines the sound that is played when animation stops
- Syntax: Integer
- +Radius:
- Defines the distance from the submodel where the sound is audible
- Syntax: Float, meters
Animation Examples
Setting Turret Angle
- Animation code can be used to set multipart turrets barrel angle at the beginning of the mission
- Animation Class = triggered
- The only one available
- Animation Type = initial
- As we want the barrels to align themselves at the beginning of the mission
- Animation Code
- +relative_angle: is good for this purpose
- Notes about angles:
- First value is used to determine the turret's barrels deviation from the turrets normal. So barrel elevation in degrees is ( 90 - the first value ).
- Second value is used to determine the turret facing. With 0 the turret facing is in the normal setting and with 180 turn the turret completely around. Do note that turrets on the underside of the model normally face backwards, so to get these turrets pointing forwards the second value has to be set to 180.
Examples
$Subsystem: turret02,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $animation: triggered $type: initial +relative_angle: 90,180,0
$Subsystem: DockingClaw1, 0, 1.0 $Flags: ( "untargetable" ) $animation: triggered $type: docking ;;The claw opens on approach +sub_type: 0 ;;The number of the associated dock (works with multidocking) +delay: 0 +relative_angle: 0,0,90 +velocity: 0,0,10 +acceleration: 0,0,5 +time: 2000 $animation: triggered $type: docked ;;The claw closes once docked +sub_type: 0 +delay: 0 +relative_angle: 0,0,-90 +velocity: 0,0,10 +acceleration: 0,0,5 +time: 2000