The Basics: Keymaps and Anim Defines



 

ESDF – movement keys
A - up
Z - down
CTRL – drop node
SPACE – select Node in brackets
SHIFT – Highlights selected track

Left & right Arrow keys – cycle through nodes on path

Delete – deletes selected node
Insert – inserts a node (on current path BEFORE selected node)
Home – goes to fist node on path
End – goes to last node on path
PageUp – cycles up 10 Paths
PageDown - cycles down 10 Paths

PageUp (IN TEXT MODE) – COPY!!!
PageDown (IN TEXT MODE) – PASTE!!!


Backspace – Hide interface
\ - Hide the spline path from 3d world

T – goes up one path
G – goes up one path

Shift T – goes up a subpath (ONLY when in 3d mode)
Shift G – goes down a subpath (ONLY when in 3d mode)

Shift R – goes directly to director path, hit again to return


F5 Play script from beginning
F6 Play script from yellow bar on tineline
F7 play script with no camera
F8 STOP script




1 – adjust POSITION of selected node
SHIFT – Move Node Slow
	ALT – Mode Node fast
		IN 2d editing – adjusts value
	Mouse 2 (HOLD & DRAG) + up or down – Moves node away or near from screen

3 – Adjust velocity
	mouse movement – adjusts direction
	Mouse 2 (HOLD & DRAG) – Adjusts value
		IN 2d editing – adjusts angle of value

5 – Select relative cylinder (ONLY in map JOEY or BATTLESIZE) (ONLY USED for relative(battle)scripts)
	[] - select different cylinders
	NOTE: SELECT the cylinder button on left

7 (3d Mode) – COPY selected to node to position of previous node (VERY HANDY)
7 (2d\timeline Mode) – COPY text of previous node (VERY handy)

9 – centers node properly. Used ONLY in battle scripting.



TAB – TOGGLES between 2d and 3d mode

Mouse 1 (LMB)– SELECTS node on timeline, confirms position, velocity, etc
Middle mouse button (TAB) – TOGGLES between 2d and 3d mode
Mouse 2 (RMB) (HOLD & DRAG) - adjusts value in certain modes
SHIFT+RMB + left  or right– expands or contracts timeline.


NOTE: MIDDLE MOUSE button must be set as ‘middle mouse button’ in your windows mouse control panel settings.


ALT + RMB (ON TIMELINE) – IN POINT
ALT + LMB (ON TIMELINE) – OUT POINT
	Where hitting INSERT would insert ‘Blank’ time
	Where hitting DELETE would delete ‘Blank’ time
Buttons on side
ALL – shows all paths
NONE – hides all path
REL – show selected path and any associated by focus paths


RELATIVE MODE – used to visually inspect assigned relativity cylinders. BATTLE only
CURRENT ONLY – Only shows selected path
SHOW INACTIVE - worhtless
TIME ALPHA – fades paths in and out depending on where cursor is on timeline. HANDY!
ALL FOCUS - ?
DRAW DUDE – Places a dude model on top of path. Use A3model command instead, it’s better
DRAW VELGRAPH – turn velocity graph on and off
DRAW CYL – draws relativity cylinders. BATTLE only. ONLY in map joey or battllesize.
EXTRA UI – removes certain UI from view
DEPTH TEST - ?
OOW COUNT - ?


Useful Master track commands
TARGET=[targetname]
PATHTARGET=[targetname]
SKY=[skyname]
FOG=[density, r, g, b, time is ms]
EQUAKE=[0,yaw,pitch,roll,x,y,z]
MAP=[mapname, FROM(mapname no spaces), CINEMATIC (optional)]
TIMESCALE=[value (0.1 – 6?)]
CON=[any console commands]

SETAMBIENTCOLOR=[r,g,b]
SETAMBIENTDIR=[x,y,z]

SEQUENCE=[ape sequence number]
CLOSEWINDOW=[ape sequence number]
GAMEVAR=[gamevariable, value (0 = unset)]

FLASH=[hexvalue,time in secs]
FLASHSTYLE=[1 is alpha type, 0 is regular type]

PAUSELEVELMUSIC
RESUMELEVELMUSIC
SOUNDCENTER=[path,volume(0-1)]
SOUNDCENTERLOOP=[path,volume(0-1)]
SOUNDCENTERSTOP=[path]
MASTERFADE=[?]




