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- compression = 0
- ;Load image
- startimage = logo\AnimationEditor.tga
- ;Core state flags
- trace = 1
- memorycheck = 1
- panicmemorycheck = 0
- debugkeys = 1
- ;Services
- load service = FileService
- load service = Controls
- load service = DX8Render
- load service = AnimationService
- load service = GMXService
- load service = SoundService
- ;Objects
- load class = AnxEditor
- windowPosX = 982
- windowPosY = 642
- [render]
- DontShowReloading = 1
- full_screen = 0
- ForceWideScreen =0
- expand2fullscreen = 0
- screen_width = 1280
- screen_height = 1024
- ;screen_width = 800
- ;screen_height = 600
- dropvideoconveyor = 1
- screen_bpp = D3DFMT_X8R8G8B8
- screen_depth = D3DFMT_D24S8
- texture_degradation = 0
- show_info = 0
- safe_render = 0
- puredevice = 1
- multithread = 0
- mipfillcolor = 0
- debugshader = 0
- optimizeoff = 0
- backcolor = 0, 0, 0
- fov = 1.0
- compiledump = 0
- ;vertexprocessing = (hw, sw, mixed)
- ;devicetype = (hal, ref)
- vertexprocessing = hw
- devicetype = hal
- [fileservice]
- NoAsyncOps = 1
- [GMX]
- Trace = 0
- [Animation]
- trace = 0
- [Mission]
- Debug = 0
- [sound]
- ;Âêëþ÷¸í èëè íåò çâóêîâîé ñåðâèñ 0,1
- off = 0
- ;Âêëþ÷èòü âûâîä â ëîã ñèñòåìíûõ ñîîáùåíèé 0,1
- trace = 0
- ;Âûâîä íà ýêðàí îòëàäî÷íîé èíôîðìàöèè ñ ðàçíîé äåòàëèçàöèåé 0,1,2
- debug = 0
- ;Ãðîìêîñòè: îáùàÿ, çâóêîâ, ìóçûêè
- global volume = 1.0
- sounds volume = 1.0
- music volume = 1.0
- [Shadows]
- Blur = 0
- ;---------------------------------------------------------------------------------------
- ;Îïèñàíèå ôîðì ñîáûòèé
- ;string = begin$Îïèñàíèå ñîáûòèÿ äëÿ ïîëüçîâàòåëÿ
- ;
- ;string = name$Èìÿ ñîáûòèÿ îòïðàâëÿåìîå â äâèæ¸ê
- ;èëè
- ;string = name_nobuffered$Èìÿ ñîáûòèÿ îòïðàâëÿåìîå â äâèæ¸ê íåìåäëåííî
- ;
- ;
- ;string = param$Îïèñàíèå ïàðàìåòðà$çíà÷åíèå, åñëè ýòî êîíñòàíòà
- ;string = enum$Îïèñàíèå ïàðàìåòðà$Ïåðâûé ýëåìåíò ïåðå÷èñëåíèÿ$Ñëåäóþùèé ýëåìåíò$È òàê äàëèå
- ;string = end
- ;
- [AnxEvents]
- ;Íåèçâåñòíîå ñîáûòèå
- string = begin$Empty event
- string = name$EmptyEvent
- string = end
- ;Ïðîèãðàòü çâóê â ïîçèöèè îáúåêòà
- string = begin$Play sound
- string = name_nobuffered$Snd
- ;Çâóê êîòîðûé íàäî ïðîèãðàòü
- string = param$Sound name defined in sounds bank:$
- ;Åñëè ïðèêðåïèòü ê ëîêàòîðó, òî çâóê ñòàíîâèòüñÿ 3D
- string = param$Bind sound to locator and play like 3D sound:$
- ;Åñëè çâóê ïðèâÿçàí ê ëîêàòîðó, òî ìîæíî çàäàâ â ýòîì ïîëå èìÿ ìèññèîíîãî îáúåêòà ìîæíî ïåðåñëàòü
- ;ýòî ñîáûòèå óêàçàííîìó îáúåêòó â âèäå êîìàíäû "RedirectSoundEvent" ñ ïàðàìåòðàìè ýâåíòà, çà èñêëþ÷åíèåì
- ;äàííîãî ïàðàìåòðà, êîòîðûé çàìåíèòüñÿ ïóñòîé ñòðîêîé
- string = param$3D sound owner(translate this event to mission object command "RedirectSoundEvent"):$
- ;Åñëè ïîäâÿçàòü ê íîäó, òî çâóê ïðåêðàòèò èãðàòüñÿ ïðè ñìåíå íîäà
- string = enum$Bind sound to node and fade out when current node is change:$yes$no
- ;Âðåìÿ ôýéäà ïîäâÿçàííîãî çâóêà ïðè ñìåíå íîäà
