Animation Name | Meso | Ecto | Female | Scriptable | Description | Catagory | StartFrame | EndFrame | FrameCount | Notes |
A4_ASCRAMBLE_N_A_N | o | FALSE | Frantic scramble away on all fours. Use when in prone position. | Fear | 0 | 4 | 5 | |||
CCH_A_FWD_L_2 | o | o | FALSE | aiming while crouching with a rocket launcher | 36 | 45 | 10 | 5 fps. | ||
CCH_A_FWD_MS_2 | o | k | FALSE | Crouch aim forward with machine gun or shotgun (two handed) | Crouch Attack | -16 | -4 | 13 | 5 fps. *soft notes (play control 5 fps -32 -7) | |
CCH_A_FWD_P_2 | l | k | FALSE | DO NOT USE FOR ECTO | Crouch Attack | -10 | -1 | 10 | 5 fps. *soft notes (play control 5 fps -20 -1) | |
CCH_A_FWD_R_2 | o | k | FALSE | crouch aim forward with rifle (2 handed). Taken from soft file- cch_f_fwd_r_2. | Crouch Attack | -16 | -4 | 13 | 5 fps. *soft notes (play control 5 fps -32 -7) | |
CCH_ECCH2WALK_N_A_N | o | FALSE | transition from crouch to a crouch walk | Scripted Events | 17 | 22 | 6 | |||
CCH_ECHOKEDEATH_N_N_N | o | k | FALSE | Expriring from choking while crouched | Scripted Events | 58 | 77 | 20 | ||
CCH_ECHOKEKNEES_N_N_N | o | k | FALSE | on knees choking | Scripted Events | 50 | 57 | 8 | ||
CCH_EHAWKCROUCH_N_A_N | o | TRUE | Special crouch pose for Hawk | Scripted Events | 0 | 9 | 10 | |||
CCH_EHAWKDEATH_2BK_N_N | o | TRUE | Hwk getting shot while on his knees, to his side and ultimately to his back. | Scripted Events | 36 | 56 | 21 | |||
CCH_EHAWKKNEES_N_N_N | o | TRUE | Hawk raged breathe cycle on his knees looking beat up. | Scripted Events | 0 | 23 | 24 | 8 fps | ||
CCH_EHAWKKNEETLK_N_N_N | o | TRUE | Beat-up Hawk shaking his head, "John, don't. It's Dekker." | Scripted Events | 25 | 34 | 10 | 5 fps | ||
CCH_EHEADNOD_N_A_N | o | FALSE | Taken from cch_italk series. Quick affirmative nod facing forward. | Scripted Events | 88 | 93 | 6 | |||
CCH_EHEADSET_FRM_A_N | o | TRUE | Taking left hand away from left ear in crouch pose. | Scripted Events | 54 | 57 | 4 | |||
CCH_EHEADSET_MID_A_N | o | TRUE | left hand to left ear in crouch pose talking into headset. | Scripted Events | 39 | 53 | 15 | |||
CCH_EHEADSET_TO_A_N | o | TRUE | Bringning left hand to left ear in crouch pose. | Scripted Events | 35 | 38 | 4 | |||
CCH_ENODLEFT_N_A_A | o | FALSE | look to the left and nod in affirmation. From soft file cch_iready_n_a_a. | Scripted Events | 56 | 71 | 16 | |||
CCH_ENODRIGHT_N_A_A | o | FALSE | look to the right and nod in affirmation. From soft file cch_iready_n_a_a. | Scripted Events | 72 | 87 | 16 | |||
CCH_ESCANTALK_LT_A_A | o | FALSE | Slowly scanning to the left…could be used for talking as well, but don't make the talking super obvious. From soft file cch_iready_n_a_a (24-39). | Scripted Events | 12 | 19 | 8 | 5 frames per second | ||
CCH_ESCANTALK_RT_A_A | o | FALSE | Slowly scanning to the right…could be used for talking as well, but don't make the talking super obvious. From soft file cch_iready_n_a_a (40-55). | Scripted Events | 20 | 27 | 8 | 5 frames per second | ||
CCH_ESTARTLE_RT_A_N | o | TRUE | Startled from the right while crouched. Used primarily for John as Hawn rolls in and spooks him. | Scripted Events | 0 | 26 | 27 | |||
CCH_ETALK_DWN_P_N | o | FALSE | Hawk talking through a grate below him to the player. Generic speech. | Scripted Events | 0 | 8 | 9 | |||
CCH_ETOSTAND_N_A_N | o | FALSE | Dekker slowly standing up (Scene 38) | Scripted Events | 0 | 34 | 35 | |||
CCH_EWALK2CCH_N_A_N | o | FALSE | Crouch walk transition to crouched. At the end of the cch_w loop. | Scripted Events | 12 | 16 | 5 | |||
CCH_F_FWD_L_2 | o | k | FALSE | crouch fire forward rocket launcher | Crouch Attack | 17 | 25 | 9 | ||
CCH_F_FWD_M_2 | l | k | FALSE | crouch fire machine gun forward. Taken from soft file- cch_a_fwd_ms_2 | Crouch Attack | 16 | 17 | 2 | ||
CCH_F_FWD_P_2 | l | k | FALSE | DO NOT USE FOR ECTO | Crouch Attack | 0 | 4 | 5 | ||
CCH_F_FWD_R_2 | l | k | FALSE | fire rifle while crouched | Crouch Attack | 1 | 5 | 5 | ||
CCH_F_FWD_S_2 | l | k | FALSE | crouch fire forward shotgun. Taken from soft file- cch_a_fwd_ms_2 | Crouch Attack | 0 | 5 | 6 | ||
CCH_HLEANLTSHT_FRM_A_N | o | o | FALSE | Transition from
crouched leaning left around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 47 | 50 | 4 | ||
CCH_HLEANLTSHT_FRM_L_2 | o | o | FALSE | Transition from
crouched leaning left around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 75 | 78 | 4 | ||
CCH_HLEANLTSHT_MID_A_N | o | o | FALSE | Crouched leaning left around corner aim breathe…5FPS. Intended as a client animation. | Crouch Attack | 37 | 46 | 10 | 5 fps | |
CCH_HLEANLTSHT_MID_L_2 | o | o | FALSE | Crouched leaning left around corner aim breathe…5FPS. Intended as a client animation. | Crouch Attack | 65 | 74 | 10 | 5 fps | |
CCH_HLEANLTSHT_TO_A_N | o | o | FALSE | Transition to
crouched leaning left around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 34 | 37 | 4 | ||
CCH_HLEANLTSHT_TO_L_2 | o | o | FALSE | Transition to
crouched leaning left around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 62 | 65 | 4 | ||
CCH_HLEANRTSHT_FRM_A_N | o | o | FALSE | Transition from
crouched leaning right around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 31 | 34 | 4 | ||
CCH_HLEANRTSHT_FRM_L_2 | o | o | FALSE | Transition from
crouched leaning right around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 59 | 62 | 4 | ||
CCH_HLEANRTSHT_MID_A_N | o | o | FALSE | crouched leaning right around corner aim breathe...5FPS. Intended as a client animation. | Crouch Attack | 21 | 30 | 10 | 5 fps | |
CCH_HLEANRTSHT_MID_L_2 | o | o | FALSE | crouched leaning right around corner aim breathe...5FPS. Intended as a client animation. | Crouch Attack | 49 | 58 | 10 | 5 fps | |
CCH_HLEANRTSHT_TO_A_N | o | o | FALSE | Transition to
crouched leaning right around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 18 | 21 | 4 | ||
CCH_HLEANRTSHT_TO_L_2 | o | o | FALSE | Transition to
crouched leaning right around corner.
Intended as a client animation. ONLY TWO FRAMES LONG!!! |
Crouch | 46 | 49 | 4 | ||
CCH_IREADY_N_A_A | o | FALSE | generic idle poaition while chrouched…use 5 FPS (Soft file frames 0-23) | Idle | 0 | 11 | 12 | 5 frames per second | ||
CCH_ITALKPOSE_DWN_A_N | o | FALSE | Idle breathe chrouched while looking down. Merges with etalk_dwn. 5FPS | Scripted Events | 11 | 20 | 10 | 5 fps | ||
CCH_R_N_PK_N | l | FALSE | crouch run while holding the knife with right hand (or pistol) | Crouch | 0 | 5 | 6 | |||
CCH_RAIM_FWD_MRS_2 | l | k | FALSE | crouch run aiming machine gun/rifle/shotgun (can use for fire) | Crouch Attack | 0 | 5 | 6 | ||
CCH_RAIM_FWD_P_2 | l | k | FALSE | crouch run aim pistol with 2 hands (can use as fire) | Crouch Attack | 0 | 5 | 6 | ||
CCH_RAIM_N_L_2 | l | k | FALSE | crouch run aim rocket launcher (can use as fire). THIS SHOULD BE USED AS THE NORMAL RUN CROUCH FOR GUYS WITH ROCKET LAUNCHERS (THEY ARE ALWAYS AIMING IT) | Crouch Attack | 0 | 5 | 6 | ||
CCH_RSWIPE_N_K_N | o | FALSE | swiping with knife while crouch-running | Crouch Attack | 0 | 5 | 6 | |||
CCH_SDEAD_2BK_N_N | l | k | FALSE | guy shot while crouching (only crouch death available) | Injury/Death | 0 | 23 | 24 | ||
CCH_SONKNEES_2FRNT_N_N | o | o | k | FALSE | Guy on knees with hands behind head shot, falls to face. | Injury/Death | 16 | 36 | 21 | |
CCH_TLOBGRENADE_N_A_N | l | FALSE | crouch, throw grenade (lob overhead) | Crouch Attack | 0 | 21 | 22 | |||
CCH_W_N_A_N | o | FALSE | crpouched over walk…brisk but not a jog. | Crouch | 0 | 11 | 12 | |||
CCH_XCCHCOWER_N_A_N | o | k | k | FALSE | male afraid cowering (looped). Transitons with up and down. | Fear | 18 | 30 | 13 | loop of guys cowering |
CCH_XCCHCOWER_UP_A_A | o | k | k | FALSE | guy stand up after cowering (transitions with "mid") | Fear | 0 | 10 | 11 | reverse of the go into crouch cower from stand |
CCH_XCCHCOWER2_MID_A_A | o | k | k | FALSE | play in middle of previous anim (guy looks up and back down while cowering). | Fear | -3 | 20 | 24 | look up durning loop of guys cowering |
CCH_XCROUCH_UP_L_2 | o | k | FALSE | crouch back to stand carrying rocket launcher (note he comes up from knee) | Crouch | 25 | 32 | 8 | ||
CCH_XCROUCH_UP_MRS_2 | o | k | FALSE | stand up from crouch aim carrying machine gun/rifle/shot gun | Crouch | 8 | 15 | 8 | ||
CCH_XCROUCH_UP_PK_A | o | o | k | FALSE | stand up from aim crouch carrying pistol/knife (anything in left hand) | Crouch | 8 | 13 | 6 | dwn: 1-5 mid: 6-7 up: 8-15 Best if used for enemies with pisols and nothing in left hand (so they can hold pistol 2 handed in aim and shoot). People carrying briefcases or anything else in left hand probably shouldn't be crouching at all. |
CCH_XONKNEES_N_N_N | o | o | k | FALSE | Hostage on knees with hands behind head. Breathing. | Scripted Events | 0 | 14 | 15 | |
LB_ESLIDE_N_PK_N | o | TRUE | Character sliding down shaft on his back… 45 degree surface. Missionm 7 level 2. | Scripted Events | 0 | 4 | 5 | 5 fps | ||
