1731 lines
32 KiB
Text
1731 lines
32 KiB
Text
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//==========================================================================
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//
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// Character Animation Script M U L T I P L A Y E R
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//
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// All player states should have animations sutable for a two handed rifle type weapon.
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//
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// This defines the animations and events that might occur at different times
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// for this character. State changes, and random behaviour during idle/alert
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// states will look here for default behaviour, if that character doesn't have
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// something specific in their scripts for that level.
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//
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//==========================================================================
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// playerAnimType:
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// Set in "Player Anim Type" in the weapon gdt file.
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// Full list specified in playeranimtypes.txt.
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// Asset manager choices specified in weapon gdf files.
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//==========================================================================
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// DEFINES
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//
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// These can be used to simplify the scripting, by defining replacement strings
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DEFINES
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// weaponclasses
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set weaponclass autofire = mg AND smg
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// movetypes
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set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND runcr AND runcrbk AND walkprone AND walkpronebk
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set movetype crouching = idlecr AND runcr AND runcrbk AND walkcr AND walkcrbk
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set movetype prone = idleprone AND walkprone AND walkpronebk
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set movetype backstep = walkbk AND runbk AND walkcrbk AND walkpronebk
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//==========================================================================
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// ANIMATIONS
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//
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// NOTE: scripts are chosen by first-come-first-serve basis. The first match
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// found is the one used.
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//
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// format:
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//
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// state <state description>
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// {
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// <movement type>
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// {
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// [DEFAULT / <condition type> [<condition value>], ...]
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// {
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// <both/legs/torso/turret> <animation> [sound <filename>]
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// <both/legs/torso/turret> <animation> [sound <filename>]
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// ...
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// }
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// }
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// }
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//
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// legend:
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//
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// <state description>: relaxed, alert, combat
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//
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// <movement type>: idle, idlecr, idleprone,
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// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk.
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// run, runbk, runcr, runcrbk,
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// straferight, strafeleft, turnright, turnleft
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//
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// <condition type>: playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movetype, underhand, leaning, weapon_position, perk
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//
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// <condition value>:
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//
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// playerAnimType: <weapon Player Anim Type in gdt>
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// position: behind, infront, right, left
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// enemy_weapon: <see weapon pickup names>
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// underwater: <no values>
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// mounted: mg42
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// movetype: <see movement types>
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// underhand: <no values>
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// leaning: right, left
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// weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player
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// weapon_position: hip, ads
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// strafing: not, left, right - will never be left or right while moving backwards
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// perk: laststand, grenadedeath
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//
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// NOTES:
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// - The player walks when they are ADS, so they can not ADS while running.
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//
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ANIMATIONS
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STATE COMBAT
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{
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idle
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{
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mounted mg42, firing
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{
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both standSAWgunner_aim turretanim
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}
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mounted mg42
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{
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both standSAWgunner_aim turretanim
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}
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perk laststand
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{
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both pb_laststand_idle
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}
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playerAnimType none
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{
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both pb_stand_alert
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}
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playerAnimType briefcase
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{
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both pb_stand_bombplant
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}
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playerAnimType hold
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{