- string = param$Fade out time of binded sound:$
- ;Àêòèâèðîâàòü ëèöåâóþ àíèìàöèþ, åñëè ýòî âîçìîæíî
- string = enum$Activate face animation if possible when sound is play (voice sound):$no$yes
- string = end
- ;Çàïóñòèòü ïðîâåðêó íà çàïóñê ñëîóìî
- string = begin$Slowmo Property
- string = name$Slowmo
- string = enum$Damage type$circle$sector
- string = param$Locator name$
- string = param$Sector direction (degrees) (0-forward, 90-right, 180-back, 270-left)$
- string = param$Sector width (degrees)$
- string = param$Radius$
- string = param$Damage$
- string = param$Slowmo time$
- string = param$Slowmo coeff(0..1)$
- string = param$Probability (each enemy add that number)$
- string = param$Random delay before slowmo$
- string = end
- ;Âçîðâàòü ïàò÷ ñ íóæíûì òèïîì âçðûâà â ëîêàòîðå èëè â ïîçèöèè ÷àðà
- string = begin$Patch Explosion
- string = name$PatchExplosion
- string = param$Type of explosion$
- string = param$Locator (if none - use character position)$
- string = end
- ;Çàïóñòèòü ïàðòèêëîâóþ ñèñòåìó áåç ïîäâÿçêè ê ëîêàòîðó
- string = begin$Start partices in locator point
- string = name_nobuffered$PlyPrt
- string = param$Locator name:$
- string = param$Particles system name:$
- string = param$Scale:$
- string = end
- ;Çàïóñòèòü ïàðòèêëîâóþ ñèñòåìó ñ ïîäâÿçêîé ê ëîêàòîðó
- string = begin$Start partices linked to locator
- string = name_nobuffered$LocPrt
- string = param$Locator name:$
- string = param$Particles system name:$
- string = param$Scale:$
- string = end
- ;Óäàëèòü ïàðòèêëîâóþ ñèñòåìó ñ ïîäâÿçêîé ê ëîêàòîðó
- string = begin$Delete partices linked to locator
- string = name_nobuffered$DelLocPrt
- string = param$Locator name (if need it):$
- string = param$Particles system name:$
- string = enum$Do it as:$instant$stop emmision
- string = end
- ;Çàïóñòèòü ïàðòèêëîâóþ íà ëîêàòîðå èòåìà
- string = begin$Start partices in item locator point
- string = name_nobuffered$ChrItemPrt
- string = param$Item identifier:$
- string = param$Locator name of item's model:$
- string = param$Particles system name:$
- string = param$Scale:$
- string = end
- ;Çàïóñòèòü ïàðòèêëîâóþ íà ëîêàòîðå èòåìà
- string = begin$Start partices linked to item locator point
- string = name_nobuffered$ChrItemLnkPrt
- string = param$Item identifier:$
- string = param$Locator name of item's model:$
- string = param$Particles system name:$
- string = param$Scale:$
- string = end
- ;Óäàëèòü âñå ïàðòèêëîâûå ñèñòåìû
- string = begin$Delete all partices
- string = name_nobuffered$DelAllPrt
- string = enum$Do it as:$instant$stop emmision
- string = end
- ;Ñîáûòèå àêòèâèðîâàíèÿ
- string = begin$Activate some mission object
- string = name_nobuffered$ActivateObject
- string = param$Mission object name:$
- string = enum$Set object state:$Active$Deactive
- string = end
- ;Ñîáûòèå ñêîëàïøèâàíèÿ êîñòè
- string = begin$Collapse bone
- string = name_nobuffered$BoneCollapse
- string = enum$Bone is :$Collapsed$Normal