LB_PCRAWL_BK_A_N | l | FALSE | Guy injured, crawling backwards. NOTE: MOST LIKELY HAS NOTHING IN HIS HANDS! | Injury/Death | 0 | 20 | 21 | |||
LB_PGENERIC_N_N_N | l | FALSE | guy writhing on back with generin injury (arm over face). Has a trasition "to" and from ("die"). Probably should die after 6 or 7 seconds. | Injury/Death | 0 | 27 | 28 | |||
LB_PGENERICDIE_N_N_N | l | FALSE | transition to death from pgeneric after several seconds. Based off of Softimage file-lb_pgenericdie_n_n_n_vrs4. | Injury/Death | 28 | 64 | 37 | |||
LB_PGENERICTO_N_N_N | o | FALSE | transition to the pain loop after initial knock down | Injury/Death | 24 | 26 | 3 | |||
LB_PHOLDLEG_LT_N_N | l | FALSE | lay on back holding
left leg in pain (has transition "to" and from
{"die"}). DO NOT USE IF LEG SHOT OFF AT HIP--ONLY FOR PLAIN SHOT OR SHOT OFF AT KNEE |
Injury/Death | 17 | 41 | 25 | |||
LB_PHOLDLEG_RT_N_N | l | FALSE | lay on back holding
right leg in pain (has transition "to" and from
{"die"}). DO NOT USE IF LEG SHOT OFF AT HIP--ONLY FOR PLAIN SHOT OR SHOT OFF AT KNEE |
Injury/Death | 17 | 41 | 25 | |||
LB_PHOLDLEGDIE_LT_N_N | o | FALSE | transition from right leg pain to dying. (happens after 6 or 7 seconds) | Injury/Death | 42 | 73 | 32 | |||
LB_PHOLDLEGDIE_RT_N_N | o | FALSE | transition from left leg pain to dying. (happens after 6 or 7 seconds) | Injury/Death | 42 | 87 | 46 | |||
LB_PHOLDLEGTO_LT_N_N | o | FALSE | transition to pain holding left leg after innitial knock down. | Injury/Death | 24 | 26 | 3 | |||
LB_PHOLDLEGTO_RT_N_N | o | FALSE | transition to pain holding right leg after innitial knock down. | Injury/Death | 24 | 26 | 3 | |||
LB_SAUTOFIRE_END_N_N | o | k | k | FALSE | Always use after sautofire_loop. ALSO use when a guy laying on back (dead or alive) is shot with a single fire weapon. | Injury/Death | 1 | 10 | 10 | |
LB_SAUTOFIRE_LOOP_N_N | l | k | k | FALSE | Plays as guy getting shot with machine gun while on back (dead or alive). Body shakes. When firing stops, transition to sautofire_end. | Injury/Death | -15 | -1 | 15 | |
LB_XGETUP_N_A_N | l | FALSE | get up from laying on back | Stand Misc. Movement | 0 | 34 | 35 | |||
LB_XLEANUPSHOOT_N_P_N | l | FALSE | Guy dead on ground, leans up, and fires off a couple shots. Dies. | Injury/Death | 2 | 52 | 51 | |||
LB_XTWITCH2_N_N_N | l | FALSE | Dead guy twitching violently. (can play at any time, lay on back only) | Injury/Death | 1 | 17 | 17 | |||
LF_SAUTOFIRE_END_N_N | o | k | k | FALSE | plays after lf_autofire_loop. ALSO use when guy laying on front gets shot with single fire weapon. (also use when guy gets shot in prone position!) | Injury/Death | 1 | 10 | 10 | |
LF_SAUTOFIRE_LOOP_N_N | o | k | k | FALSE | guy laying dead or alive on front getting shot with automatic weapon. Shots stop, play sautofire_end. (also use when guy gets shot in prone position!) | Injury/Death | -15 | -1 | 15 | |
LS_XGETKICKED_N_N_N | o | o | FALSE | NPC laying on left side getting kicked. Looped laying on side, afraid, shaking in pain! If you shoot him, goes into lb_sautofire anim. | Scripted Events | 0 | 14 | 15 | ||
PRN_A_N_A_2 | o | FALSE | aim OR fire any weapon in prone position. | Prone | 30 | 35 | 6 | 4 fps | ||
PRN_C_N_A_2 | l | FALSE | Prone low crawl carrying any weapon 2 handed | Prone | 0 | 7 | 8 | |||
PRN_XCOVERHEAD_FRM_A_A | o | k | FALSE | transition from the coverhead | Prone | 34 | 37 | 4 | filename:std_xgoprone_n_a_a frames: 35 to 40 | |
PRN_XCOVERHEAD_N_A_A | o | k | k | FALSE | looped anim of prone head covered (enemies and NPCs). Especially good for scripted events of NPCs on ground, captured by baddies. | Prone | 38 | 48 | 11 | |
PRN_XCOVERHEAD_TO_A_A | o | k | k | FALSE | transition to prn_xcoverhead_n_a_a. Transition from std_xgoprone_n_a_a OR any of the aims. | Prone | 49 | 52 | 4 | |
PRN_XFALLING_N_N_N | o | FALSE | falling from high place death, looped | Injury/Death | 18 | 24 | 7 | std_sfallfwd_2frnt_n_n | ||
PRN_XFALLLAND_N_N_N | o | FALSE | hitting the ground on stomach. Bounce and death. | Injury/Death | 25 | 35 | 11 | std_sfallfwd_2frnt_n_n frames 25-35 | ||
PRN_XTOSTAND_N_A_A | o | k | FALSE | Prone position to stand from any prone position except coverhead | Prone | 58 | 73 | 16 | filename:std_xgoprone_n_a_a 60 to 73 | |
SI_EWALLFEAR_N_A_N | o | FALSE | putting hand (left hand especially) up to sheild head from falling objects. Dekker death | Scripted Events | 32 | 41 | 10 | |||
SI_EWALLFEAR_N_A_N | o | FALSE | putting hand (left hand especially) up to sheild head from falling objects. Dekker death | Scripted Events | 32 | 41 | 10 | |||
SI_EWALLIDLE_N_A_N | o | FALSE | laying against a wall breathing (dekker) | Scripted Events | 0 | 19 | 20 | |||
SI_EWALLTALK_N_A_N | o | FALSE | talking loop to fit in with the wallidle | Scripted Events | 21 | 30 | 10 | |||
SI_ISIT_N_A_A | o | FALSE | guy sitting idle with any weapon | Idle | -12 | -1 | 12 | export at 5 fps (soft notes -24 - -1 change play control to 5 fps | ||
SI_XALERTSTAND_UP_A_A | o | FALSE | guy stands up from sitting idle (alerted) | Stand Misc. Movement | 0 | 22 | 23 | |||
SI_XBYWALL_N_N_N | l | FALSE | guy dead or passed out sitting, leaning against wall. One frame | Scripted Events | 1 | 1 | 1 | |||
STD_A_DWN_L_2 | o | k | FALSE | aim or fire launcher down (1 frame anim). Take pose from aim fwd rocket launcher. Use second frame of animation- first frame is up. | Stand Attack | 35 | 35 | 1 | ||
STD_A_DWN_MRS_2 | o | k | FALSE | stand aiming down with mrs 2 handed (1 FRAME ANIM!) Make match pose of mrs aim forward. Taken from soft file, std_a_fwd_ms_2. Exported with 2 frames, (up/down) | Stand Attack | 19 | 19 | 1 | ||
STD_A_DWN_P_2 | o | k | FALSE | stand aiming down with pistol 2 handed (1 FRAME ANIM!). Make match pose of pistol aim forward 2 handed. Taken from soft file std_f_fwd_p_2. Exported with 2 frames (up/dwn). | Stand Attack | 31 | 32 | 2 | ||
STD_A_FWD_L_2 | o | k | FALSE | aim fwd with launcher (breathe). Use pose from fire launcher anim. 5 fps. *soft notes (play control 5 fps -32 -7) | Stand Attack | -16 | -4 | 13 | ||
STD_A_FWD_MS_2 | o | o | FALSE | stand, aiming machine gun OR shotgun 5 fps. *soft notes (play control 5 fps -32 -7) | Stand Attack | -16 | -4 | 13 | ||
STD_A_FWD_P_2 | o | o | FALSE | stand aim pistol 2 handed 5 fps. *soft notes (play control 5 fps 4 23) | Stand Attack | 2 | 11 | 10 | ||
STD_A_FWD_P_CB | o | k | TRUE | stand aim pistol 1
handed, briefcase/bat/nothing in left hand WILL WE EVER USE? TALK TO STEVE. . . |
Stand Attack | -16 | -4 | 13 | use also as auto shoot 5 fps. *soft notes (play control 5 fps -32 -7) | |
STD_A_FWD_R_2 | o | o | FALSE | stand aim rifle. From soft file std_ashuffle_n_r_2 | Stand Attack | -32 | -7 | 26 | ||
STD_A_UP_L_2 | o | k | FALSE | aim up with launcher (1 frame anim). Take pose from aim fwd rocket launcher. Use first frame of animation- second frame is down. | Stand Attack | 34 | 34 | 1 | ||
STD_A_UP_MRS_2 | o | k | FALSE | stand aiming up with mrs (1 FRAME ANIM!). Make rougly match aim forward with ms. Taken from soft file, std_a_fwd_ms_2. Exported with 2 frames, (up/down) | Stand Attack | 18 | 18 | 1 | ||
STD_A_UP_P_2 | o | k | FALSE | stand aiming up with pistol 2 handed (1 FRAME ANIM!) Taken from soft file std_f_fwd_p_2. Exported with 2 frames (up/dwn). | Stand Attack | 31 | 31 | 1 | ||
STD_ASHUFFLE_N_L_2 | o | k | FALSE | shuffle holding rocket launcher (right or left). Same shuffle as below but with rocket (see other anims for how rocket held) | Stand Misc. Movement | -6 | -1 | 6 | ||
STD_ASHUFFLE_N_MS_2 | o | k | FALSE | shuffle right or left aiming mach gun or shotgun. Taken from soft file Std_a_fwd_ms_2. | Stand Misc. Movement | -6 | -1 | 6 | ||
std_ashuffle_n_p_2 | o | k | FALSE | shuffle right or left while aiming pistol 2 handed | Stand Misc. Movement | 24 | 29 | 6 | ||
std_ashuffle_n_p_a | o | k | FALSE | Shuffle right or left while aiming pistol one handed (replace what is there now) taken from soft file- std_a_fwd_p_cb | Stand Misc. Movement | -6 | -1 | 6 | ||
std_ashuffle_n_r_2 | o | k | FALSE | shuffle right or left aiming rifle (replace what is there) | Stand Misc. Movement | -6 | -1 | 6 | ||
STD_ATALK_FWD_P_2 | o | TRUE | aiming with 2hands on pistol while talking | 0 | 9 | 10 | 5 fps | |||
STD_ATHREAT_DWN_P_N | o | FALSE | Aiming pistol at head level of a guy sitting, on knees or crouching...body more askew in a threatening pose 5 fps. *soft notes (play control 5 fps 1 20) | Stand Attack | 1 | 9 | 9 | 5 fps | ||
STD_ATHREAT_FWD_P_N | o | FALSE | Aiming pistol at head level...body more askew in a threatening pose 5 fps. *soft notes (play control 5 fps 1 20) | Stand Attack | 1 | 9 | 9 | |||
STD_ATHREATSHT_DWN_P_N | o | FALSE | Aiming pistol at head level of a guy sitting, on knees or crouching...body more askew in a threatening pose…shooting hostage. | Stand Attack | 0 | 14 | 15 | |||
STD_ATHREATYEL_DWN_P_N | o | FALSE | Aiming pistol at head level of a guy sitting, on knees or crouching...body more askew in a threatening pose…yelling at hostage while still keeping a bead on the hostages head. | Stand Attack | 1 | 9 | 9 | 5 fps | ||
