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tutorial:adding-havok-variables [2025/02/24 21:22] admintutorial: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):
  
-<code>+<code XML>
 <hkobject> <hkobject>
     <hkparam name="role">     <hkparam name="role">
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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:
-<code>+<code XML>
 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):
  
-<code>+<code XML>
 <hkobject> <hkobject>
     <hkparam name="min">     <hkparam name="min">
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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):
  
-<code>+<code XML>
 <hkobject> <hkobject>
     <hkparam name="value">0</hkparam>     <hkparam name="value">0</hkparam>
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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):
  
-<code>+<code XML>
 <hkcstring>WeaponAnimSpeed</hkcstring> <hkcstring>WeaponAnimSpeed</hkcstring>
 </code> </code>
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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.
  
-<code>+<code XML>
 <hkobject class="hkbVariableBindingSet" name="#ID" signature="0xe942f339"> <hkobject class="hkbVariableBindingSet" name="#ID" signature="0xe942f339">
     <hkparam name="bindings" numelements="1">     <hkparam name="bindings" numelements="1">
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 Added hkbVariableBindingSet: Added hkbVariableBindingSet:
-<code>+<code XML>
 <hkobject class="hkbVariableBindingSet" name="#14995" signature="0xe942f339"> <hkobject class="hkbVariableBindingSet" name="#14995" signature="0xe942f339">
     <hkparam name="bindings" numelements="1">     <hkparam name="bindings" numelements="1">
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 Usage in hkbClipGenerator: Usage in hkbClipGenerator:
  
-<code>+<code XML>
 <hkobject class="hkbClipGenerator" name="#530" signature="0xd4cc9f6"> <hkobject class="hkbClipGenerator" name="#530" signature="0xd4cc9f6">
     <hkparam name="variableBindingSet">#14995</hkparam>     <hkparam name="variableBindingSet">#14995</hkparam>
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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.
  
-<code>+<code Lua>
 SetVariable("WeaponAnimSpeed", 0.5) SetVariable("WeaponAnimSpeed", 0.5)
 </code> </code>
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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:
  
-<code>+<code Lua>
 --- 111121 is the SpEffect given by the ring --- 111121 is the SpEffect given by the ring
 if env(GetSpEffectID, 111121) == TRUE then if env(GetSpEffectID, 111121) == TRUE then
tutorial/adding-havok-variables.1740432124.txt.gz · Last modified: by admin