- string = param$Bone name:$
- string = end
- ;Ñîáûòèå íà÷àëà àíèìàöèè
- string = begin$Start animation clip
- string = name_nobuffered$StartAnimation
- string = end
- ;Ñîáûòèå îêîí÷àíèÿ àíèìàöèè
- string = begin$End animation clip
- string = name_nobuffered$EndAnimation
- string = end
- ;Àòàêà
- string = begin$Prepare for attack (need 0 frame)
- string = name_nobuffered$PrepareAttack
- string = end
- string = begin$Begin attack
- string = name_nobuffered$BegAttack
- string = param$Item id:$
- string = end
- string = begin$End attack
- string = name_nobuffered$EndAttack
- string = param$Item id:$
- string = end
- ;Øëåéô çà øïàãîé
- string = begin$Show sword trail
- string = name_nobuffered$ShowTrail
- string = param$Item id:$
- string = end
- string = begin$Hide sword trail
- string = name_nobuffered$HideTrail
- string = param$Item id:$
- string = end
- ;Íàíåñåíèÿ ïîñòîÿííîãî ñïåë äåìàäæà
- string = begin$Begin splashdamage
- string = name_nobuffered$BeginSplashdamage
- string = end
- string = begin$End splashdamage
- string = name_nobuffered$EndSplashdamage
- string = end
- ;Ñîáûòèå ìîäèôèêàöèè ëîãè÷åñêîãî ëîêàòîðà
- string = begin$Move logic locator
- string = name$MoveLocator
- string = param$Logic locator name:$
- string = param$Geometry locator name:$
- string = end
- ;Êîìàíäà äëÿ ÷àðàêòåðà
- string = begin$Character command
- string = name$ChrCommand
- string = param$Command:$
- string = param$Param 1:$
- string = param$Param 2:$
- string = param$Param 3:$
- string = param$Param 4:$
- string = param$Param 5:$
- string = end
- ;Ìîìåíò ðàçäàâàíèÿ ëþëåé îò âûñòðåëà
- string = begin$Shoot moment
- string = name_nobuffered$ShootDmg
- string = param$Damage$
- string = end
- ;Ìîìåíò áðîñêà áîìáû
- string = begin$Bomb drop
- string = name_nobuffered$dropbomb
- string = param$Damage$
- string = param$TimeLie$
- string = end
- ;Ðýãäîë
- string = begin$Animation to ragdoll
- string = name$AniToRgd
- string = param$Blend time in seconds$
- string = end
- string = begin$Ragdoll to animation
- string = name$RgdToAni
- string = param$Blend time in seconds$
- string = end
- ;Ïðåâðàòèòü ðåãäîë â áîìáó
- string = begin$Make Ragdoll SelfDestructBomb
- string = name$ArmRagdoll
- string = end
- string = begin$Mission object command
- string = name_nobuffered$MOCmd
- string = param$Object Id:$
- string = param$Command:$
- string = param$Param 1:$
- string = param$Param 2:$
- string = param$Param 3:$
- string = param$Param 4:$
- string = param$Param 5:$
- string = end
- ;Íåèçâåñòíîå ñîáûòèå
- string = begin$AI event
- string = name$AI event
- string = param$Id:$
- string = param$Param 1:$
- string = param$Param 2:$
- string = param$Param 3:$
- string = end
- ;Ìîìåíò îòëåòà ãîëîâ
- string = begin$Fly Body Part
- string = name_nobuffered$FlyBodyPart
- string = param$ID$
- string = param$ParticalName$
- string = param$ImpulseVertPower$
- string = param$ImpulseHorzPower$
- string = param$torque$
- string = param$CollapseBone$