STD_ATHREATYEL_FWD_P_N | o | FALSE | Aiming pistol at head level...body more askew in a threatening pose and yelling at hostage…gun keeping a bead on hostage's head | Stand Attack | 1 | 9 | 9 | |||
STD_EBUSTGLASS_N_MRS_2 | o | FALSE | Character breaking through a window with the tip of his weapon. Should be a violent action. | Scripted Events | 0 | 9 | 10 | |||
STD_ECHOKEKNEES_TO_N_N | o | k | FALSE | falling to knees from chokeing animation | Scripted Events | 8 | 49 | 42 | ||
STD_ECHOKESHOOT_N_A_N | o | FALSE | From shoking stand animation to falling down and accidently shooting gun while doing so. | Injury/Death | 8 | 27 | 20 | |||
STD_ECLIMBLEDG_DWN_A_N | o | FALSE | lowering self off over a ledge…match up with "std_eclimbledg_mid_a_n" | Scripted Events | 0 | 20 | 21 | |||
STD_ECLIMBLEDG_MID_A_N | o | FALSE | hanging off of a ledge breathing 5 FPS amtch up with the other ledge animations. | Scripted Events | 20 | 29 | 10 | 5 fps | ||
STD_ECLIMBLEDGE_UP_A_N | o | FALSE | Character pulling self up and over a ledge and standing up | Scripted Events | 0 | 27 | 28 | |||
STD_ECLIMBSHAFT_N_A_N | o | FALSE | Hawk climbing into ventelator shaft. Hight=32 (mission 7 level 3) Designers will likely have to no clip the charactrer to make this work. This is a horizontal crawl. | Scripted Events | 0 | 20 | 21 | |||
STD_ECOMEHERE_N_A_N | o | FALSE | Character waving someone to "come hither" to and from idle position. | Scripted Events | 0 | 14 | 15 | |||
STD_EDKRAIM_N_A_N | o | TRUE | Dekker looking at john while he has the gun pointed at hawks head. 5FPS and trans with other edkr moves | Scripted Events | 0 | 9 | 10 | 5 fps | ||
STD_EDKRAIMLK_FWD_A_N | o | TRUE | Dekker looking away from hawk to john as he enters the room. All the while he has the gun pointed at hawks head. | Scripted Events | -5 | -1 | 5 | 5 fps | ||
STD_EDKRAIMTALK_N_A_N | o | TRUE | Dekker ltalking to john as he has the gun pointed at hawks head. | Scripted Events | 10 | 19 | 10 | 5 fps | ||
STD_EDKRFIRELK_RT_A_N | o | TRUE | Dekker looking back to hawk as john watches helplessly & shoots hawk. | Scripted Events | 20 | 38 | 19 | |||
STD_EDROPCROUCH_N_A_A | o | FALSE | guy falling through air and landing, ends up in crouch position. Especially good for special events, like guys falling from vents in ceiling. Surprise factor. | Scripted Events | 8 | 22 | 15 | |||
STD_EDROPGRENADE_N_A_N | o | FALSE | throwing a grenade down off of a ledge or into a manhole more of a vertical downward throw. | Scripted Events | 0 | 19 | 20 | |||
STD_EEXAMINEWALL_N_A_N | o | FALSE | Character looking at a controll pannel. Match up with the std_epushbuttons… | Scripted Events | 62 | 131 | 70 | |||
STD_EFALLDEATH_N_N_N | o | FALSE | A guy in verticle position falling and flailing | Injury/Death | 18 | 24 | 7 | |||
STD_EFALLIMPACT_N_N_N | o | FALSE | The impact to go along with std_efalldeath_n_n_n crumpling and bouncing from the impact. This animation should have him end up on his stomach. | Injury/Death | 27 | 38 | 12 | |||
STD_EFLIPTABLE_N_A_N | o | FALSE | Character flipping a table over to offer cover in front of him | Scripted Events | 0 | 13 | 14 | |||
STD_EFRMSHADOW_N_MRS_2 | o | FALSE | Sneaking out of the shadows and taking a quick look around. | Scripted Events | 0 | 39 | 40 | |||
STD_EFRMSHADOW_N_P_N | o | FALSE | Sneaking out of the shadows and taking a quick look around. Gun un up position. Transition into "STD_IGUNUP_N_A_N" | Scripted Events | 0 | 38 | 39 | |||
STD_EGANGSALUTE_N_A_N | o | FALSE | Gang style salute…cross arms in front (left arm in front) then the left arm jutting forward. | Scripted Events | 0 | 16 | 17 | |||
STD_EHANDTALK_FRM_P_N | o | FALSE | taking hand away from face and returning to idle position | Scripted Events | 20 | 26 | 7 | |||
STD_EHANDTALK_N_P_N | o | FALSE | generic talking into left hand loop | Scripted Events | 12 | 19 | 8 | |||
STD_EHANDTALK_TO_MRS_N | o | FALSE | Transition to handtalk …..Character talking into a hand mounted comunicator. Transition from alert ready | Scripted Events | 0 | 11 | 12 | |||
STD_EHANDTALK_TO_P_N | o | FALSE | Character taking an invisible communicator from his belt and bringing it up to his mouth | Scripted Events | 0 | 11 | 12 | |||
STD_EHANDTLK_FRM_MRS_N | o | FALSE | Transition from handtalk.. Transitions into idle alert. | Scripted Events | 20 | 26 | 7 | |||
STD_EHEADNOD_N_A_N | o | FALSE | nodding afirmatively…not vigorously. Interfaces with the etalk serries | 66 | 67 | 2 | ||||
STD_EHEADSET_FRM_P_N | o | FALSE | Transition back to ialert | Scripted Events | 54 | 57 | 4 | |||
STD_EHEADSET_MID_P_N | o | FALSE | loop whith left hand to left ear. Very, very subtle talking more of just a breathe. | Scripted Events | 39 | 53 | 15 | |||
STD_EHEADSET_TO_P_N | o | FALSE | Character bringing left hand up to touch left ear to activate his comlink. Transition from ialert. | Scripted Events | 35 | 38 | 4 | |||
STD_EHEADSHAKE_N_A_N | o | FALSE | Shaking head negatively…not vigorously though. Interfaces with the etalk serries. | Scripted Events | 46 | 55 | 10 | |||
STD_EJUMPRAIL_N_A_N | o | FALSE | Plants hand on a 32 unit tall railing and vaults over transitions into std_jdrop… | Scripted Events | 0 | 9 | 10 | |||
STD_ELEADERWAVE_N_N_N | o | TRUE | dictator waving to crowd | Scripted Events | 0 | 20 | 21 | 6 fps | ||
STD_ENIPPLETWEAK_N_A_N | o | TRUE | grabbing another characters nipples, twisting and then yanking down. | Scripted Events | 0 | 0 | 0 | |||
STD_EOFFLADDER_UP_A_N | o | FALSE | getting to the top of a ladder and climbing up on to the "ground" | Scripted Events | 46 | 77 | 32 | |||
STD_EPOUNDDOOR_N_A_N | o | FALSE | Pounding fist on a door or wall in deseration…let me out! | Scripted Events | 0 | 5 | 6 | |||
STD_EPUSHBUTTONH_N_A_N | o | FALSE | dekker leaning over and pushing button in scene 75 on a horizontal (32 pixel) surface. "You killed my brother!" | Scripted Events | 0 | 47 | 48 | |||
STD_EPUSHBUTTONS_N_N_N | o | FALSE | Character pressing buttons on a wall mounted control pannel. We can use a voyager animation from crew 4: "console a -or- b". | Scripted Events | 0 | 32 | 33 | We may wan to go back and split this up to have a loopable middle. Or make it work with a normal idle. | ||
STD_EPUSHCRATE_N_A_N | o | FALSE | Character bearing into a crate full fore with right shoulder and left hand pushing it along the ground. Could be used for pushing crates off of high places onto the player. | Scripted Events | 0 | 17 | 18 | |||
STD_ERAGEIDLE_N_P_N | o | FALSE | This is a 1 frame looping idle taken from the last frame of erageshoot. | Idle | 30 | 30 | 1 | |||
STD_ERAGESHOOT_N_P_N | o | FALSE | Sabre gets very angry, looks to his right and shoots an inocent who is crouched or kneeling on the ground. | Scripted Events | 0 | 30 | 31 | |||
STD_ESABREMOCK_N_A_N | o | FALSE | Mantis looking down from a train, mocking our heros by laughing dementedly with crossed arms. | Idle | -4 | 32 | 37 | |||
STD_ESALUTATIONS_N_A_N | o | k | FALSE | mullins and taylor great each other with a slight nod | Scripted Events | 0 | 3 | 4 | 5 fps | |
STD_ESALUTE_FRM_A_N | o | FALSE | Going from salute pose to idle with a snap of the hand. Crisp and militaristic. | Scripted Events | 6 | 12 | 7 | |||
STD_ESALUTE_FRM_MRS_N | o | FALSE | Going from salute pose to idle with a snap of the hand. Crisp and militaristic. | Scripted Events | 6 | 12 | 7 | |||
STD_ESALUTE_N_A_N | o | FALSE | looping few frames in saulute pose with left hand | Scripted Events | 5 | 6 | 2 | |||
STD_ESALUTE_N_MRS_N | o | FALSE | looping couple of frames in saulute pose with left hand | Scripted Events | 5 | 6 | 2 | |||
STD_ESALUTE_TO_A_N | o | FALSE | Going from idle to salute animation using left hand….snappy | Scripted Events | 0 | 4 | 5 | |||
STD_ESALUTE_TO_MRS_N | o | FALSE | Going from idle to salute animation using left hand….snappy | Scripted Events | 0 | 4 | 5 | |||
STD_ESIGNALALARM_N_A_N | o | FALSE | Looking to the side and signalling to sound the alarm | Scripted Events | 0 | 13 | 14 | |||
STD_ESIGNALWAVE_N_A_N | o | TRUE | waving with both hands high in air. | Scripted Events | 0 | 9 | 10 | |||
STD_ESPIN180_LT_A_N | l | FALSE | spin 180 degrees from a normal idle position to an ialert pose (as if to turn toward enemy). To the left. | Scripted Events | 0 | 8 | 9 | |||
STD_ESPIN180_RT_A_N | l | FALSE | spin 180 degrees from a normal idle position to an ialert pose (as if to turn toward enemy). To the right. | Scripted Events | 0 | 8 | 9 | |||
STD_ESUPRISE90_LT_A_N | o | FALSE | quick look right and and then turn 90. Ends up facing 90 degrees from start. | Scripted Events | -13 | -6 | 8 | |||
STD_ETALK_FRM_A_N | o | FALSE | transition to istand from etalk serries | Scripted Events | -8 | -5 | 4 | |||
STD_ETALK_N_A_N | o | FALSE | A generic talking
loop used for non-specific talking during cinematics or scripted events. This
is a very subtle talking loop as opposed to some of the idle talking loops.