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both pb_hold_idle
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}
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weaponclass pistol, weapon_position ads
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{
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both pb_stand_ads_pistol
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}
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weaponclass pistol
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{
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both pb_stand_alert_pistol
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}
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weaponclass rocketlauncher, weapon_position ads
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{
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both pb_stand_ads_RPG
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}
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weaponclass rocketlauncher
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{
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both pb_stand_alert_RPG
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}
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weapon_position ads
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{
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both pb_stand_ads
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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both pb_stand_grenade_pullpin
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}
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default // two handed rifle type weapon
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{
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both pb_stand_alert
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}
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}
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idlecr
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{
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mounted mg42, firing
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{
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both crouchSAWgunner_aim turretanim
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}
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mounted mg42
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{
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both crouchSAWgunner_aim turretanim
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}
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perk laststand
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{
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both pb_laststand_idle
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}
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playerAnimType none
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{
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both pb_crouch_bombplant
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}
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playerAnimType briefcase
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{
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both pb_crouch_bombplant
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}
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playerAnimType hold
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{
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both pb_crouch_hold_idle
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}
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weaponclass pistol, weapon_position ads
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{
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both pb_crouch_ads_pistol
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}
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weaponclass pistol
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{
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both pb_crouch_alert_pistol
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}
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weaponclass rocketlauncher, weapon_position ads
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{
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both pb_crouch_ads_RPG
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}
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weaponclass rocketlauncher
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{
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both pb_crouch_alert_RPG
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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both pb_crouch_grenade_pullpin
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}
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weapon_position ads
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{
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both pb_crouch_ads
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}
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default // two handed rifle type weapon
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{
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both pb_crouch_alert
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}
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}
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idleprone
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{
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mounted mg42, firing
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{
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both proneSAWgunner_aim turretanim
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}
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mounted mg42
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{
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both proneSAWgunner_aim turretanim
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}
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perk laststand
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{
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both pb_laststand_idle
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}
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playerAnimType briefcase
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{
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both pb_prone_bombplant
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}
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playerAnimType hold
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{
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both pb_prone_hold
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}
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playerAnimType none
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{
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both pb_prone_bombplant
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}
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weaponclass pistol
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{
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both pb_prone_aim_pistol
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}
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weaponclass rocketlauncher
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{
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both pb_prone_aim_RPG
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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both pb_prone_aim_grenade
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}
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default
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{
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both pb_prone_aim
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}
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}
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// FLINCHING
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flinch_forward
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_forward
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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torso pt_flinch_grenade_forward
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}
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default
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{
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torso pt_flinch_forward
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}
