There is a whole list of flags used for using animations in the game engine and while many of them can be figured out with sheer reason and testing, some are not as clear for what they actually do. In my time as animation maker ive at times dealth with flags without the slightest of idea what do they actually do. If no-one has so far done so, perhaps it was a high time to list those that cause most folks headscratching and agony to their desks due to the amount of heads banged to them. I will start with my own experience with an certain animation flag, that ive infact found most useful, "acf_displace_position".
Now, what this flag does, is it allows for physically moving the agent affected by the animation during its runningtime, and this effect can have many uses. Ive used it for "force push" effect, Jump length booster, dodging roll motion and half-functional sprint feature, its a bit broken in the way how it loops.
Here is an example of an animation code that uses it.
["rolling_dodge", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_client_prediction|amf_priority_die|amf_play,
[0.8, "roll", 3, 65, arf_blend_in_1, 0, (0, 5.5, 0), 0],
the number, 5.5 in the later end of the animation is used for defining the distance agent affected by the animation moves during its running. Was the number with "-" mark before it, the agent would then move backwards. The 3 numbers in captions "(0, 5.5, 0)" are used for defining the axis by which the agent moves, im sorry that i cannot specify which one is the height defining one, for i can not remember. But it is easy to find out via testing.
However there are numerous others i dont exactly know what they do, such as
acf_align_with_ground
acf_enforce_rightside
acf_parallels_for_look_slope
acf_rotate_body
acf_ignore_slope
amf_use_cycle_period
amf_accurate_body
amf_client_prediction
amf_client_owner_prediction
amf_use_inertia
arf_use_walk_progress
arf_use_stand_progress
arf_use_inv_walk_progress
Even at just a glance some of these seem... unclear. So any information would be appreciated.
Now, what this flag does, is it allows for physically moving the agent affected by the animation during its runningtime, and this effect can have many uses. Ive used it for "force push" effect, Jump length booster, dodging roll motion and half-functional sprint feature, its a bit broken in the way how it loops.
Here is an example of an animation code that uses it.
["rolling_dodge", acf_enforce_all|acf_align_with_ground|acf_displace_position, amf_client_prediction|amf_priority_die|amf_play,
[0.8, "roll", 3, 65, arf_blend_in_1, 0, (0, 5.5, 0), 0],
the number, 5.5 in the later end of the animation is used for defining the distance agent affected by the animation moves during its running. Was the number with "-" mark before it, the agent would then move backwards. The 3 numbers in captions "(0, 5.5, 0)" are used for defining the axis by which the agent moves, im sorry that i cannot specify which one is the height defining one, for i can not remember. But it is easy to find out via testing.
However there are numerous others i dont exactly know what they do, such as
acf_align_with_ground
acf_enforce_rightside
acf_parallels_for_look_slope
acf_rotate_body
acf_ignore_slope
amf_use_cycle_period
amf_accurate_body
amf_client_prediction
amf_client_owner_prediction
amf_use_inertia
arf_use_walk_progress
arf_use_stand_progress
arf_use_inv_walk_progress
Even at just a glance some of these seem... unclear. So any information would be appreciated.