Works with: std_etalkright_n_a_n std_etalkleft_n_a_n std_etalkboth_n_a_n |
Scripted Events | 0 | 25 | 26 | |||
STD_ETALK_TO_A_N | o | FALSE | transition to etalk serries from istand | Scripted Events | -4 | -1 | 4 | |||
STD_ETALK_UP_A_N | o | FALSE | Character talking at an upward angle | Scripted Events | 0 | 25 | 26 | |||
STD_ETALKBOTH_N_A_N | o | FALSE | generic talking with
a breif conversational gesture with both hands. This animation transitions to and from std_etalk_n_a_n. Works with: std_etalkright_n_a_n std_etalkleft_n_a_n std_etalk_n_a_n |
Scripted Events | 34 | 40 | 7 | |||
STD_ETALKLEFT_N_A_N | o | FALSE | generic talking with
a breif conversational gesture from the left hand. This animation transitions to and from std_etalk_n_a_n. Works with: std_etalkright_n_a_n std_etalk_n_a_n std_etalkboth_n_a_n |
Scripted Events | 26 | 33 | 8 | |||
STD_ETALKLKLT_FRM_A_N | o | FALSE | Transition form "etalklklt_mid" to std_etalk_n_a_n. | Scripted Events | -10 | -6 | 5 | |||
STD_ETALKLKLT_MID_A_N | o | FALSE | standing talk loop looking to the left…to be linked up with "etalklklt_to" and " "etalklklt_frm" | Scripted Events | 0 | 25 | 26 | |||
STD_ETALKLKLT_TO_A_N | o | FALSE | Transition from std_etalk_n_a_n to looking to the left…to be linked up with "etalklklt_mid" | Scripted Events | -5 | -1 | 5 | |||
STD_ETALKLKRT_FRM_A_N | o | FALSE | Transition form "etalklkrt_mid" to std_etalk_n_a_n. | Scripted Events | -10 | -6 | 5 | |||
STD_ETALKLKRT_MID_A_N | o | FALSE | standing talk loop looking to the left…to be linked up with "etalklkrt_to" and " "etalklkrt_frm" | Scripted Events | 0 | 25 | 26 | |||
STD_ETALKLKRT_TO_A_N | o | FALSE | Transition from std_etalk_n_a_n to looking to the right…to be linked up with "etalklklt_mid" | Scripted Events | -5 | -1 | 5 | |||
STD_ETALKRIGHT_N_A_N | o | FALSE | generic talking with
a breif conversational gesture from the right hand. This animation transitions to and from std_etalk_n_a_n. Works with: std_etalk_n_a_n std_etalkleft_n_a_n std_etalkboth_n_a_n |
Scripted Events | 41 | 45 | 5 | |||
STD_ETOAIM_N_P_2 | o | FALSE | Character quickly pulling gun up to an aim position from an idle of some sort…doesn't need to transition perfectly from anything because it’s a fast movement. | Scripted Events | -60 | -56 | 5 | 15 fps | ||
STD_ETORUN_N_MRS_2 | o | FALSE | transition from Idle to run | Scripted Events | 0 | 4 | 5 | |||
STD_ETORUN_N_P_N | o | FALSE | transition from Idle to run | Scripted Events | 171 | 176 | 6 | |||
STD_ETURN90_LT_A_N | o | FALSE | Truning in place 90 degree to the left. Interfaces with normal idle | Scripted Events | 0 | 11 | 12 | |||
STD_ETURN90_RT_A_N | o | FALSE | Truning in place 90 degree to the right. Interfaces with anormal idle | Scripted Events | 0 | 11 | 12 | |||
STD_ETYPING_N_N_N | o | FALSE | character typing in keyboard at table level while standing. | Scripted Events | 0 | 23 | 24 | |||
STD_EWALL2WALK_N_MRS_2 | o | FALSE | Transition of character going from std_ewallidle_n_mrs_2 into a walk | Scripted Events | 70 | 73 | 4 | |||
STD_EWALL2WALK_N_PK_N | o | FALSE | up against the wall transitioning into a walk cycle | Scripted Events | 70 | 74 | 5 | |||
STD_EWALLIDLE_N_MRS_2 | o | FALSE | Character pressed up against a wall holding gun close | Scripted Events | 0 | 19 | 20 | |||
STD_EWALLIDLE_N_PK_N | o | FALSE | Standing pressed up against a wall breathing hands down to the side. | Scripted Events | 0 | 19 | 20 | |||
STD_EWALLLOOK_LT_MRS_2 | o | FALSE | Pressed up against a wall looking left breifly. Transitions in and out of std_ewallidle_n_mrs_n. | Scripted Events | 45 | 69 | 25 | |||
STD_EWALLLOOK_LT_PK_N | o | FALSE | looking to the left breifly and then back. Transitions in and out of std_ewallidle_n_pk_n. | Scripted Events | 45 | 69 | 25 | |||
STD_EWALLLOOK_RT_MRS_2 | o | FALSE | Character looking to the right breifly and then back. Transistions into and out of std_ewallidle_n_mrs_2 | Scripted Events | 20 | 44 | 25 | |||
STD_EWALLLOOK_RT_PK_N | o | FALSE | Character breifly looking to the right and then back. Transitions in and out of std_ewallidle_n_pk_n. | Scripted Events | 20 | 44 | 25 | |||
STD_EWALLWALK_LT_PK_N | o | TRUE | pressed up against a wall walking sideways | Stand Walk/Run | 0 | 7 | 8 | |||
STD_EWHIRL_RT_A_N | o | TRUE | John whirling to his right. Happens right after Hawn shoots someone on the other side of the glass. John should be surprised. | Scripted Events | 1 | 8 | 8 | |||
STD_EWRENCHH_FRM_N_N | o | FALSE | Transition from wratcheting to idle horizontal | Scripted Events | 22 | 26 | 5 | |||
STD_EWRENCHH_N_N_N | o | FALSE | Ratcheting a wrnech on a horizontal surface…perhaps a vehical engine | Scripted Events | 15 | 21 | 7 | |||
STD_EWRENCHH_TO_N_N | o | FALSE | Transition to ratcheting a wrench on a horizontal surface | Scripted Events | 0 | 14 | 15 | |||
STD_EWRENCHV_FRM_N_N | o | FALSE | Coming from ratcheting animation on a verticle surface. | Scripted Events | 22 | 26 | 5 | |||
STD_EWRENCHV_N_N_N | o | FALSE | ratchetting a wrench on a vertical surface | Scripted Events | 15 | 21 | 7 | |||
STD_EWRENCHV_TO_N_N | o | FALSE | Going to ratchetting a wrench on a vertical surface | Scripted Events | 0 | 14 | 15 | |||
STD_EYELL_N_A_N | o | FALSE | Brute Yelling "Hury up..they'l be here soon" | Scripted Events | 15 | 24 | 10 | |||
STD_F_FWD_L_2 | l | k | FALSE | stand, fire launcher | Stand Attack | 0 | 8 | 9 | ||
STD_F_FWD_M_2 | o | k | TRUE | stand fire machine gun. From soft file std_a_fwd_ms_2 | Stand Attack | 2 | 3 | 2 | MALE | |
STD_F_FWD_P_2 | l | k | FALSE | stand fire pistol 2 handed | Stand Attack | 0 | 4 | 5 | ||
STD_F_FWD_P_CB | l | k | TRUE | stand fire pistol 1 handed, briefcase/bat/sword in left. Taken from soft file- std_a_fwd_p_cb. | Stand Attack | 0 | 3 | 4 | ||
STD_F_FWD_R_2 | l | k | FALSE | stand fire rifle. From soft file std_ashuffle_n_r_2 | Stand Attack | 1 | 5 | 5 | ||
STD_F_FWD_S_2 | l | k | FALSE | fire shot gun, automatic cock. Taken from soft file Std_a_fwd_ms_2. | Stand Attack | 0 | 5 | 6 | ||
STD_F2ININJA_N_P_N | o | FALSE | transition from std_f_fwd_n_p_n to std_ininja_n_p_cb | 1 | 4 | 4 | ||||
STD_FATTITUDE_N_P_A | l | k | FALSE | stand fire pistol with attitude (like skinhead or tough drug/mafia guy). Esp. good for execution scripted events. | Stand Attack | 2 | 34 | 33 | ||
STD_FAUTOSWEEP_N_M_2 | l | FALSE | fire machine gun with sweeping action | Stand Attack | 4 | 13 | 10 | |||
STD_FAUTOSWEEP_N_PM_A | l | FALSE | stand firing SINGLE HANDED auto pistol/ingram or other automatic light weapon in sweeping motion. CURRENTLY NOT USED! | Stand Attack | 0 | 26 | 27 | |||
STD_FAUTOSWEEP_UP_M_A | o | FALSE | used for dekker shooting at the ceiling (40 degrees) at the end of the game…lengthen out the sweeping portion of it to accommodate designer's needs. | Stand Attack | 0 | 27 | 28 | |||
STD_FCORNERPEAK_LT_M_2 | l | FALSE | Peak around corner, fire an automatic burst, and return to cover | Stand Attack | 0 | 28 | 29 | quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box. Spins out from the wall now. | ||
STD_FCORNERPEAK_LT_P_A | l | FALSE | Peak around corner, fire 2 shots (pistol), and return to cover | Stand Attack | 0 | 19 | 20 | quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box. Spins out from the wall now. | ||
STD_FCORNERPEAK_RT_M_2 | l | FALSE | Peak around corner, fire an automatic burst, and return to cover | Stand Attack | 0 | 28 | 29 | quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box. Spins out from the wall now. | ||
STD_FCORNERPEAK_RT_P_A | l | FALSE | Peak around corner, fire 2 shots (pistol), and return to cover | Stand Attack | 0 | 19 | 20 | quake_ground must atay in the same place…a satalite entity will cover the character's movement outside of his bounding box. Spins out from the wall now. | ||
STD_FGANGBANGER_N_M_2 | l | FALSE | Violent machine gun bursts (gun held up high and thrust forward during shots). Use esp. for skinheads/punk/mob guys? CURRENTLY NOT USED! | Stand Attack | -2 | 18 | 21 | |||
STD_FRAPID_N_P_2 | o | TRUE | Shooting very rapidly 20 FPS…a loop of 4 frames. | Stand Attack | 0 | 3 | 4 | 20 fps | ||
STD_FRAPIDSWEEP_LT_P_2 | o | FALSE | Firing 8 shots from right to left | Stand Attack | 10 | 37 | 28 | 15 fps | ||
STD_FSWATSTYLE_FWD_M_2 | l | FALSE | Stand fire with gun right up to face as if aiming. Hunched shoulders. Use for more high tech and official guys (esp. swat and Black Raiders) CURRENTLY NOT USED! | Stand Attack | 0 | 15 | 16 | |||
STD_FVIOLENT_DWN_M_2 | l | FALSE | stand fire machine gun down violently (as if over ledge or at victim on floor) | Stand Attack | 0 | 32 | 33 | |||
STD_FVIOLENT_DWN_P_N | l | FALSE | stand fire pistol down violently (as if over ledge or at victim on floor) | Stand Attack | 0 | 46 | 47 | |||
STD_HLEANLTSHT_FRM_A_N | o | o | FALSE | Transition from
leaning left around corner. Intended
as a client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 49 | 52 | 4 | ||
STD_HLEANLTSHT_FRM_L_2 | o | o | FALSE | Transition from
leaning left around corner. Intended
as a client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 62 | 65 | 4 | ||
STD_HLEANLTSHT_MID_A_N | o | o | FALSE | leaning left around corner aim breathe…5FPS. Intended as a client animation. | Stand Attack | 39 | 48 | 10 | 5 fps | |
STD_HLEANLTSHT_MID_L_2 | o | o | FALSE | Leaning left around corner aim breathe…5FPS. Intended as a client animation. | Stand Attack | 52 | 61 | 10 | 5 fps | |
STD_HLEANLTSHT_TO_A_N | o | o | FALSE | Transition to leaning
left around corner. Intended as a
client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 36 | 39 | 4 | ||
