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| tutorial:adding-havok-variables [2025/02/24 21:22] – admin | tutorial:adding-havok-variables [2025/02/27 00:49] (current) – admin | ||
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| ====== Adding Havok Variables ====== | ====== Adding Havok Variables ====== | ||
| + | Authors: Vawser | ||
| + | |||
| This tutorial is for Dark Souls III. | This tutorial is for Dark Souls III. | ||
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| Each variable info entry is represented by the following (or a variant of): | Each variable info entry is represented by the following (or a variant of): | ||
| - | < | + | < |
| < | < | ||
| <hkparam name=" | <hkparam name=" | ||
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| The function of the typing attribute (type) is to define the data type of the variable. The following data types are used: | The function of the typing attribute (type) is to define the data type of the variable. The following data types are used: | ||
| - | < | + | < |
| VARIABLE_TYPE_REAL | VARIABLE_TYPE_REAL | ||
| VARIABLE_TYPE_INT8 | VARIABLE_TYPE_INT8 | ||
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| Each variable bounds entry is represented by the following (or a variant of): | Each variable bounds entry is represented by the following (or a variant of): | ||
| - | < | + | < |
| < | < | ||
| <hkparam name=" | <hkparam name=" | ||
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| Each word variable value entry is represented by the following (or a variant of): | Each word variable value entry is represented by the following (or a variant of): | ||
| - | < | + | < |
| < | < | ||
| <hkparam name=" | <hkparam name=" | ||
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| Each variable name entry is represented by the following (or a variant of): | Each variable name entry is represented by the following (or a variant of): | ||
| - | < | + | < |
| < | < | ||
| </ | </ | ||
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| A variable binding set entry should look similar to the following, substituting the #ID, #MEMBERNAME and #VARINDEX text with the appropriate values. | A variable binding set entry should look similar to the following, substituting the #ID, #MEMBERNAME and #VARINDEX text with the appropriate values. | ||
| - | < | + | < |
| < | < | ||
| <hkparam name=" | <hkparam name=" | ||
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| Added hkbVariableBindingSet: | Added hkbVariableBindingSet: | ||
| - | < | + | < |
| < | < | ||
| <hkparam name=" | <hkparam name=" | ||
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| Usage in hkbClipGenerator: | Usage in hkbClipGenerator: | ||
| - | < | + | < |
| < | < | ||
| <hkparam name=" | <hkparam name=" | ||
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| For exaple, you can now add the following code to set the animation speed of all hkbClipGenerators that make use of the hkbVariableBindingSet that targets playbackSpeed and uses the WeaponAnimSpeed variable. | For exaple, you can now add the following code to set the animation speed of all hkbClipGenerators that make use of the hkbVariableBindingSet that targets playbackSpeed and uses the WeaponAnimSpeed variable. | ||
| - | < | + | < |
| SetVariable(" | SetVariable(" | ||
| </ | </ | ||
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| You can then combine this with conditions to create new in-game effects, here for example a ring could provide +10% weapon swing speed: | You can then combine this with conditions to create new in-game effects, here for example a ring could provide +10% weapon swing speed: | ||
| - | < | + | < |
| --- 111121 is the SpEffect given by the ring | --- 111121 is the SpEffect given by the ring | ||
| if env(GetSpEffectID, | if env(GetSpEffectID, | ||