Type 2 - Bmp-Part
| <bmp_begin> | Begin Bmp-Part (See Type 0) |
| file(#-#): | Number of Image (See Type 0) |
| sprite\sys\... | Location of Image (See Type 0) |
| w: ... h: ... |
Size of Images (See Type 0) |
| row: ... col: ... |
Arrangement of Images (See Type 0) |
| weapon_hit_sound: ... | If you punish the weapon this sound is played. |
| weapon_drop_sound: ... | If the weapon fall on the floor this sound is played. |
| weapon_broken_sound: ... | If the weapon is destroyed this sound is played. |
| <bmp_end> | End Bmp-Part (See Type 0) |
Type 2 - Frame Header
| <frame> | Start of the frame (See Type 0) |
| pic: ... |
Number of the Image (See Type 0) |
| state: ... | State of the Frame (See Type 0) |
| wait: ... | Duration (See Type 0) |
| next: ... | Next Frame (See Type 0) |
| dvx: ... dvy: ... |
Move Object (See Type 0) |
| centerx: ... centery: ... |
Centerpoint (See Type 0) |
| [...] | Here you can insert Frame Elements. |
| <frame_end> | End of Frame. (See Type 0) |
<frame> 0 in_the_sky
These frames are used if the object fall down from sky, if it hurt another object,
if it fall down on ground again, or if it's thrown.
<frame> 10 on_hand
If a character hold the weapon in his hand he activates these frames with "weaponact".
<frame> 20 on_ground
If the weapon lies on the floor these frames are used.
<frame> 21 just_on_ground
Exact function unknown, no changes while deleting or editing these frames.