Battle master track commands
DISPLAYDAMAGE



Cmd line commands
NEWENT=[entity.dat classname]
FLOOR=[0,1]

LIGHTING=0=[R(0-1)]= [G(0-1)]= [B(0-1)]
DIFFUSE=[hexvalue(color),X,Y,Zdirection]
LIGHTSRC=[track number]

ANIMONCE=[animid, animSUBid, flush(0,1)]
ANIMLOOP=[animid, animSUBid, flush(0,1)]
ANIMHOLD=[animid, animSUBid, flush(0,1)]
ANIMFRAME=[animid, animSUBid, framenum, flush(0,1)]
ANIMCLEAR

SOUNDONCE=[path, channel (1-4), flush, volume, attenuation]
SOUNDLOOP=[path, channel (1-4), flush, volume, attenuation]
SOUNDCLEAR
SOUNDCLEAR=[channel]
SOUNDFADE=[channel, startvalue(0-1), endvalue(0-1), time in ms]
SOUNDPITCH=[channel, startvalue(1 is default) , endvalue, time in ms]

PLAYDIALOGUE=[path.scn]
MORPHMODEX=[morphchannel, speed, forward/reverse(1,0), value(how far the morph goes)]

ROTV= [x,y,z]
ROTA= [x,y,z]
ROTCLEAR

HIDDEN=[0,1]
LINKENT=[sequence number of entity OR PlayerChar(0-2,X),  open focus(0,1), focus cubic path]
LINKCLASS=[entity.dat classname, open focus(0,1), focus cubic path]
SWAPMDL=[model path, [permanent(optional)]

ALPHA=[value of alpha (0-1), alpha-type(1,2)]
ALPHALERP=[starting alpha(0-1), ending alpha(0-1), alpha-type(1,2), time in seconds]
COLORLERP=[r1],[g1],[b1],[r2],[g2],[b2],[time in secs]
SCROLLTEX=[x,y]
ENTQUAKE=[x,y,z]


ENVMAP

NP
NPSIMPLE
NPFF
NPKILL

STICKFROM=[name],[parent_surface],[child_track],[child_surface]
STICKTO=[name],[child_surface],[parent_track],[parent_surface]
UNSTICK=[name]


PROCVAL

BEAM

UNLINK

RELENT=SOURCE,1,2
RELENT=TARGET,1,4


Battle Cmd line commands
LINKBATTLE
RADIUS_ATTACK
MARKMONSTER
SOUNDPAIN

Some useful console commands
DUMPANIMINFO [model path]
a3model
a3model [model path]
a3model clear
a3model clearall

r_drawtext 0   (1)
r_mapsizewarning

Msound_perf (1-4)

Flushparticles

shownames [model path]

Battle commands


Some useful APE commands
ui_loopambient [scriptname]
ui_playambient [scriptname]
ui_playscene [scriptname]
ui_chainscripts [scriptname]
ui_stopscene [scriptname]
ui_stopambient [scriptname]


