by Patr1ck on Tue Aug 05, 2008 8:40 pm
I'm not 100% sure about everything, I haven't done it in a while. This is in the shottype.act to customize some of the shot animations.
jumpshot - animation name. It can be custom, but it must match the name in the shotconditions.act.
SHTJERJMPER - Beginning of the animation, this can be changed to a pro hop/drop step to simulate a goto move when you press the shoot button.
SHTJERJMPER - in air jumpshot form.
SHTJERJMPERFAKE - The animation used for the pump fake. The only other fake animation is the hookshot fake, and the one hand fake.
SHTJERJMPEREARLY - Animation used for an early release
SHTJERJMPEREARLY2 - Follow through animation for early release
HIGHARC - Trajectory of the early release, can be REGULAR or BANK or a combination like HIGHARC/BANK or REGULAR/BANK
SHTJERJMPERREG - Animation for normal release
SHTJERJMPERREG2 - Follow through for normal release. Can be replaced with the "hold arm up" follow through.
REGULAR - Trajectory of normal release.
SHTJERJMPERLATE - Animation for late release
SHTJERJMPERLATE2 - Follow through for late release
HIGHARC - Trajectory of the late release
NONE - Defines how the animation can be used. MOVEBACK, SET, MOVE, FOCUSTURN, MOVEMYNET, MOVEFORWARD. Pretty obvious.
-30 - These are the angles where a animation can be used. I haven't messed with them.
-50
DEFAULT - FLIP, or PIVOT. Flip is used for hookshots, Pivot for layups behind the backboard.
jumpshotfar - shot type - default, fadeaway, leftjumper, rightjumper, leanerfar, runner, dunks(animation must appear in the dunk.act file, too), leanerclose, jumpshotclose, hookshot,
x - all animations have this, don't know what it is.
set - set, fadeaway, moving, layup, hook.
1 - Animation length, or how much the player moves. I decreased this on a jumpshot and it makes the jump height shorter. I decrease this on the inside scorer hookshot, and the player doesn't move as much and takes a few steps as if he is on a treadmill. I think it can be increased, too.