- string = end
- ;Ìîìåíò áðîñàíèå ïðåäìåòîâ
- string = begin$Drop Items
- string = name_nobuffered$DropItems
- string = end
- ;Ìîìåíò áðîñàíèå ïðåäìåòîâ
- string = begin$Drop Item
- string = name_nobuffered$DropItem
- string = param$ID$
- string = end
- ;Ìîìåíò íà÷àëî ìèíèãåéìà
- string = begin$MiniGame Params
- string = name_nobuffered$BeginMiniGameParams
- string = param$ID$
- string = end
- ;Ìîìåíò îêîí÷àíèÿ ìèíèãåéìà
- string = begin$MiniGame - End
- string = name$ChooseAnimLink
- string = end
- ;Îðèåíòèðîâàòü ïåðñî íà àòàêóåùåãî âî ðåìÿ ïîïàäàíèÿ
- string = begin$OrientOnAttacker
- string = name$OrientOnAttacker
- string = end
- ;Îðèåíòèðîâàòü ïåðñî íà àòàêóåùåãî âî ðåìÿ ïîïàäàíèÿ
- string = begin$Auto Aim
- string = name$AutoAim
- string = param$Distance:$
- string = param$Sektor:$
- string = end
- ;Îòòîëêíóòü ïåðñîíàæà ðåãäîëåì
- string = begin$Kick
- string = name$Kick
- string = param$Power$
- string = end
- string = begin$Shoot multiple targets
- string = name_nobuffered$ShootMultipleDmg
- string = param$Damage$
- string = enum$Kick:$yes$not
- string = param$Kick Distance:$
- string = param$Damage Radius:$
- string = param$Reaction:$
- string = enum$Only one:$not$yes
- string = end
- string = begin$Blood puff
- string = name_nobuffered$BloodPuff
- string = param$NumPuffs$
- string = end
- ;Ìîìåíò ïèíêà â äâåðü
- string = begin$Quick Event
- string = name_nobuffered$QuickEvent
- string = param$Event
- string = end
- ;Ñïëåäåìåäæ èãðîêà
- string = begin$Splash Damage
- string = name_nobuffered$SpDamage
- string = param$Locator Name$
- string = param$Particale$
- string = param$Radius$
- string = param$Max Damage$
- string = enum$Make Ragdoll:$yes$not
- string = param$reaction$
- string = end
- ;Ìîìåíò ïîäíÿòèÿ îðóæèÿ
- string = begin$Weapon Pick Up
- string = name$WeaponPickUp
- string = end
- ;Ìîìåíò áðîñàíèÿ îðóæèÿ
- string = begin$Weapon Drop
- string = name$WeaponDrop
- string = enum$Action$drop$animblend$broke
- string = end
- ;MoneyBeatUp
- string = begin$Money BeatUp
- string = name$MoneyBeatUp
- string = end
- ;Ïðèàòòà÷èâàíèå ÷àðà
- string = begin$Attach char
- string = name$AttachÑhar
- string = param$Character$
- string = param$GotoLink$
- string = param$body_type$
- string = end
- ;Äåàòòà÷èâàíèå ÷àðà
- string = begin$Deattach char
- string = name$DeattachÑhar
- string = end
- ;Çàìåäëåíèå àíèìàöèè
- string = begin$Anim SlowDown
- string = name$AnimSlowDown
- string = end
- ;Ïîâèáðèðóé ìåíÿ ;)
- string = begin$Start Vibration
- string = name_nobuffered$StartVibration
- string = param$vibration$
- string = end
- ;áðîñèòü áîíóñ
- string = begin$Drop Bonus
- string = name_nobuffered$DropBonus
- string = param$TableName$
- string = end
- ;èñêàòü æåðòâó äëÿ óáèéñòâà â SLO MO
- string = begin$Begin SloMo
- string = name$BeginSloMo
- string = param$Marker ID$
- string = param$Slomo Time$
- string = end
- ;Ìàðêåð äëÿ SloMo
- string = begin$SloMo Marker
- string = name_nobuffered$SloMoMarker