STD_HLEANLTSHT_TO_L_2 | o | o | FALSE | Transition to leaning
left around corner. Intended as a
client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 49 | 52 | 4 | ||
STD_HLEANRTSHT_FRM_A_N | o | o | FALSE | Transition from
leaning right around corner. Intended
as a client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 33 | 36 | 4 | ||
STD_HLEANRTSHT_FRM_L_2 | o | o | FALSE | Transition frm
leaning right around corner. Intended
as a client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 59 | 62 | 4 | ||
STD_HLEANRTSHT_MID_A_N | o | o | FALSE | leaning right around corner aim breathe...5FPS. Intended as a client animation. | Stand Attack | 23 | 32 | 10 | 5 fps | |
STD_HLEANRTSHT_MID_L_2 | o | o | FALSE | Leaning right around corner aim breathe…5FPS. Intended as a client animation. | Stand Attack | 36 | 45 | 10 | 5 fps | |
STD_HLEANRTSHT_TO_A_N | o | o | FALSE | Transition to leaning
right around corner. Intended as a
client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 20 | 23 | 4 | ||
STD_HLEANRTSHT_TO_L_2 | o | o | FALSE | Transition to leaning
right around corner. Intended as a
client animation. ONLY TWO FRAMES LONG!!! |
Stand Misc. Movement | 33 | 36 | 4 | ||
std_Iadjust_n_l_2 | o | FALSE | Rocket launcher guy standing around adjusting launcher on shoulder | Idle | 15 | 27 | 13 | |||
STD_IALERT_N_MRS_2 | o | k | FALSE | stand idle alert (guarding something) with machine gun/rifle/shotgun 5 fps. *soft notes (play control 5 fps 0 34) | Idle | 0 | 16 | 17 | ||
STD_IALERT_N_P_N | o | k | k | FALSE | stand idle alert (guarding something) with pistol | Idle | 0 | 16 | 17 | Use when enemies are guarding something or on edge. Not just standing around casually. Danger is imminent. 5 fps. *soft notes (play control 5 fps 0 34) |
STD_IALERTLK_LT_MRS_2 | o | FALSE | idle alert, guarding something quick glance left | Idle | -12 | -1 | 12 | Use when enemies are guarding something or on edge. Not just standing around casually. Danger is imminent. | ||
std_Ialertlk_lt_p_n | o | FALSE | idle alert, guarding something quick glance left (transitions to and from std_ialert. . .) | Idle | -12 | -1 | 12 | |||
std_Ialertlk_rt_mrs_2 | o | FALSE | idle alert, guarding something quick glance right (transitions to and from std_ialert. . .) | Idle | -38 | -27 | 12 | |||
std_Ialertlk_rt_p_n | o | FALSE | idle alert, guarding something quick glance right (transitions to and from std_ialert. . .) | Idle | -37 | -26 | 12 | |||
std_Ialerttrn_lt_mrs_2 | o | FALSE | idle alert, guarding something turn back left (transitions to and from std_ialert. . .) | Idle | -25 | -13 | 13 | |||
std_Ialerttrn_lt_p_n | o | FALSE | idle alert, guarding something turn back left (transitions to and from std_ialert. . .) | Idle | -25 | -13 | 13 | |||
std_Ialerttrn_rt_mrs_2 | o | FALSE | idle alert, guarding something turn back right (transitions to and from std_ialert. . .) | Idle | -51 | -39 | 13 | |||
std_Ialerttrn_rt_p_n | o | FALSE | idle alert, guarding something turn back right (transitions to and from std_ialert. . .) | Idle | -50 | -38 | 13 | |||
STD_ICLEANGUN2_N_MRS_2 | o | FALSE | From the istand_n_mrs_2, enemy lifts guns, checks and wipes off. Basic variation of the idle. Transitions back to istand. | Idle | 0 | 44 | 45 | |||
STD_ICLEANGUN2_N_PK_N | o | FALSE | guy wipes gun. Transition to and from std_istand_n_a_a is included in the animation | Idle | 0 | 44 | 45 | |||
STD_IETALKPOSE_N_A_N | o | FALSE | Idle for talking people transitions with the to and frm of etalk…5 FPS | Scripted Events | 0 | 12 | 13 | 5 fps | ||
STD_IETALKPOSE_RT_A_N | o | FALSE | idle breathe looking right. 2 frames long | Idle | 46 | 47 | 2 | 1 fps | ||
STD_IGUNUP_N_A_N | o | FALSE | Idle breathe with the gun in the up position. From the Soft file std_efrmshadow_n_p_n (39-58). | Idle | 20 | 28 | 9 | 5 fps. Joins with std_efrmshadow_n_p_n. Also taken from that soft scene. | ||
STD_IGUNUPLOOK_N_A_N | o | TRUE | Scan around idle that matches up with "STD_IGUNUP_N_A_N". See if we could get away with a lower frame rate…not necessarilly 5 FPS though. Mark the resultant frame rate under notes if it is different than 10 fps. | Scripted Events | 59 | 74 | 16 | 5fps | ||
STD_ILEAN_N_P_N | o | FALSE | leaning forward with hands on a 32 unit tall rail. Looking straight ahead and down, breathing, interfaces with the ILEANLOOK series 5 fps. *soft notes (play control 5 fps 91 110) | Scripted Events | 46 | 55 | 10 | |||
STD_ILEANLOOK_FRM_PK_A | o | FALSE | transition back to I_stand From looking over railing | Idle | 67 | 90 | 24 | transitions to and
from std_istand_n_a_a??? Softimage filename: std_ileanlook_n_pk_n |
||
STD_ILEANLOOK_MID_PK_A | o | FALSE | looking over railing | Idle | 18 | 66 | 49 | transitions to and
from std_istand_n_a_a??? Softimage filename: std_ileanlook_n_pk_n |
||
STD_ILEANLOOK_TO_PK_A | o | FALSE | transition to leaning on railing from I_stand_p | Idle | 0 | 17 | 18 | transitions to and
from std_istand_n_a_a??? Softimage filename: std_ileanlook_n_pk_n |
||
STD_ILOOKING_N_A_A | l | k | FALSE | Guy looking over shoulders. Transitions to and from std_istand_n_a_a. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired) | Idle | 37 | 101 | 65 | Filename: std_istand_allmocaps_a_a frames 35-101 | |
STD_ILOOKING_N_MRS_2 | o | FALSE | guy looks right and left, transitions to and from std_istand_n_mrs_2 | Idle | 37 | 101 | 65 | is saved under file std_istand_mrs | ||
std_Imonitor_n_a_n | o | FALSE | cuts in on istand. Use only for guys looking at monitors. Guy looks back and forth, scanning information in front of him. Taken from soft file -std_imonitorup_n_a_n. | Idle | 62 | 131 | 70 | |||
STD_IMONITORUP_N_A_N | o | FALSE | guy staring up at a high monitor. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired). Add cut into "imonitorup2" as variation. From Soft database-std_imonitorup2_n_a_n | Idle | 62 | 131 | 70 | looking up at monitor | ||
STD_IMONITORUP2_N_A_N | o | FALSE | Cut in for variation of Imonitorup. In this, guy looks back and forth, holds chin, points. Taken from soft file- std_imonitorup_n_a_n. | Idle | 1 | 61 | 61 | |||
STD_ININJA_N_P_N | o | FALSE | Ninja stance idle breathe | Idle | 0 | 23 | 24 | |||
STD_IPISS_N_A_A | o | FALSE | enemy taking a piss at urinal (one frame) | Scripted Events | 1 | 1 | 1 | |||
std_Ishift_n_a_n | o | FALSE | Idle movement, brings hand to neck and rubs. Originates from and returns to std_I_n_a_a for the female. | Idle | 12 | 55 | 44 | |||
std_Ishiftlook_n_l_2 | o | FALSE | Rocket launceher guy shifting weight and looking casually to the left. Returns to normal state. | Idle | 0 | 14 | 15 | |||
STD_ISMOKE_FRM_A_N | o | FALSE | Guy flicks cig down and stamps out. Trans back into istand with p. | Idle | 95 | 132 | 38 | |||
STD_ISMOKE_N_A_N | o | FALSE | Taking a drag from a cigarette and then flicking the asches while looking around. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired) | Idle | 0 | 49 | 50 | |||
STD_ISMOKE_TO_A_N | o | FALSE | From istand with pistol, he lights cig and starts smoking | Idle | 50 | 94 | 45 | |||
STD_ISPIT_N_MRS_2 | o | FALSE | transitions with base mrs idle. Guy simply leans forward a little and spits. Trans back to mrs istand. | Idle | 0 | 34 | 35 | |||
STD_ISTAND_N_A_N | l | TRUE | Stand idle breathe (female) | Idle | 0 | 11 | 12 | |||
STD_ISTAND_N_A_N | l | k | FALSE | the stand from which almost everything originates. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired) | Idle | 0 | 17 | 18 | Filename: *soft notes std_istand_allmocaps_a_a frames 0-34, change play control to 5. Export at 5fps | |
STD_ISTAND_N_MRS_2 | o | FALSE | stand idle with machine gun/rifle/shotgun | Idle | 0 | 17 | 18 | soft notes (frames 0-34 - change playcontrol to 5 fps) | ||
STD_ISTRETCH_N_A_A | l | k | FALSE | stretch, transition to and from std_istand_n_a_a. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired) | Idle | 102 | 168 | 67 | Filename: std_istand_allmocaps_a_a frames 102-168 | |
std_Istretch_n_mrs_2 | o | FALSE | idle stretch carrying machine gun/rifle/shotgun. Transitions to and from std_istand_n_mrs_2 | Idle | 102 | 169 | 68 | |||
STD_ITALK_N_A_N | o | FALSE | guy talking. Can loop or transition with istand. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired). | Idle | -3 | 82 | 86 | Filename: std_istand_allmocaps_a_a frames ?-? talk to designers to see how talking will work (a talking flag?) DAN--GET THIS IN AS SOON AS IT IS EXPORTED AND READY! | ||
STD_ITALK_N_MRS_2 | l | FALSE | guy talking. Can loop or transition with istand. Holding machine gun/rifle/shotgun. | Idle | -5 | 67 | 73 | talk to designers to see how talking will work (a talking flag?) | ||
STD_ITALKPOSE_UP_A_N | o | FALSE | Character idle breathe while looking up. Merges with etalk_up. 5FPS | Scripted Events | 46 | 55 | 10 | |||
STD_ITOUCHNUTS_N_A_N | l | FALSE | guy adjusts his package. Transitions to and from std_istand_n_a_a. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired) | Idle | -5 | 37 | 43 | |||
STD_ITURNVALVE_FRM_N_N | o | FALSE | transition back to istand_n_pk_n from turning valve | Scripted Events | 19 | 23 | 5 | |||
STD_ITURNVALVE_N_N_N | o | FALSE | Guy turning a valve (32 pixels off ground, 24 pixel wide valve). Transitions with to and from. | Scripted Events | 33 | 45 | 13 | |||
STD_ITURNVALVE_TO_N_N | o | FALSE | transition to turning valve from istand_n_pk_n. Aprox. 5-10 pixels away. | Scripted Events | 0 | 14 | 15 | |||
STD_IWIPEBROW_N_A_N | l | FALSE | guy (someone in hot locale) wipes his forehead, annoyed with heat. Do not use on guys holding longer weapons (like minimi, sniper rifle). Could be use for shot gun, ingram if desired) | Idle | 0 | 20 | 21 | taken from soft file: std_iwipebrow2_n_a_n | ||