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}
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flinch_backward
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_back
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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torso pt_flinch_grenade_back
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}
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default
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{
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torso pt_flinch_back
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}
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}
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flinch_left
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_left
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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torso pt_flinch_grenade_left
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}
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default
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{
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torso pt_flinch_left
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}
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}
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flinch_right
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_right
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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torso pt_flinch_grenade_right
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}
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default
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{
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torso pt_flinch_right
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}
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}
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// STUMBLE
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stumble_forward
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{
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// pistol
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weaponclass pistol, strafing left
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol, strafing right
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{
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both pb_stumble_pistol_right
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}
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weaponclass grenade, strafing left, playerAnimType all NOT m203
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{
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both pb_stumble_grenade_left
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}
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weaponclass grenade, strafing right, playerAnimType all NOT m203
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{
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both pb_stumble_grenade_right
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}
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weaponclass pistol
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{
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both pb_stumble_pistol_forward
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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both pb_stumble_grenade_forward
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}
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// rifle
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_forward
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}
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}
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stumble_backward
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{
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weaponclass pistol, strafing left
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol, strafing right
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{
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both pb_stumble_pistol_right
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}
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weaponclass grenade, strafing left, playerAnimType all NOT m203
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{
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both pb_stumble_grenade_left
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}
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weaponclass grenade, strafing right, playerAnimType all NOT m203
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{
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both pb_stumble_grenade_right
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}
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weaponclass pistol
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{
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both pb_stumble_pistol_back
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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both pb_stumble_grenade_back
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}
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// rifle
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_back
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}
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}
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// STUMBLE WALK
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stumble_walk_forward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_walk_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_walk_right
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}
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weaponclass pistol AND grenade, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_walk_forward
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}
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// rifle
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strafing left
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{
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both pb_stumble_walk_left
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}
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strafing right
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{
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both pb_stumble_walk_right
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}
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default
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{
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both pb_stumble_walk_forward
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}
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}
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stumble_walk_backward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_walk_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_walk_right
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}
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weaponclass pistol AND grenade, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_walk_back
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}
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// rifle
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strafing left
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{
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both pb_stumble_walk_left
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}
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strafing right
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{
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both pb_stumble_walk_right
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}
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default
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{
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both pb_stumble_walk_back
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}
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}
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// STUMBLE CROUCH
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stumble_crouch_forward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_right
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}
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weaponclass pistol AND grenade, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_forward
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}