- string = param$ID
- string = param$sub ID
- string = param$Weapon ID$
- string = end
- ;Çâóê øàãà
- string = begin$Foot Step
- string = name_nobuffered$FootStep
- string = param$Locator$
- string = end
- ;Çàïóñòèòü ïàðòèêëîâóþ ñèñòåìó áåç ïîäâÿçêè ê ëîêàòîðó
- string = begin$Play Effect in locator point
- string = name_nobuffered$PlayEff
- string = param$Locator name:$
- string = end
- ;Çàïóñòèòü ïàðòèêëîâóþ ñèñòåìó ñ ïîäâÿçêîé ê ëîêàòîðó
- string = begin$Play Effect linked to locator
- string = name_nobuffered$PlayLocEff
- string = param$Locator name:$
- string = end
- ;Ñïðÿòàòü âòîðîå îðóæèå
- string = begin$Show weapon
- string = name_nobuffered$ShowWeapon
- string = enum$Show:$yes$not
- string = param$ID:$
- string = end
- string = begin$Allow Orient
- string = name$AllowOrient
- string = end
- string = begin$Prohibition Rotation
- string = name$ProhibitionRotation
- string = end
- string = begin$Blood Stain
- string = name_nobuffered$BloodStain
- string = end
- string = begin$Add Rage
- string = name_nobuffered$AddRage
- string = param$Count:$
- string = end
- ;Ñîáûòèå äëÿ êîðàáåëüíûõ ÷åëîâå÷êîâ
- string = begin$Events for lowmans
- string = name$Lowman
- string = param$Param:$
- string = end
- ;Ýâåíò øóòåðåà íà çóìèðîâàíèå
- string = begin$Zoom Camera
- string = name$ZoomCamera
- string = enum$Enable:$yes$no
- string = end
- string = begin$Sword Effect
- string = name_nobuffered$SwordEffect
- string = param$effect id
- string = end
- string = begin$Stop Sword Effect
- string = name_nobuffered$SwordStopEffect
- string = param$effect id
- string = end
- string = begin$Pair Failed
- string = name_nobuffered$PairFailed
- string = end
- ;Ýâåíò äëÿ òàðàíà
- string = begin$Taran event
- string = name_nobuffered$TaranEvent
- string = param$SoundName$
- string = end
- ;---------------------------------------------------------------------------------------
- ;Îïèñàíèå ôîðì êîíñòàíò
- ;
- ;string = begin$ôîðìà$Îïèñàíèå ôîðìû äëÿ ïîëüçîâàòåëÿ
- ;
- ;ôîðìû: standart - ïðåäñòàâëåíèå â âèäå ñïèñêà ïàðàìåòðîâ
- ; attack - ïðåäñòàâëåíèå ïàðàìåòðîâ äëÿ îïèñàíèÿ àòàêè
- ;
- ;string = string$èìÿ ïàðàìåòðà$Îïèñàíèå ïàðàìåòðà
- ;string = enumstring$èìÿ ïàðàìåòðà$Îïèñàíèå ïàðàìåòðà$Ïåðâûé ýëåìåíò ïåðå÷èñëåíèÿ$Ñëåäóþùèé ýëåìåíò$È òàê äàëèå
- ;string = float$èìÿ ïàðàìåòðà$Îïèñàíèå ïàðàìåòðà
- ;string = enumfloat$èìÿ ïàðàìåòðà$Îïèñàíèå ïàðàìåòðà$Ïåðâûé ýëåìåíò ïåðå÷èñëåíèÿ$Ñëåäóþùèé ýëåìåíò$È òàê äàëèå
- ;string = blend$èìÿ ïàðàìåòðà$Îïèñàíèå ïàðàìåòðà
- ;string = enumblend$èìÿ ïàðàìåòðà$Îïèñàíèå ïàðàìåòðà$Ïåðâûé ýëåìåíò ïåðå÷èñëåíèÿ$Ñëåäóþùèé ýëåìåíò$È òàê äàëèå
- ;string = end
- ;
- [AnxConsts]
- ;Ïóñòîé ñïèñîê
- string = begin$standart$Empty constant
- string = end
- ;Ñîñòîÿíèå ïåðñîíàæà
- string = begin$standart$Character state
- string = enumstring$state$Character is $idle$walk$run$strafe$roll$attack$block$guard$shoot$find pair$to pair$pair$dmg pair$knockdown$kick$hit reaction$die$dead$aim a bomb$drop bomb$imbo