STD_JDIVE2PRONE_N_A_N | l | k | FALSE | guy dives to avoid something/escape. Ends up in prone positon. Transitions to prn_xtoready_n_a_a. | Stand Misc. Movement | 0 | 18 | 18 | ||
STD_JDOWN_N_A_A | l | FALSE | Used only for scripted events. A run/jump down a minimal height (32 pixels). Ends up in generic ready position. | Stand Misc. Movement | 5 | 24 | 20 | |||
STD_JDROP_N_A_A | o | FALSE | guy falling through air and landing, ends up in generic ready position. Especially good for special events, like guys falling from vents in ceiling. Surprise factor. DO NOT USE ON ECTO | Scripted Events | 8 | 24 | 17 | frames 8-24 | ||
STD_JDROP_TO_A_N | o | FALSE | Transitioning into jdrop with a small hop or a step. | Stand Misc. Movement | 0 | 9 | 10 | |||
STD_JFLIP_BK_A_N | o | FALSE | Ninja backflipping. From soft scene named Std_jflip_n_p_n | Stand Misc. Movement | 1 | 11 | 11 | frame rate should be at 13fps in .ghl. | ||
STD_JRUN_FWD_A_A | l | k | FALSE | Jump/run across chasm. Steve, we are under the impression you can control height and distance of jump. | Stand Misc. Movement | 3 | 18 | 16 | This animation will pop slightly due to the fact that it has to be "spontaneous" enough to start at any point durring the run cycle. It will, however, merge perfectly with the beginning of a new run cycle. | |
STD_JSTRAIGHTUP_UP_A_A | l | k | FALSE | initial jump straight up | Stand Misc. Movement | 0 | 23 | 24 | use last half for "drop in" animation: Split drop, fall loop, and ground hit. | |
STD_JSTRAIGHTUP_UP_L_2 | o | k | FALSE | initial jump straight up with launcher (transitions to jstraitup_mid_l_2) | Stand Misc. Movement | 0 | 23 | 24 | ||
STD_JTHROWSTAR_BK_A_N | o | FALSE | Ninja jump, retreat backwards while throwing 3 stars | Stand Misc. Movement | 2 | 12 | 11 | fire @f's 6,7,8 | ||
STD_JTHROWSTAR_FWD_A_N | o | TRUE | ninja jump while throwing 3 stars | Stand Attack | 2 | 12 | 11 | |||
STD_JUPTO_N_A_A | l | FALSE | guy jumps up to table height place. Can carry any weapon (but rocket launcher) NOT SURE WHERE THIS COULD BE USED. POSSIBLY TO TRAVERSE OBSTACLES. CUT? | Stand Misc. Movement | 1 | 20 | 20 | |||
std_l_n_l_2 | o | k | FALSE | load rocket launcher. Transitions to and from aim. | Stand Misc. Movement | 0 | 32 | 33 | ||
std_l_n_ms_2 | l | k | FALSE | Load machine and shot gun. Transitions to and from aim. | Stand Misc. Movement | 0 | 30 | 31 | ||
std_l_n_p_2 | l | k | FALSE | load pistol 2 handed. Transitions to and from aim. | Stand Misc. Movement | 0 | 16 | 17 | ||
STD_L_N_P_K | o | FALSE | Reloading the pistol with a machette in the left hand. | Stand Misc. Movement | 0 | 16 | 17 | |||
STD_L_N_P_N | o | o | FALSE | load pistol 1 handed. Transitions to and from aim. | 0 | 16 | 17 | |||
std_l_n_r_2 | o | k | FALSE | reload rifle. Transitions to and from aim. | Stand Misc. Movement | 0 | 22 | 23 | ||
STD_MKICKLOW_N_A_A | l | FALSE | Violent kick at something on the ground, most likely a hostage. Transitions to and from ialert | Stand Attack | 0 | 20 | 21 | |||
STD_MKNEENUTS_FRM_A_N | o | TRUE | transistion from character reaching out and kneeing another character in the nads. | Stand Attack | 0 | 0 | 0 | |||
STD_MKNEENUTS_MID_A_N | o | TRUE | character kneeing another character in the nads. | Stand Attack | 0 | 0 | 0 | |||
STD_MKNEENUTS_TO_A_N | o | TRUE | transistion to character reaching out and kneeing another character in the nads. | Stand Attack | 0 | 0 | 0 | |||
STD_MNINJAKICK_N_A_B | l | FALSE | ninja forward kick | Stand Attack | 1 | 10 | 10 | |||
STD_MPISTOLWHIP_N_P_N | l | FALSE | Pistol whip pound. Great for hostages! | Stand Attack | 0 | 18 | 19 | |||
STD_MRIFLEBUTT_N_MRS_2 | l | FALSE | a violent punch with rifle butt. Again, great for hostages! Can be used to push hostage in front of train. | Stand Attack | 0 | 16 | 17 | |||
STD_MSLASH_N_KP_N | l | k | FALSE | slash with knife (right hand) or pistol (player knife slash, desert eagle secondary fire) | Stand Misc. Movement | 0 | 18 | 19 | ||
STD_MSWIPE_N_KP_B | l | FALSE | Sword or bat swipe (left hand) | Stand Attack | 3 | 22 | 20 | |||
std_paim_n_a_n | o | FALSE | stand attack while injured and moving (limping). Used for either shot in foot, leg, or arm. Could possibly be used for shoulder shot. | Injury/Death | 0 | 14 | 15 | |||
std_parm_lt_n_n | l | k | k | FALSE | guy standing, holding arm and writhing in pain. Transitions from std_sarm_lt_n_n. If shot again, transitions into any standing death. Or, he could limp away (std_plimp_lt_n_n) | Injury/Death | 25 | 50 | 26 | |
std_parm_rt_n_n | l | k | k | FALSE | guy standing, holding arm and writhing in pain. Transitions from std_sarm_rt_n_n. If shot again, transitions into any standing death. Or, he could limp away (std_plimp_rt_n_n) | Injury/Death | 0 | 24 | 25 | |
std_pblinded_frm_a_n | o | k | k | FALSE | transition out of pblinded_mid | Injury/Death | 42 | 60 | 19 | |
std_pblinded_loop_a_n | l | k | k | FALSE | Guy writhes, blinded by flash grenade (or generic explosion if you want) | Injury/Death | 16 | 42 | 27 | |
std_pblinded_to_a_n | l | k | k | FALSE | transition into pblinded_mid | Injury/Death | 1 | 15 | 15 | |
std_phop_lt_n_n | l | k | k | FALSE | hopping when shot in right foot OR could try once in a while when leg shot off at right knee | Injury/Death | 0 | 5 | 6 | |
std_phop_rt_n_n | l | k | k | FALSE | hopping when shot in left foot OR could try once in a while when leg shot off at left knee | Injury/Death | 0 | 5 | 6 | |
std_plimp_lt_n_n | l | k | FALSE | limp away when shot in right???? Leg. Also could be used after std_parm_lt_n_n. | Injury/Death | 0 | 8 | 9 | ||
std_plimp_rt_n_n | l | k | FALSE | limp away when shot in left???? Leg. Also could be used after std_parm_rt_n_n. | Injury/Death | 0 | 8 | 9 | ||
STD_R_DWNST_MRS_2 | o | k | FALSE | run downstairs with machine gun/rifle/shotgun | Stand Walk/Run | 1 | 4 | 4 | ||
STD_R_DWNST_PN_A | l | FALSE | female run downstairs with pistol or nothing | Stand Walk/Run | 1 | 4 | 4 | (keep left hand down somewhat) (make sure this is one with her running sideways) | ||
std_r_dwnst_pn_a | l | k | FALSE | run downstairs with pistol/knife or anything | Stand Walk/Run | 1 | 4 | 4 | (keep left hand down somewhat) | |
std_r_n_mrs_2 | l | FALSE | female run with machine gun/rifle/shotgun | Stand Walk/Run | 0 | 5 | 6 | This animation has a specific Hierarchy modification. IF THERE IS NEED OF FUTURE RE-EXPORTATION, THE NEW HIERARCHY MUST BE MODIFIED IN A LIKE MANNER OR STEPS MUST BE MADE TO INSURE THAT THE ANIMATION IS SUCCESSFULLY TRANSFERRED. | ||
STD_R_N_MRS_2 | l | FALSE | run carrying machine gun/rifle/shotgun | Stand Walk/Run | 0 | 5 | 6 | |||
std_r_n_pk_n | l | FALSE | female run with pistol/knife and nothing (change to anything--make work for briefcase?) | Stand Walk/Run | 0 | 5 | 6 | |||
STD_R_N_PK_N | l | k | FALSE | run with pistol/knife and nothing | Stand Walk/Run | 0 | 5 | 6 | ||
std_r_upst_pn_a | l | k | FALSE | run upstairs with pistol/knife and anything | Stand Walk/Run | 0 | 3 | 4 | (keep left hand down somewhat for briefcase) | |
std_rafraid_n_n_n | l | FALSE | female run afraid | Fear | 0 | 5 | 6 | |||
STD_RAFRAID_N_N_N | l | k | FALSE | male run afraid | Fear | 2 | 7 | 6 | ||
std_rafraid_to_n_n | o | k | o | FALSE | transition to run_afraid. Could be used for NPC or after enemy gets gun shot from hand. | Fear | 0 | 8 | 9 | |
std_rafraid2_n_a_a | l | k | FALSE | another version of run afraid; leaning lower to ground. USE? Could use on female. | Fear | 0 | 5 | 6 | ||
std_rafraid2_n_n_n | l | FALSE | run afraid for female. | Fear | 0 | 5 | 6 | |||
std_raim_n_l_2 | l | FALSE | run and aim/shoot rocket launcher | Stand Attack | 0 | 5 | 6 | |||
std_raim_n_mrs_2 | l | FALSE | run aim/fire with machine gun/rifle/shotgun | Stand Attack | 0 | 5 | 6 | |||
std_raim_n_p_2 | l | FALSE | run aim/fire carrying pistol 2 handed | Stand Attack | 0 | 5 | 6 | |||
std_raim_n_p_n | l | k | FALSE | run aim/fire pistol one handed. ONLY USE ON ECTO!!!!! | Stand Attack | 0 | 5 | 6 | ||
std_raimstraf_lt_l_2 | l | k | FALSE | strafe aim/shoot left carrying launcher. Probably only useful for deathmatch. | Stand Walk/Run | 0 | 5 | 6 | ||
STD_RAIMSTRAF_LT_P_CBN | l | k | FALSE | strafe left aim/shooting pistol and briefcase/bat/nothing | Stand Walk/Run | 0 | 5 | 6 | ||
std_raimstraf_rt_l_2 | l | k | FALSE | strafe aim/shoot right carrying launcher | Stand Walk/Run | 0 | 5 | 6 | ||
STD_RAIMSTRAF_RT_MRS_2 | l | k | FALSE | strafe right aiming/firing machine gun/rifle/shotgun | Stand Walk/Run | 0 | 5 | 6 | ||
STD_RAIMSTRAF_RT_P_CBN | l | k | FALSE | strafe right carrying pistol and briefcase/bat/nothing | Stand Walk/Run | 0 | 5 | 6 | ||
std_rbackaim_n_l_2 | l | k | FALSE | retreat aiming/firing launcher | Stand Walk/Run | 0 | 5 | 6 | ||
STD_RBACKAIM_N_MRS_2 | l | k | FALSE | retreat aiming/firing machine gun/shotgun/rifle | Stand Walk/Run | 0 | 3 | 4 | ||
STD_RBACKAIM_N_P_2 | l | k | FALSE | retreat aiming/shooting pistol 1 handed | Stand Walk/Run | 0 | 5 | 6 | ||
STD_RDYNAMIC_N_A_N | o | FALSE | More powerfull run for cinematics including slow motion shots…20 FPS | Stand Walk/Run | 0 | 8 | 9 | MUST BE RUN THROUGH AT 20 FPS | ||
STD_RGUNUP_N_P_2 | l | FALSE | run with pistol (gun up in air, 2 handed). | Stand Walk/Run | 0 | 7 | 8 | Old version of std_rgunup_n_p_2 is from bin 2, frames 0-5 and is no longer used. Instead, it's been replaced by std_wjoggunup_n_p_a and saved with the above name. | ||
STD_RONFIRE_N_N_N | o | FALSE | running around on fire waving arms & thrashing | Injury/Death | 0 | 5 | 6 | |||