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// rifle
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_forward
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}
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}
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stumble_crouch_backward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_right
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}
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weaponclass pistol AND grenade, playerAnimType all NOT m203
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{
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both pb_stumble_pistol_back
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}
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_back
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}
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}
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walk
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{
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playerAnimType none
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{
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both pb_stand_shoot_walk_forward_unarmed
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}
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playerAnimType hold
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{
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both pb_hold_run
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}
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weaponclass rocketlauncher, strafing left
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{
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both pb_walk_left_RPG_ads
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}
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weaponclass rocketlauncher, strafing right
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{
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both pb_walk_right_RPG_ads
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}
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weaponclass rocketlauncher
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{
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both pb_walk_forward_RPG_ads
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}
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weaponclass pistol , strafing left
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{
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both pb_combatwalk_left_loop_pistol
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}
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weaponclass pistol, strafing right
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{
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both pb_combatwalk_right_loop_pistol
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}
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weaponclass pistol
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{
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both pb_combatwalk_forward_loop_pistol
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}
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weaponclass grenade, strafing left, playerAnimType all NOT m203
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{
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both pb_combatrun_left_loop_grenade
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}
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weaponclass grenade, strafing right, playerAnimType all NOT m203
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{
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both pb_combatrun_right_loop_grenade
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}
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weaponclass grenade, playerAnimType all NOT m203
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{
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both pb_combatrun_forward_loop_stickgrenade
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}
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strafing left
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{
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both pb_stand_shoot_walk_left
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}
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strafing right
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{
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both pb_stand_shoot_walk_right
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}
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|
default // two handed rifle type weapon
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|
{
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|
both pb_stand_shoot_walk_forward
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}
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|
}
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walkbk // Always ADS when walking
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{
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playerAnimType none
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|
{
|
|
both pb_stand_shoot_walk_forward_unarmed
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}
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playerAnimType hold
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{
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both pb_hold_run_back
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}
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weaponclass rocketlauncher
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{
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both pb_walk_back_RPG_ads
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}
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|
weaponclass pistol, strafing left
|
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{
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both pb_combatwalk_left_loop_pistol
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}
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|
weaponclass pistol, strafing right
|
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{
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both pb_combatwalk_right_loop_pistol
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}
|
|
weaponclass pistol
|
|
{
|
|
both pb_combatwalk_back_loop_pistol
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_combatrun_back_loop_grenade
|
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}
|
|
strafing left
|
|
{
|
|
both pb_stand_shoot_walk_left
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}
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strafing right
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{
|
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both pb_stand_shoot_walk_right
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}
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|
default
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|
{
|
|
both pb_stand_shoot_walk_back
|
|
}
|
|
}
|
|
walkcr
|
|
{
|
|
playerAnimType none
|
|
{
|
|
both pb_crouch_walk_forward_unarmed
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|
}
|
|
playerAnimType hold, strafing left
|
|
{
|
|
both pb_crouch_hold_run_left
|
|
}
|
|
playerAnimType hold, strafing right
|
|
{
|
|
both pb_crouch_hold_run_right
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_crouch_hold_run
|
|
}
|
|
weaponclass rocketlauncher, strafing left
|
|
{
|
|
both pb_crouch_walk_left_RPG
|
|
}
|
|
weaponclass rocketlauncher, strafing right
|
|
{
|
|
both pb_crouch_walk_right_RPG
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_crouch_walk_forward_RPG
|
|
}
|
|
weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_walk_left_pistol
|
|
}
|
|
weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_walk_right_pistol
|
|
}
|
|
weaponclass pistol AND grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_walk_forward_pistol
|
|
}
|
|
strafing left
|
|
{
|
|
both pb_crouch_shoot_run_left
|
|
}
|
|
strafing right
|
|
{
|
|
both pb_crouch_shoot_run_right
|
|
}
|
|
default // two handed rifle type weapon
|
|
{
|
|
both pb_crouch_shoot_run_forward
|
|
}
|
|
}
|
|
|
|
walkcrbk
|
|
{
|
|
playerAnimType none
|
|
{
|
|
both pb_crouch_walk_forward_unarmed
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_crouch_hold_run_back
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_crouch_walk_back_RPG
|
|
}
|
|