- string = end
- ;Íàêëîí ïðè áåãå
- string = begin$standart$Slope character when turned run it
- string = blend$slope$Slope character by value (0..1)
- string = end
- ;Ïàðàìåòðû àòòàêè
- string = begin$standart$Attack params
- string = float$damage$Damage hp
- string = string$hit$Hit reaction (if empty string, then use "Hit"):
- string = float$HPLimit$Use Hit Reaction when HP less or equel (if empty Reaction hasn't HP Limit):
- string = string$hitblk$Reaction in block (if empty string, then use "BlockHit"):
- string = string$deathlnk$Link to Death (if empty string, then use "Death"):
- string = float$block_damage$Damage hp in block
- string = end
- ;Ëèíê íà ïàðíóþ àíèìàöèþ
- string = begin$standart$Pair link
- string = string$pairlink$Pair link name for main character, require "Pair" node
- string = end
- ;Ëèíê íà ïàðíóþ àíèìàöèþ
- string = begin$standart$Allow orient
- string = enumstring$orient$Allow orient to target$yes$no
- string = end
- ;Ñîñòîÿíèå øóòåðà
- string = begin$standart$Shooter state
- string = enumstring$Shooter state$Character is $empty$loading$ready to fire$firing
- string = end
- ;Ñîñòîÿíèå ìèíèãåéìà ñ êàïèòàíøåé Ìèëàãðîñû
- string = begin$standart$Milagrosa state
- string = enumstring$Milagrosa state$Character is $idle$walk$up attack$down attack$hit$jump$duck$parish$fall$fight$weak
- string = end
- ;Íàêëîí ïðè áåãå
- string = begin$standart$Data for cross link
- string = string$CrossLink$Time
- string = end
- ;Ìîæíî ëè êðóòèòü ãîëîâîé
- string = begin$standart$Allow rotate head
- string = enumstring$headorient$Allow rotate$no$yes
- string = end
- ;Âåðîÿòíîñòü áëîêèðîâàíèÿ îïïîíåíòîâ ïðè ïîïàäàíèè ýòèì íîäîì
- string = begin$standart$Enemy chance to block this attack
- string = string$block_chance$Probability to block this attack(0 - 100)
- string = end
- ;---------------------------------------------------------------------------------------
- ;Îïèñàíèå áèáëèîòå÷íûõ êîìàíä ëèíêîâ
- [AnxLinkCommands]
- string = ---Global commands---
- string = Action
- string = ----Move commands----
- string = idle
- string = walk
- string = run
- string = strafe left
- string = strafe right
- string = strafe forward
- string = strafe back
- string = ---Attack commands---
- string = A
- string = B
- string = C
- string = ---Block commands---
- string = toBlock
- string = fromBlock
- string = BlockHit
- string = ---Shoot commands---
- string = shoot
- string = shoot+60
- string = shoot+45
- string = shoot+30
- string = shoot
- string = shoot-30
- string = shoot-60
- string = ---Bomb commands---
- string = Drop bomb
- string = To aim a bomb
- string = Stop aim a bomb
- string = ----Hit commands----
- string = Hit
- string = Shoot hit
- string = Kick
- string = Drop
- string = ---Death commands---
- string = Death
- string = ---Pair---
- string = To pair
- string = pair A
- string = pair B
- string = pair C
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