STD_RONFIRETODTH_N_N_N | o | FALSE | Transition from std_ronfire_n_n_n to std_sonfire_2bk_n_n | Injury/Death | 6 | 9 | 4 | |||
STD_RSWIPE_N_K_N | o | FALSE | Run loop with an "swipe" attack that works with "std_raim_fwd_p_n" | Scripted Events | 0 | 5 | 6 | |||
STD_RTOSTOP_N_MRS_2 | o | FALSE | transition to idle stand from running (only works when placed at the end of the run cycle!) | Stand Misc. Movement | 6 | 14 | 9 | |||
STD_RTOSTOP_N_PK_N | o | FALSE | transition to idle from run (only works when used at end of run cycle) | Stand Misc. Movement | 6 | 14 | 9 | |||
std_sarm_lt_n_n | l | k | k | FALSE | stand shot in arm. Transitions to std_parm_lt_n_n. | Injury/Death | 0 | 24 | 25 | |
std_sarm_rt_n_n | l | k | k | FALSE | stand shot in arm. Transitions to std_parm_rt_n_n. | Injury/Death | 0 | 24 | 25 | |
STD_SBLOWN_2BK_N_N | l | k | FALSE | shot with powerful weapon (like shotgun) and blown backward | Injury/Death | 1 | 26 | 26 | ||
std_schest_2frnt_n_n | l | k | TRUE | shot in chest, fall forward. Arms flail back and body hits the ground with nice weight. | Injury/Death | 0 | 26 | 27 | ||
std_sdance_n_n_n | l | k | k | FALSE | Guy dancing from machine gun fire. Falls when firing stops (or after certain amount of time) | Injury/Death | 2 | 37 | 36 | |
STD_SELECTROCUTE_N_N_N | o | FALSE | loop of guy standing getting electrocuted and not dying. | Injury/Death | 21 | 29 | 9 | |||
STD_SFALLFWD_2FRNT_N_N | o | FALSE | shot, fall forward off a high place, transition into prn_xfalling_n_n_n. Use as a "scripted event" (guy set close to guard tower edge, doesn't move. Just shoots at you until you kill him. He falls) | Injury/Death | 5 | 17 | 13 | Transition to falling off tower | ||
std_sgroin_2side_n_n | l | k | FALSE | shot in nuts, falls to left side. Use groin null for hit detection to make this work. Transitions to ls_sautofire for when shot while on ground | Injury/Death | 0 | 39 | 40 | ||
std_sgunfromhand_n_n_n | l | k | k | FALSE | gun shot from hand, shakes hand (ouch!), into ready stance, can transition into run or run afraid | Injury/Death | 0 | 22 | 23 | |
std_sgut_2side_n_n | l | FALSE | shot in gun, double over, fall to left side | Injury/Death | 0 | 30 | 31 | |||
std_shead_2frnt_n_n | l | k | k | FALSE | shot in head. Immediate fall to face. USE FOR SINGLE SHOT TO HEAD, ESP. WITH SNIPER RIFLE. | Injury/Death | 2 | 28 | 27 | |
STD_SINBACK_2FRNT_N_N | l | FALSE | shot in back with powerful weapon. Fly. Fall to front. Could be used for scripted events, esp. in response to explosions. | Injury/Death | 1 | 19 | 19 | |||
std_sleg_lt_n_n | l | k | FALSE | shot in left leg. Transitions to limp | Injury/Death | 12 | 26 | 15 | ||
std_sleg_rt_n_n | l | k | FALSE | shot in rt leg. Transitions to limp | Injury/Death | 12 | 26 | 15 | ||
std_sleglt_2bk_n_n | l | k | k | FALSE | Use for major blow to leg (esp. leg blown off). Transitions in generic pain or leg pain. | Injury/Death | 2 | 20 | 19 | |
std_slegrt_2bk_n_n | l | k | k | FALSE | Use for major blow to leg (esp. leg blown off). Transitions in generic pain or leg pain. | Injury/Death | 2 | 20 | 19 | |
std_smicro_n_n_n | o | o | o | FALSE | Puff up and explode from getting shot by microwave gun | Injury/Death | 36 | 50 | 15 | set frame rate to 20frames per second. Also keep high res hands turned on. |
std_snervegun_2bck_n_n | l | k | k | FALSE | death from neural pulse emitter | Injury/Death | 17 | 80 | 64 | |
std_sonfire_2bk_n_n | l | k | k | FALSE | guy on fire, falls to back and dies | Injury/Death | 0 | 52 | 53 | |
STD_SSABREDEATH_BK_N_N | o | FALSE | Sabre getting shot in the chest, stubling back and falling off a building, make transition with the xfall animation | Injury/Death | -1 | 12 | 14 | |||
std_sshoulder_lt_n_n | l | k | k | FALSE | use for shot in left shoulder front, right shoulder back. Ends up laying on front! | Injury/Death | 1 | 16 | 16 | |
std_sshoulder_rt_n_n | l | k | k | TRUE | use for shot in right shoulder front, left shoulder back. Ends up laying on front! | Injury/Death | 1 | 16 | 16 | |
STD_SSTUMBLE_2BK_P_N | l | FALSE | guy shot while running forward. Does a flip forward and dies on back. | Injury/Death | 1 | 27 | 27 | |||
STD_SSTUMBLE_2FRNT_N_N | l | FALSE | shot while running forward, stumbles, ends up on stomach | Injury/Death | 1 | 27 | 27 | |||
std_sthroat_2side_n_n | l | k | k | FALSE | shot in throat (use throat null on neck for detection), grabs neck, falls to left side | Injury/Death | 0 | 54 | 55 | |
std_stoknees_2bk_n_n | l | k | FALSE | shot, fall to knees, then to back | Injury/Death | 4 | 57 | 54 | ||
std_sunhurt_bk_mrs_2 | l | k | FALSE | jerk backward (shot in front while wearing armor) Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM | Injury/Death | 1 | 3 | 3 | ||
std_sunhurt_bk_pk_n | o | o | k | FALSE | jerk backward (shot in front while wearing armor) Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM | Injury/Death | 1 | 3 | 3 | |
std_sunhurt_fwd_mrs_2 | o | k | FALSE | jerk forward (shot in back while wearing armor). Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM | Injury/Death | 11 | 13 | 3 | ||
std_sunhurt_fwd_pk_n | o | o | k | TRUE | jerk fwd (shot in back while wearing armor) Use for when a guy is hit but has armor OR WHEN A GUY IS HIT (LIKE WITH GLOCK) BUT DOES NOT DIE OR GO INTO INJURED ANIM | Injury/Death | 11 | 13 | 3 | |
STD_SVIOLENT_N_N_N | l | k | FALSE | a violent generic death to be used when limbs are shot off. LET'S LOOK AT THIS. GET ERIC. | Injury/Death | 0 | 21 | 22 | ||
std_tgrenade_n_a_n | l | k | FALSE | stand throw grenade with left hand (pull pin and chuck forward over head) | Stand Attack | 0 | 23 | 24 | ||
std_tknife_n_k_a | l | k | FALSE | throw knife/throwing stars with right hand-knife leaves hand between frame 8 & 9 | Stand Attack | 0 | 21 | 22 | ||
std_tmolotov_n_a_n | o | k | k | FALSE | Stand and throw molotov cocktail (basic throw but without the pin-pulling action) | Stand Attack | 0 | 36 | 37 | |
STD_TRUN_N_A_N | l | FALSE | throw grenade while running | Stand Attack | 0 | 15 | 16 | |||
STD_TSTAR_FWD_A_N | o | FALSE | missile attack for ninjas, throwing stars with left hand | Stand Attack | 24 | 28 | 5 | |||
std_tunder_n_a_n | l | FALSE | stand, throw grenade underhanded (needed?) | Stand Attack | 0 | 24 | 25 | |||
std_w_n_mrs_2 | l | FALSE | female walk with machine gun/rifle/shotgun | Stand Walk/Run | 0 | 9 | 10 | The null hierarchy has been altered to accommodate the animation. If re-application is necessary, look at the original scene's structure and duplicate. | ||
STD_W_N_PN_N | l | FALSE | female walk with pistol/nothing and nothing in left hand | Stand Walk/Run | 0 | 9 | 10 | |||
STD_WAFRAID_BK_A_N | o | TRUE | walking backwards fearfully, right hand slightly forward, keeping in mind gun may be in hand. | Stand Walk/Run | 0 | 13 | 14 | |||
std_waim_fwd_l_2 | l | k | FALSE | walk aim forward carrying rocket launcher. Can shoot during this anim. Take the mocap and make sure the launcher is aimed forward. | Stand Walk/Run | 0 | 9 | 10 | ||
std_waim_fwd_ms_2 | o | k | FALSE | walk forward aiming, possibly shooting. Transitions with stand aim, walk strafe aim, walk back aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_waim_fwd_p_2 | o | k | FALSE | walk forward aiming, possibly shooting. Transitions with stand aim, walk strafe aim, walk back aim. | Stand Walk/Run | 0 | 9 | 10 | ||
std_waim_fwd_r_2 | o | k | FALSE | walk forward aiming, possibly shooting. Transitions with stand aim, walk strafe aim, walk back aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_waimstraf_lt_l_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 9 | 10 | ||
std_waimstraf_lt_ms_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_waimstraf_lt_p_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_waimstraf_lt_r_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_waimstraf_rt_l_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 9 | 10 | ||
std_waimstraf_rt_ms_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_waimstraf_rt_p_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_waimstraf_rt_r_2 | o | k | FALSE | walk strafe left. Could be firing weapon if desired. Make sure transitions roughly into walk back and stand aim and walk forward aim. | Stand Walk/Run | 0 | 13 | 14 | ||
STD_WATTITIUDE_N_PK_A | o | k | FALSE | walk with attitude (esp. for skinheads, etc.) | Stand Walk/Run | 0 | 13 | 14 | ||
std_wbackaim_n_l_2 | o | k | FALSE | walk back. Could be firing weapon if desired. Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. | Stand Walk/Run | 0 | 13 | 14 | ||
STD_WBACKAIM_N_MS_2 | o | k | FALSE | walk back. Could be firing weapon if desired. Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_wbackaim_n_p_2 | o | k | FALSE | walk back. Could be firing weapon if desired. Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. | Stand Walk/Run | 0 | 13 | 14 | ||
std_wbackaim_n_r_2 | o | k | FALSE | walk back. Could be firing weapon if desired. Make sure transitions roughly into walk fwd, and stand aim and strafe walk aim. | Stand Walk/Run | 0 | 13 | 14 | ||
STD_WBACKWARDS_N_A_N | o | FALSE | Walking backwards…not aiming. Same speed as w_aim series | Stand Walk/Run | 0 | 9 | 10 | |||
STD_WBCKSIGNAL_N_N_N | o | FALSE | walking backwards, signalling helicopter | Scripted Events | 1 | 14 | 14 | |||
STD_WCARRY1_N_N_N | l | FALSE | guy carrying something heavy (like a bunch of pipes) | Scripted Events | 0 | 9 | 10 | |||
STD_WCARRY2_N_N_N | o | FALSE | Carrying a 16 X 16 crate. | Stand Walk/Run | 0 | 9 | 10 | |||
STD_WFAST_N_A_N | o | FALSE | A walk cycle that fits into 8 frames | Stand Walk/Run | 0 | 7 | 8 | |||