weaponclass pistol AND grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_walk_left_pistol
|
|
}
|
|
weaponclass pistol AND grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_walk_right_pistol
|
|
}
|
|
weaponclass pistol AND grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_walk_back_pistol
|
|
}
|
|
strafing left
|
|
{
|
|
both pb_crouch_shoot_run_left
|
|
}
|
|
strafing right
|
|
{
|
|
both pb_crouch_shoot_run_right
|
|
}
|
|
default // two handed rifle type weapon
|
|
{
|
|
both pb_crouch_shoot_run_back
|
|
}
|
|
}
|
|
walkprone
|
|
{
|
|
weaponclass pistol, strafing left
|
|
{
|
|
both pb_prone_crawl_left
|
|
}
|
|
weaponclass pistol, strafing right
|
|
{
|
|
both pb_prone_crawl_right
|
|
}
|
|
weaponclass grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_prone_grenade_crawl_left
|
|
}
|
|
playerAnimType hold, strafing left
|
|
{
|
|
both pb_prone_crawl_left_hold
|
|
}
|
|
playerAnimType hold, strafing right
|
|
{
|
|
both pb_prone_crawl_right_hold
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_prone_crawl_hold
|
|
}
|
|
weaponclass grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_prone_grenade_crawl_right
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_prone_crawl
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_prone_grenade_crawl
|
|
}
|
|
strafing left
|
|
{
|
|
both pb_prone_crawl_left
|
|
}
|
|
strafing right
|
|
{
|
|
both pb_prone_crawl_right
|
|
}
|
|
default
|
|
{
|
|
both pb_prone_crawl
|
|
}
|
|
}
|
|
walkpronebk
|
|
{
|
|
weaponclass grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_prone_grenade_crawl_left
|
|
}
|
|
weaponclass grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_prone_grenade_crawl_right
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_prone_crawl_back_hold
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_prone_crawl_back
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_prone_grenade_crawl_back
|
|
}
|
|
default
|
|
{
|
|
both pb_prone_crawl_back
|
|
}
|
|
}
|
|
run
|
|
{
|
|
playerAnimType none
|
|
{
|
|
both pb_pistol_run_fast
|
|
}
|
|
playerAnimType hold, strafing left
|
|
{
|
|
both pb_hold_run_left
|
|
}
|
|
playerAnimType hold, strafing right
|
|
{
|
|
both pb_hold_run_right
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_run
|
|
}
|
|
weaponclass rocketlauncher, strafing left
|
|
{
|
|
both pb_combatrun_left_RPG
|
|
}
|
|
weaponclass rocketlauncher, strafing right
|
|
{
|
|
both pb_combatrun_right_RPG
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_combatrun_forward_RPG
|
|
}
|
|
weaponclass pistol, strafing left
|
|
{
|
|
both pb_combatrun_left_loop_pistol
|
|
}
|
|
weaponclass pistol, strafing right
|
|
{
|
|
both pb_combatrun_right_loop_pistol
|
|
}
|
|
weaponclass grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_combatrun_left_loop_grenade
|
|
}
|
|
weaponclass grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_combatrun_right_loop_grenade
|
|
}
|
|
strafing left
|
|
{
|
|
both pb_combatrun_left_loop
|
|
}
|
|
strafing right
|
|
{
|
|
both pb_combatrun_right_loop
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_combatrun_forward_loop_stickgrenade
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_pistol_run_fast
|
|
}
|
|
default
|
|
{
|
|
both pb_combatrun_forward_loop
|
|
}
|
|
}
|
|
// STUMBLE SPRINT
|
|
stumble_sprint_forward
|
|
{
|
|
default
|
|
{
|
|
both pb_stumble_forward
|
|
}
|
|
}
|
|
sprint
|
|
{
|
|
playerAnimType none
|
|
{
|
|
both pb_sprint
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_sprint_hold
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_sprint
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_sprint_pistol
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_sprint_RPG
|
|
}
|
|
default
|
|
{
|
|
both pb_sprint
|
|
}
|
|
}
|
|
runbk
|
|
{
|
|
playerAnimType none
|
|
{
|
|
both pb_combatrun_back_loop_grenade
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_hold_run_back
|
|
}
|
|
weaponclass pistol, strafing left
|
|
{
|
|
both pb_combatrun_left_loop_pistol
|
|
}
|
|
weaponclass pistol, strafing right
|
|
{
|
|
both pb_combatrun_right_loop_pistol
|
|
}
|
|
weaponclass grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_combatrun_left_loop_grenade
|
|
}
|
|
weaponclass grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_combatrun_right_loop_grenade
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_combatrun_back_loop_pistol
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_combatrun_back_loop_grenade
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_combatrun_back_RPG
|
|
}
|
|
strafing left
|
|
{
|
|
both pb_combatrun_left_loop
|
|
}
|
|
strafing right
|
|
{
|
|
both pb_combatrun_right_loop
|
|
}
|
|
default
|
|
{
|
|
both pb_combatrun_back_loop
|
|
}
|
|
}
|
|
runcr
|
|
{
|
|
playerAnimType none
|
|
{
|
|
both pb_crouch_run_forward_grenade
|
|
}
|
|
weaponclass rocketlauncher, strafing left
|
|
{
|
|
both pb_crouch_run_left_RPG
|
|
}
|
|
weaponclass rocketlauncher, strafing right
|
|
{
|
|
both pb_crouch_run_right_RPG
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_crouch_run_forward_RPG
|
|
}
|
|
weaponclass pistol, strafing left
|
|
{
|
|
both pb_crouch_run_left_pistol
|
|
}
|
|
weaponclass pistol, strafing right
|
|
{
|
|
both pb_crouch_run_right_pistol
|
|
}
|
|
playerAnimType hold, strafing left
|
|
{
|
|
both pb_crouch_hold_run_left
|
|
}
|
|
playerAnimType hold, strafing right
|
|
{
|
|
both pb_crouch_hold_run_right
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_crouch_hold_run
|
|
}
|
|
weaponclass grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_run_left_grenade
|
|
}
|
|
weaponclass grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_run_right_grenade
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_crouch_run_forward_pistol
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_run_forward_grenade
|
|
}
|
|
strafing left
|
|
{
|
|
both pb_crouch_run_left
|
|
}
|
|
strafing right
|
|
{
|
|
both pb_crouch_run_right
|
|
}
|
|
default
|
|
{
|
|
both pb_crouch_run_forward
|
|
}
|
|
}
|
|
|
|
runcrbk
|
|
{
|
|
playerAnimType none
|
|
{
|
|
both pb_crouch_run_back_grenade
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_crouch_run_back_RPG
|
|
}
|
|
weaponclass pistol, strafing left
|
|
{
|
|
both pb_crouch_run_left_pistol
|
|
}
|
|
weaponclass pistol, strafing right
|
|
{
|
|
both pb_crouch_run_right_pistol
|
|
}
|
|
playerAnimType hold
|
|
{
|
|
both pb_crouch_hold_run_back
|
|
}
|
|
weaponclass grenade, strafing left, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_run_left_grenade
|
|
}
|
|
weaponclass grenade, strafing right, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_run_right_grenade
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
both pb_crouch_run_back_pistol
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_crouch_run_back_grenade
|
|
}
|
|
strafing left
|
|
{
|
|
both pb_crouch_run_left
|
|
}
|
|
strafing right
|
|
{
|
|
both pb_crouch_run_right
|
|
}
|
|
default
|
|
{
|
|
both pb_crouch_run_back
|
|
}
|
|
}
|
|
|
|
climbup
|
|
{
|
|
default
|
|
{
|
|
// Can't play the chicken dance here as a temp because it has no movement speed
|
|
both pb_climbup
|
|
}
|
|
}
|
|
climbdown
|
|
{
|
|
default
|
|
{
|
|
// Can't play the chicken dance here as a temp because it has no movement speed
|
|
both pb_climbdown
|
|
}
|
|
}
|
|
turnrightcr
|
|
{
|
|
movetype idlecr AND turnrightcr
|
|
{
|
|
legs pl_crouchturn_90right
|
|
}
|
|
}
|
|
turnleftcr
|
|
{
|
|
movetype idlecr AND turnleftcr
|
|
{
|
|
legs pl_crouchturn_90left
|
|
}
|
|
}
|
|
|
|
//==========
|
|
// PI - DAY : Mantle animations
|
|
mantle_up_57
|
|
{
|
|
default
|
|
{
|
|
both mp_mantle_up_57
|
|
}
|
|
}
|
|
mantle_up_51
|
|
{
|
|
default
|
|
{
|
|
both mp_mantle_up_51
|
|
}
|
|
}
|
|
mantle_up_45
|
|
{
|
|
default
|
|
{
|
|
both mp_mantle_up_45
|
|
}
|
|
}
|
|
mantle_up_39
|
|
{
|
|
default
|
|
{
|
|
both mp_mantle_up_39
|
|
}
|
|
}
|
|
mantle_up_33
|
|
{
|
|
default
|
|
{
|
|
both mp_mantle_up_33
|
|
}
|
|
}
|
|
mantle_up_27
|
|
{
|
|
default
|
|
{
|
|
legs mp_mantle_up_27
|
|
}
|
|
}
|
|
mantle_up_21
|
|
{
|
|
default
|
|
{
|
|
legs mp_mantle_up_21
|
|
}
|
|
}
|
|
mantle_over_high
|
|
{
|
|
default
|
|
{
|
|
both mp_mantle_over_high
|
|
}
|
|
}
|
|
mantle_over_mid
|
|
{
|
|
default
|
|
{
|
|
both mp_mantle_over_mid
|
|
}
|
|
}
|
|
mantle_over_low
|
|
{
|
|
default
|
|
{
|
|
legs mp_mantle_over_low
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
// EVENTS
|
|
//
|
|
// format:
|
|
//
|
|
// <event description>
|
|
// {
|
|
// [DEFAULT / <condition type> [<condition value>], ...]
|
|
// {
|
|
// <both/legs/torso> <animation> [sound <filename>]
|
|
// <both/legs/torso> <animation> [sound <filename>]
|
|
// ...
