Reading through the documentation i have question regarding:
EVENT type filename.pie
An animation event associated with this model. If the event type is triggered, the model is replaced with the specified model for the duration of the event. The following event types are defined:
1 - Active event. What this means depends on the type of model. For droids this means movement, while for power generators it means they are linked to a power source.
2 - Firing. The model is firing at some enemy.
3 - Dying. The model is dying. You (almost) always want to make sure animation cycles for this model is set to 1 for the specified model - if it is zero, it will never die!
ANIMOBJECT time cycles frames
If the mesh is animated, this directive will tell the game how to animate it. The values are the total animation time (of all frames), the number of cycles to render the animation, where zero is infinitely many, and finally the number of animation frames that follows.
frame xpos ypos zpos xrot yrot zrot xscale yscale zscale
Each animation line starts with the serially increasing frame number, followed by three (x, y, z) vectors, one for position, one for rotation, and one for scaling.
If the scaling values are negative, they indicate that the animation is a legacy keyframe animation sequence. Do not use this in future content.
If i define EVENT - do i have to point to another PIE file for the model and animation, or can i target the same (itself) PIE file? (as default/rest pose for example)
As i do not see the pointer in ANIMOBJECT to which an EVENT it belongs to, should every PIE have only one ANIMOBJECT defined?
My best regards,