std_wgunup_n_p_2 | l | TRUE | walk with pistol up, 2 handed (cautious looking) | Stand Walk/Run | 0 | 9 | 10 | |||
std_wgunup_n_p_nc | l | FALSE | female walk with pistol up, 1 handed (cautious looking). Could be carrying nothing or briefcase. | Stand Walk/Run | 0 | 8 | 9 | |||
STD_WJOG_N_MRS_2 | l | FALSE | walk jog, hunched over with machine gun/rifle/shotgun | Stand Walk/Run | 0 | 7 | 8 | |||
STD_WJOGGUNDWN_N_P_2 | l | FALSE | walk jog (cautious) with pistol in downward position, 2 handed | Stand Walk/Run | 0 | 7 | 8 | |||
STD_WJOGGUNUP_N_P_A | l | k | FALSE | walk jog with gun pointed up, one hand (briefcase can work in left). This one is used under the name std_rgunup_n_p_2. | Stand Walk/Run | 0 | 7 | 8 | ||
STD_WLOOK_RT_MRS_2 | o | TRUE | guard walking and looking at Decker to his right. | Scripted Events | 0 | 19 | 20 | |||
std_wmilitary_n_p_n | o | TRUE | stiff, military walk carrying pistol | Stand Walk/Run | 0 | 9 | 10 | |||
STD_WNORMAL_N_PK_A | l | k | FALSE | walk normal with pistol/knife and anything in left (will briefcase work?) | Stand Walk/Run | 0 | 13 | 14 | Eport frames 1-14 not 0-13 | |
STD_WPATROL_N_MRS_2 | l | FALSE | walking, patrolling area carrying machine gun/rifle/shotgun. *for animators (Replaces std_wpatrol_n_mrs_2 Bin#7 0-9, with soft file -std_wtalk_n_mrs_2.) | Stand Walk/Run | 0 | 9 | 10 | |||
STD_WPUSH_N_N_N | o | FALSE | Pushing a gate open | Scripted Events | 0 | 13 | 14 | |||
STD_WPUSHCART_N_N_N | o | FALSE | pushing a cart, hands 32 pixels off ground. Meant for pushing object like a pallette jack. | Scripted Events | 0 | 13 | 14 | used only as scripted event | ||
STD_WSTEALTH_N_PK_N | o | FALSE | Stealthfully walking, merges with efrmshadows | Stand Walk/Run | 0 | 23 | 24 | |||
STD_WTALK_LT_MRS_2 | o | FALSE | A generic talking cycle encompassing a walk cycle or two. Looking left. | Scripted Events | 0 | 29 | 30 | |||
STD_WTOSTOP_N_PK_A | o | FALSE | transition from walk to idle for cinimatic use. | Stand Walk/Run | 14 | 18 | 5 | |||
STD_WTOSTOP_N_PK_A | o | FALSE | transition from walk to idle for cinimatic use. | Stand Walk/Run | 14 | 18 | 5 | |||
std_wturn180_lt_mrs_2 | o | TRUE | turn 180 degrees with machine gun/rifle/shotgun | Stand Walk/Run | 0 | 9 | 10 | has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle Based off of the walk patrol animation. | ||
std_wturn180_lt_pk_n | o | FALSE | turn 180 degrees with machine pistol/knife | Stand Walk/Run | 0 | 9 | 10 | has 1 cycle of walk at front of this anim to allow for smooth transitionand a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle Based off of the walk normal animation | ||
std_wturn90_lt_mrs_2 | o | FALSE | turn 90 degrees with machine gun/rifle/shotgun | Stand Walk/Run | 0 | 9 | 10 | has 1 cycle of walk at front of this anim to allow for smooth transitionand a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle Based off of the walk patrol animation. | ||
std_wturn90_lt_pk_n | o | FALSE | turn 90 degrees with machine pistol/knife | Stand Walk/Run | 0 | 9 | 10 | has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle Based off of the walk normal animation. JUST MAKE 1 CYCLE LIKE THE MACHINE GUNS!!! | ||
std_wturn90_rt_mrs_2 | o | FALSE | turn 90 degrees with machine gun/rifle/shotgun | Stand Walk/Run | 0 | 9 | 10 | has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle. Based off of the walk patrol animation. | ||
std_wturn90_rt_pk_n | o | FALSE | turn 90 degrees with machine pistol/knife | Stand Walk/Run | 0 | 9 | 10 | has 1 cycle of walk at front of this anim to allow for smooth transition and a "finish" 1/2 cycle at the end to make it mesh with the regular walk cycle. Based off of the walk normal animation. JUST MAKE 1 CYCLE LIKE THE MACHINE GUNS!!! | ||
STD_XAFRAIDSHAKE_N_N_N | l | k | k | FALSE | stand shaking, afraid (used mostly for npcs) | Fear | 3 | 35 | 33 | |
STD_XALARMPUSH_N_A_N | o | k | FALSE | generic push button | Scripted Events | 0 | 10 | 11 | ||
std_xatkpause1_n_mrs_2 | o | k | FALSE | during firefight, guy stops shooting, just stands ready, breathing hard 5 fps. *soft notes (play control 5 fps -21 -2) | Stand Attack | -11 | -1 | 11 | ||
STD_XATKPAUSE1_N_PK_N | o | k | FALSE | during firefight, guy stops shooting, just stands ready, breathing hard 5 fps. *soft notes (play control 5 fps -21 -1) | Stand Attack | -11 | -1 | 11 | ||
STD_XATKPAUSE2_N_MRS_2 | o | TRUE | variation of attack pause--guy lifts head and looks around up ahead (transition with std_atkpause1. . .). From soft file std_xatkpause_n_mrs_2. | Stand Attack | 0 | 29 | 30 | |||
STD_XATKPAUSE2_N_PK_N | o | FALSE | variation of attack pause--guy lifts head and looks around up ahead (transition with std_atkpause1. . .) | Stand Attack | 0 | 29 | 30 | |||
STD_XBOOMCROUCH_N_A_N | l | FALSE | crouch and cover head (reaction to explosion), then stand | Fear | 1 | 41 | 41 | |||
STD_XCCHCOWER_DWN_A_A | o | k | k | FALSE | stand, then transition to cch_xcchcower_mid_a_a. | Fear | 1 | 11 | 11 | |
STD_XCHOKE_N_N_N | l | k | k | FALSE | Choking from explosion or gas grenade | Injury/Death | 0 | 7 | 8 | |
std_xcock_n_r_2 | o | k | FALSE | cocking rifle, back to aim (MAKE SURE STEVE USES!) | Stand Misc. Movement | 4 | 35 | 32 | ||
std_xcock_n_s_2 | o | k | FALSE | cock shot gun. SEPARATE COCK FROM STD_F_FWD_S_2 AND PUT IT HEAR. MUST TRANSITION FROM FIRE AND INTO AIM! ONLY USED ON SHOTGUNS. | Stand Misc. Movement | 6 | 15 | 10 | ||
std_xcrouch_dwn_l_2 | l | k | FALSE | crouch down, aiming rocket launcher (trans to cch_a_n_l_2) | Crouch | 8 | 15 | 8 | ||
std_xcrouch_dwn_mrs_2 | o | k | FALSE | from stand, crouch down with machine gun/rifle/shotgun. (trans to cch_a_fwd_m_2, cch_a_fwd_s_2, and cch_a_fwd_r_2) | Crouch | 2 | 5 | 4 | ||
std_xcrouch_dwn_pk_a | o | k | FALSE | from stand, crouch down with pistol. (trans to cch_a_fwd_p_2) | Crouch | 1 | 4 | 4 | Soft database filename: std_xcrouch_n_pk_a SHOULDN'T USE FOR PEOPLE WITH BRIEFCASES. THEY SHOULD NOT BE CROUCHING! | |
STD_XDANCE_N_N_N | l | k | FALSE | loopable dance | Scripted Events | 5 | 61 | 57 | USED FOR SECRET AREA ON SIBERIA CHEMICAL WEAPONS LAB | |
STD_XDONTSHOOT_N_A_N | l | k | k | FALSE | guy signalling frantically "don't shoot". For NPCs. Starts in std_istand_n_a_a. Ends in std_xafraidshake. (as if guy standing, gun pointed at, and he reacts) | Fear | 0 | 27 | 28 | |
STD_XFEARWAVE_N_N_N | l | k | k | FALSE | guy waving in fear (transitions with std_xafraidshake_n_n_n to give some variation!) | Fear | 0 | 47 | 48 | |
STD_XGOPRONE_N_A_A | o | k | k | FALSE | going prone from stand. Transitions to prone aim or prn_xcoverhead_to_n_n (NPC ONLY!!!!) | Prone | 0 | 13 | 14 | |
STD_XHANDSPRNG_BK_A_N | o | FALSE | evasive ninja menuver to escape player | Stand Misc. Movement | 26 | 34 | 9 | 15 fps | ||
STD_XHANDSPRNG_FWD_A_N | o | TRUE | evasive ninja menuver to escape player | Stand Misc. Movement | 24 | 35 | 12 | |||
STD_XKICKDOOR_N_A_A | o | FALSE | kick door open. Used when an activated/fighting enemy wants to open a door. Also used for scripted events. Aprox 30-32 pixels from door. | Stand Misc. Movement | 0 | 8 | 9 | |||
STD_XLADDER_DWN_A_A | l | k | FALSE | climb down ladder. Based off of soft file std_xladder. | Stand Misc. Movement | -13 | -8 | 6 | ||
STD_XLADDER_UP_A_A | l | k | FALSE | climb up ladder. Based on soft file- std_xladder. | Stand Misc. Movement | 0 | 5 | 6 | ||
STD_XLADDERFRM_UP_A_A | o | FALSE | Transition from climbing up the ladder…is mostly going to be used for john in the cinematic, so quickly get him in a stance that transitions well with the 'xroll_rt' | Stand Misc. Movement | 52 | 72 | 21 | 12 fps | ||
STD_XLADDERTO_UP_A_A | o | TRUE | Transition to climbing up the ladder | Stand Misc. Movement | -7 | -1 | 7 | |||
std_xopendoor_n_a_n | o | k | k | TRUE | Guy, stopped, pushes door open with left hand. | Stand Misc. Movement | 0 | 9 | 10 | |
STD_XROLL_LT_A_A | l | FALSE | roll left to crouch position. From there guy can fire. | Crouch | 0 | 18 | 19 | use as surprise roll out from corner or as an quick evasive movement in firefight. At least 115-130 pixel room needed to complete move. 15 fps | ||
STD_XROLL_RT_A_A | l | FALSE | roll right to crouch position. From there guy can fire. | Crouch | 0 | 18 | 19 | use as surprise roll out from corner or as an quick evasive movement in firefight. At least 115-130 pixel room needed to complete move. | ||
STD_XROLLTOCCH_FWD_A_A | l | FALSE | roll forward to crouch. Can be used as evasive maneuver. At least 130 pixels needed to complete the move. | Crouch | 0 | 18 | 19 | 15 fps | ||
STD_XSTARTLED_N_A_A | l | FALSE | startled jump, quick look, and to ready position (from there he can spin, attack, etc.) | Stand Misc. Movement | 1 | 10 | 10 | Use when guys are standing in a room and buddy is shot, a bullet hits close by, etc. . . | ||
STD_XSTUMBLE_N_A_A | l | FALSE | stumble (knocked off balance) from nearby explosion | Stand Misc. Movement | 1 | 27 | 27 | |||
std_xtakecover_n_n_n | l | FALSE | TAKE COVER ANIM. End of animation merges with std_rafraid_n_n_n for female. | Stand Misc. Movement | 1 | 60 | 60 | |||
STD_XTUMBLE_2FRNT_N_N | o | FALSE | violent tumble and then death (laying on front) | Injury/Death | 2 | 36 | 35 | play when guys fall off train, hit ground | ||
STD_XYELLATYOU_N_A_A | l | FALSE | yelling at someone, taunting. Good for yelling at hostages | Stand Misc. Movement | 0 | 27 | 28 | |||
STD_XYELLPOINT_FWD_A_N | l | FALSE | yelling to someone on his right and pointing "he's there!" | Stand Misc. Movement | 0 | 33 | 34 | |||
STD_XYELLWAVE_BK_A_N | l | FALSE | Yelling and waving at guys behind him "come on!" | Stand Misc. Movement | 0 | 33 | 34 |