|
|
// }
|
|
// }
|
|
//
|
|
// legend:
|
|
//
|
|
// <event description>: pain, death, fireweapon, jump, jumpbk, land, dropweapon,
|
|
// raiseweapon, reload, crouch_to_prone, shellshock
|
|
// prone_to_crouch, meleeattack
|
|
//
|
|
// NOTE: for gameplay anims (weapons firing, reload, etc) that show no legs movement
|
|
// only the torso should animation from here, leave the legs doing what their
|
|
// locomotive anims want them to do
|
|
//
|
|
|
|
EVENTS
|
|
|
|
fireweapon
|
|
{
|
|
// MG42
|
|
mounted mg42
|
|
{
|
|
// Ignore the fireweapon event while on a turret
|
|
}
|
|
|
|
// PISTOLS
|
|
perk laststand
|
|
{
|
|
torso pt_laststand_fire
|
|
}
|
|
weaponclass pistol, movetype prone
|
|
{
|
|
torso pt_prone_shoot_pistol
|
|
}
|
|
weaponclass pistol, movetype moving
|
|
{
|
|
// Play no special firing animation
|
|
}
|
|
weaponclass pistol, movetype crouching, weapon_position ads
|
|
{
|
|
torso pt_crouch_shoot_ads_pistol
|
|
}
|
|
weaponclass pistol, movetype crouching
|
|
{
|
|
torso pt_crouch_shoot_pistol
|
|
}
|
|
weaponclass pistol, weapon_position ads
|
|
{
|
|
torso pb_stand__shoot_ads_pistol
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
torso pt_stand_shoot_pistol
|
|
}
|
|
|
|
// MG & SMG
|
|
weaponclass autofire, movetype prone
|
|
{
|
|
torso pt_prone_shoot_auto duration 150
|
|
}
|
|
weaponclass autofire, movetype moving
|
|
{
|
|
// Play no special firing animation
|
|
}
|
|
weaponclass autofire, movetype crouching, weapon_position ads
|
|
{
|
|
torso pt_crouch_shoot_auto_ads duration 150
|
|
}
|
|
weaponclass autofire, movetype crouching
|
|
{
|
|
torso pt_crouch_shoot_auto duration 150
|
|
}
|
|
weaponclass autofire, weapon_position ads
|
|
{
|
|
torso pt_stand_shoot_auto_ads duration 150
|
|
}
|
|
weaponclass autofire
|
|
{
|
|
torso pt_stand_shoot_auto duration 150
|
|
}
|
|
|
|
// PROJECTILE WEAPONS (assume ads since you can't fire these from the hip)
|
|
weaponclass rocketlauncher, movetype moving
|
|
{
|
|
// Play no special firing animation
|
|
}
|
|
weaponclass rocketlauncher, movetype crouching
|
|
{
|
|
torso pt_crouch_shoot_ads
|
|
}
|
|
weaponclass rocketlauncher, movetype prone
|
|
{
|
|
torso pt_prone_shoot_RPG
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
torso pt_stand_shoot_RPG
|
|
}
|
|
|
|
// GRENADES
|
|
weaponclass grenade, movetype prone, playerAnimType hold
|
|
{
|
|
torso pt_hold_prone_throw
|
|
}
|
|
weaponclass grenade, movetype idlecr, playerAnimType hold
|
|
{
|
|
torso pt_hold_throw
|
|
}
|
|
weaponclass grenade, playerAnimType hold
|
|
{
|
|
torso pt_hold_throw
|
|
}
|
|
weaponclass grenade, movetype prone, playerAnimType all NOT m203 // All prone
|
|
{
|
|
torso pt_prone_grenade_throw
|
|
}
|
|
weaponclass grenade, movetype idlecr, playerAnimType all NOT m203 // Crouch, still
|
|
{
|
|
both pb_crouch_grenade_throw
|
|
}
|
|
weaponclass grenade, movetype crouching, playerAnimType all NOT m203 // Crouch, moving
|
|
{
|
|
torso pt_crouch_grenade_throw
|
|
}
|
|
weaponclass grenade, movetype idle, playerAnimType all NOT m203 // Stand still
|
|
{
|
|
both pb_stand_grenade_throw blendtime 10
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203 // Stand, moving
|
|
{
|
|
torso pt_stand_grenade_throw blendtime 10
|
|
}
|
|
|
|
//bolt (RIFLES)
|
|
playerAnimType sniper, movetype prone
|
|
{
|
|
torso pt_prone_shoot_auto
|
|
}
|
|
playerAnimType sniper, movetype moving
|
|
{
|
|
// Play no special firing animation
|
|
}
|
|
playerAnimType sniper, movetype crouching, weapon_position ads
|
|
{
|
|
torso pt_crouch_shoot_ads
|
|
}
|
|
playerAnimType sniper, movetype crouching
|
|
{
|
|
torso pt_crouch_shoot
|
|
}
|
|
