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, its 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