2011-03-01, 04:14 AM
I can tell you one thing the prf has nothing really to do with the animations at all, all it will do is tell the cp file when to fire certain animations.
Toward the end of the npc/enemy prf are the situational commands for when the character should be 'idle', 'walk', 'attack', 'get hurt', 'death' etc.
It basically just says if in SOM something happens play the corresponding animation...so there must be some sort of labelled triggers that SOM uses across all its mdls...meaning that it doesnt just say play animation 1,2,3 or so on, they are destinctly labeled with a name, like idle, walk, death and so on.
the .cp file itself interprets this and says 'idle' animation is equivalent to animation sequence 1, and we will play that animation at x speed for x seconds.
I need to get you more info i know, but i thought id at least start by saying you wont need to understand that prf file to get the animation working, just the cp file.
Toward the end of the npc/enemy prf are the situational commands for when the character should be 'idle', 'walk', 'attack', 'get hurt', 'death' etc.
It basically just says if in SOM something happens play the corresponding animation...so there must be some sort of labelled triggers that SOM uses across all its mdls...meaning that it doesnt just say play animation 1,2,3 or so on, they are destinctly labeled with a name, like idle, walk, death and so on.
the .cp file itself interprets this and says 'idle' animation is equivalent to animation sequence 1, and we will play that animation at x speed for x seconds.
I need to get you more info i know, but i thought id at least start by saying you wont need to understand that prf file to get the animation working, just the cp file.
- Todd DuFore (DMPDesign)
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