#define ANIM_ID_INVALID         0
#define ANIM_ID_AMB             1   // sub = 'A' 'B'
#define ANIM_ID_WALK            2   // sub = don't care
#define ANIM_ID_RUN             3   // sub = don't care
#define ANIM_ID_TALK            4   // sub = 'A' 'B'
#define ANIM_ID_GEST            5   // sub = 'A'..'J' only.
#define ANIM_ID_TURN            6   // sub = 'L' or 'R'
#define ANIM_ID_JUMP            7   // sub = 'A' 'B'
#define ANIM_ID_A2W             8   // sub = 'A' 'B'
#define ANIM_ID_W2A             9   // sub = 'L' or 'R'
#define ANIM_ID_ATAK1           10  // sub = 'A' 'B'
#define ANIM_ID_ATAK2           11  // sub = 'A' 'B'
#define ANIM_ID_ATAK3           12  // sub = 'A' 'B'
#define ANIM_ID_ATAK4           13  // sub = 'A' 'B'
#define ANIM_ID_ATAK5           14  // sub = 'A' 'B'
#define ANIM_ID_ATAK6           15  // sub = 'A' 'B'
#define ANIM_ID_ATAK7           16  // sub = 'A' 'B'
#define ANIM_ID_ATAK8           17  // sub = 'A' 'B'
#define ANIM_ID_ATAK9           18  // sub = 'A' 'B'
#define ANIM_ID_ATAK10          19  // sub = 'A' 'B'
#define ANIM_ID_ATAKR1          20  // sub = 'A' 'B'
#define ANIM_ID_ATAKR2          21  // sub = 'A' 'B'
#define ANIM_ID_ATAKR3          22  // sub = 'A' 'B'
#define ANIM_ID_ATAKR4          23  // sub = 'A' 'B'
#define ANIM_ID_ATAKR5          24  // sub = 'A' 'B'
#define ANIM_ID_DIE             25  // sub = 'A' 'B'
#define ANIM_ID_HIT             26  // sub = 'A' 'B'
#define ANIM_ID_STUN            27  // sub = 'A' 'B'
#define ANIM_ID_ATAKAMB         28  // sub = 'A' 'B'
#define ANIM_ID_WIN             29  // sub = 'A' 'B'
#define ANIM_ID_ATAKGEST        30  // sub = 'A' 'B'
#define ANIM_ID_USE1            31  // sub = 'A' 'B'
#define ANIM_ID_USE2            32  // sub = 'A' 'B'
#define ANIM_ID_TOSS1           33  // sub = 'A' 'B'
#define ANIM_ID_TOSS2           34  // sub = 'A' 'B'
#define ANIM_ID_THROW1          35  // sub = 'A' 'B'
#define ANIM_ID_THROW2          36  // sub = 'A' 'B'
#define ANIM_ID_CAST1           37  // sub = 'A' 'B'
#define ANIM_ID_CAST2           38  // sub = 'A' 'B'
#define ANIM_ID_A2ATAK1         39  // sub = 'A' 'B'
#define ANIM_ID_A2ATAK2         40  // sub = 'A' 'B'
#define ANIM_ID_STAND           41  // sub = 'A' 'B'
#define ANIM_ID_GRAB            42  // sub = 'L' 'M' 'H'
#define ANIM_ID_CINE            43  // sub = an char
#define ANIM_ID_ATAK11          44  // sub = 'A' 'B'
#define ANIM_ID_ATAK12          45  // sub = 'A' 'B'
#define ANIM_ID_HEAL   46  // sub = 'A' 'B'
#define ANIM_ID_PICK   47  // sub = 'A' 'B'
#define ANIM_ID_LOOKR   48  // sub = 'A' 'B'
#define ANIM_ID_LOOKL   49  // sub = 'A' 'B'
#define ANIM_ID_CLIMB   50 // ???
#define ANIM_ID_CINE2   51 // sub = 'A' - 'Z'
#define ANIM_ID_SIT    52
#define ANIM_ID_ATAK_M   53
#define ANIM_ID_SKILL   54
#define ANIM_ID_WSKILL   55
#define ANIM_ID_DART   56
#define ANIM_ID_WAIT   57 // battle anims
#define ANIM_ID_W2ATAK   58
#define ANIM_ID_A2WAIT   59
#define ANIM_ID_BSKILL1   60 // battle skills
#define ANIM_ID_BSKILL2   61
#define ANIM_ID_BSKILL3   62
#define ANIM_ID_BSKILL4   63
#define ANIM_ID_BSKILL5   64
#define ANIM_ID_BSKILL6   65