playerAnimType sniper, weapon_position ads
|
|
{
|
|
torso pt_rifle_fire_ads
|
|
}
|
|
playerAnimType sniper
|
|
{
|
|
torso pt_rifle_fire
|
|
}
|
|
// DEFAULT (RIFLES)
|
|
playerAnimType other, movetype prone
|
|
{
|
|
torso pt_prone_shoot_auto
|
|
}
|
|
playerAnimType other
|
|
{
|
|
torso pt_stand_shoot_shotgun
|
|
}
|
|
movetype prone
|
|
{
|
|
torso pt_prone_shoot_auto
|
|
}
|
|
movetype moving
|
|
{
|
|
// Play no special firing animation
|
|
}
|
|
movetype crouching, weapon_position ads
|
|
{
|
|
torso pt_crouch_shoot_ads
|
|
}
|
|
movetype crouching
|
|
{
|
|
torso pt_crouch_shoot
|
|
}
|
|
weapon_position ads
|
|
{
|
|
torso pt_stand_shoot_ads
|
|
}
|
|
default
|
|
{
|
|
torso pt_stand_shoot
|
|
}
|
|
}
|
|
|
|
|
|
prone_to_crouch
|
|
{
|
|
movetype moving
|
|
{
|
|
both pb_prone2crouchrun
|
|
}
|
|
default
|
|
{
|
|
both pb_prone2crouch
|
|
}
|
|
}
|
|
|
|
crouch_to_prone
|
|
{
|
|
default
|
|
{
|
|
both pb_crouch2prone
|
|
}
|
|
}
|
|
|
|
meleeattack
|
|
{
|
|
weaponclass pistol AND grenade, movetype prone, playerAnimType all NOT m203
|
|
{
|
|
torso pt_melee_prone_pistol
|
|
}
|
|
weaponclass pistol AND grenade, playerAnimType all NOT m203
|
|
{
|
|
torso pt_melee_prone_pistol
|
|
}
|
|
movetype prone
|
|
{
|
|
torso pt_melee_prone
|
|
}
|
|
movetype crouching
|
|
{
|
|
torso pt_melee_crouch_left2left
|
|
torso pt_melee_crouch_left2right
|
|
torso pt_melee_crouch_right2left
|
|
}
|
|
default
|
|
{
|
|
torso pt_melee_right2right_1 duration 400
|
|
torso pt_melee_right2right_2 duration 400
|
|
torso pt_melee_right2left duration 300
|
|
torso pt_melee_left2left_1 duration 400
|
|
torso pt_melee_left2right duration 300
|
|
}
|
|
}
|
|
|
|
knife_melee
|
|
{
|
|
movetype prone
|
|
{
|
|
torso pt_melee_prone_pistol
|
|
}
|
|
default
|
|
{
|
|
torso pt_melee_pistol_1
|
|
}
|
|
}
|
|
|
|
knife_melee_charge
|
|
{
|
|
movetype prone
|
|
{
|
|
torso pt_melee_prone_pistol
|
|
}
|
|
default
|
|
{
|
|
torso pt_melee_pistol_2
|
|
}
|
|
}
|
|
|
|
dropweapon
|
|
{
|
|
movetype prone
|
|
{
|
|
torso pt_prone_pullout_pose
|
|
}
|
|
movetype crouching
|
|
{
|
|
torso pt_crouch_pullout_pose
|
|
}
|
|
default
|
|
{
|
|
torso pt_stand_pullout_pose
|
|
}
|
|
}
|
|
|
|
raiseweapon
|
|
{
|
|
// (Boon 07-11-2003) Don't want anything here - just blend into the correct pose.
|
|
}
|
|
|
|
reload
|
|
{
|
|
perk laststand
|
|
{
|
|
torso pt_laststand_reload
|
|
}
|
|
weaponclass pistol, movetype idlecr
|
|
{
|
|
torso pt_reload_crouch_pistol
|
|
}
|
|
weaponclass pistol, movetype crouching
|
|
{
|
|
torso pt_reload_crouchwalk_pistol
|
|
}
|
|
weaponclass pistol, movetype prone
|
|
{
|
|
torso pt_reload_prone_pistol
|
|
}
|
|
weaponclass rocketlauncher, movetype prone
|
|
{
|
|
torso pt_reload_prone_RPG
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
torso pt_reload_stand_RPG
|
|
}
|
|
weaponclass pistol
|
|
{
|
|
torso pt_reload_stand_pistol
|
|
}
|
|
playerAnimType smg, movetype prone
|
|
{
|
|
torso pt_reload_prone_auto
|
|
}
|
|
playerAnimType smg, movetype idlecr
|
|
{
|
|
torso pt_reload_stand_auto_mp40
|
|
}
|
|
playerAnimType smg, movetype crouching
|
|
{
|
|
torso pt_reload_crouchwalk
|
|
}
|
|
playerAnimType smg
|
|
{
|
|
torso pt_reload_stand_auto_mp40
|
|
}
|
|
playerAnimType autorifle, movetype prone
|
|
{
|
|
torso pt_reload_prone_auto
|
|
}
|
|
playerAnimType autorifle, movetype idlecr
|
|
{
|
|
torso pt_reload_crouch_rifle
|
|
}
|
|
playerAnimType autorifle, movetype crouching
|
|
{
|
|
torso pt_reload_crouchwalk
|
|
}
|
|
playerAnimType autorifle
|
|
{
|
|
torso pt_reload_stand_auto
|
|
}
|
|
movetype idlecr
|
|
{
|
|
torso pt_reload_crouch_rifle
|
|
}
|
|
movetype crouching
|
|
{
|
|
torso pt_reload_crouch_rifle
|
|
}
|
|
movetype prone
|
|
{
|
|
torso pt_reload_prone_auto
|
|
}
|
|
default
|
|
{
|
|
torso pt_reload_stand_rifle
|
|
}
|
|
}
|
|
|
|
jump
|
|
{
|
|
playerAnimType none, movetype run
|
|
{
|
|
both pb_runjump_takeoff duration 5 blendtime 100
|
|
}
|
|
playerAnimType none
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
weaponclass rocketlauncher, movetype run
|
|
{
|
|
both pb_runjump_takeoff duration 5 blendtime 100
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
movetype run
|
|
{
|
|
both pb_runjump_takeoff duration 5 blendtime 100
|
|
}
|
|
default
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
}
|
|
|
|
jumpbk
|
|
{
|
|
movetype crouching AND prone
|
|
{
|
|
both pb_chicken_dance_crouch duration 5 blendtime 100
|
|
}
|
|
|
|
playerAnimType none, movetype run
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
playerAnimType none
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
weaponclass rocketlauncher, movetype run
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
weaponclass rocketlauncher
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
|
|
weaponclass grenade, movetype run, playerAnimType all NOT m203
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
weaponclass grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
|
|
movetype run
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
default
|
|
{
|
|
both pb_standjump_takeoff duration 5 blendtime 100
|
|
}
|
|
}
|
|
|
|
land
|
|
{
|
|
movetype run
|
|
{
|
|
both pb_runjump_land duration 100 blendtime 50
|
|
}
|
|
weaponclass pistol AND grenade, playerAnimType all NOT m203
|
|
{
|
|
both pb_standjump_land_pistol duration 5
|
|
}
|
|
default
|
|
{
|
|
both pb_standjump_land duration 100 blendtime 50
|
|
}
|
|
}
|
|
|
|
shellshock
|
|
{
|
|
movetype prone
|
|
{
|
|
|
|
}
|
|
movetype moving
|
|
{
|
|
torso pb_stand_shellshock duration 5000 blendtime 50
|
|
}
|
|
movetype idle
|
|
{
|
|
torso pb_stand_shellshock duration 5000 blendtime 50
|
|
}
|
|
movetype crouching
|
|
{
|
|
torso pb_stand_shellshock duration 5000 blendtime 50
|
|
}
|
|
}
|
|
|
|
DEATH
|
|
{
|
|
movetype crouching, perk laststand
|
|
{
|
|
both pb_laststand_death
|
|
}
|
|
movetype prone, perk laststand
|
|
{
|
|
both pb_laststand_death
|
|
}
|
|
perk laststand
|
|
{
|
|
both pb_laststand_death
|
|
}
|
|
movetype prone
|
|
{
|
|
both pb_prone_death_quickdeath
|
|
}
|
|
movetype idlecr
|
|
{
|
|
both pb_crouch_death_headshot_front
|
|
both pb_crouch_death_clutchchest
|
|
both pb_crouch_death_flip
|
|
both pb_crouch_death_fetal
|
|
both pb_crouch_death_falltohands
|
|
}
|
|
movetype runbk
|
|
{
|
|
both pb_death_run_back
|
|
}
|
|
movetype run AND runcr, strafing left
|
|
{
|
|
both pb_death_run_left
|
|
}
|
|
movetype run AND runcr, strafing right
|
|
{
|
|
both pb_death_run_right
|
|
}
|
|
movetype runcr
|
|
{
|
|
both pb_crouchrun_death_drop
|
|
both pb_crouchrun_death_crumple
|
|
}
|
|
movetype run
|
|
{
|
|
both pb_death_run_forward_crumple
|
|
both pb_death_run_onfront
|
|
both pb_death_run_stumble
|
|
}
|
|
default
|
|
{
|
|
both pb_stand_death_neckdeath
|
|
both pb_stand_death_headchest_topple
|
|
both pb_stand_death_frontspin
|
|
both pb_stand_death_nervedeath
|
|
both pb_stand_death_legs
|
|
both pb_stand_death_lowerback
|
|
both pb_stand_death_head_collapse
|
|
both pb_stand_death_neckdeath_thrash
|
|
}
|
|
}
|
|
|
|
pain
|
|
{
|
|
movetype prone
|
|
{
|
|
both pb_prone_painA_holdchest
|
|
both pb_prone_painB_holdhead
|
|
}
|
|
movetype crouching
|
|
{
|
|
both pb_crouch_pain_holdStomach
|
|
}
|
|
default
|
|
{
|
|
both pb_crouch_pain_holdStomach
|
|
}
|
|
}
|