cod5-sdk/raw/mp/playeranim.script
2008-11-20 00:00:00 +00:00

2287 lines
46 KiB
Text

//==========================================================================
//
// Character Animation Script M U L T I P L A Y E R
//
// All player states should have animations sutable for a two handed rifle type weapon.
//
// This defines the animations and events that might occur at different times
// for this character. State changes, and random behaviour during idle/alert
// states will look here for default behaviour, if that character doesn't have
// something specific in their scripts for that level.
//
//==========================================================================
// playerAnimType:
// Set in "Player Anim Type" in the weapon gdt file.
// Full list specified in playeranimtypes.txt.
// Asset manager choices specified in weapon gdf files.
//==========================================================================
// DEFINES
//
// These can be used to simplify the scripting, by defining replacement strings
DEFINES
// weaponclasses
set weaponclass autofire = mg AND smg
// movetypes
set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND runcr AND runcrbk AND walkprone AND walkpronebk
set movetype crouching = idlecr AND runcr AND runcrbk AND walkcr AND walkcrbk
set movetype prone = idleprone AND walkprone AND walkpronebk
set movetype backstep = walkbk AND runbk AND walkcrbk AND walkpronebk
// playerAnimTypes
set playerAnimType grenadeonly = all NOT m203 NOT rocketlauncher
//#IF level_name vehicle_test OR living_battlefield OR mp_physics_test
//#ADD_VEHICLE lvt4 default gunners 4
//#END_IF
#IF level_name mp_ca_vehicle_test OR mp_downfall OR mp_outskirts OR mp_roundhouse OR mp_seelow
#ADD_VEHICLE t34 tank drivers 1 gunners 1
#ADD_VEHICLE panzer tank drivers 1 gunners 1
#END_IF
#ADD_VEHICLE triple25 tank drivers 1 gunners 1
//==========================================================================
// ANIMATIONS
//
// NOTE: scripts are chosen by first-come-first-serve basis. The first match
// found is the one used.
//
// format:
//
// state <state description>
// {
// <movement type>
// {
// [DEFAULT / <condition type> [<condition value>], ...]
// {
// <both/legs/torso/turret> <animation> [sound <filename>]
// <both/legs/torso/turret> <animation> [sound <filename>]
// ...
// }
// }
// }
//
// legend:
//
// <state description>: relaxed, alert, combat
//
// <movement type>: idle, idlecr, idleprone,
// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk.
// run, runbk, runcr, runcrbk,
// straferight, strafeleft, turnright, turnleft
//
// <condition type>: playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movetype, underhand, leaning, weapon_position, perk
//
// <condition value>:
//
// playerAnimType: <weapon Player Anim Type in gdt>
// position: behind, infront, right, left
// enemy_weapon: <see weapon pickup names>
// underwater: <no values>
// mounted: mg42
// movetype: <see movement types>
// underhand: <no values>
// leaning: right, left
// weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player
// weapon_position: hip, ads
// strafing: not, left, right - will never be left or right while moving backwards
// perk: laststand, grenadedeath
// attachment: bayonet
//
// NOTES:
// - The player walks when they are ADS, so they can not ADS while running.
//
ANIMATIONS
STATE COMBAT
{
idle
{
#FOR_ALL_VEHICLES
vehicle_name %vehicle_name, vehicle_seat_to gunner1
{
both %vehicle_name + Gunner_aim turretanim
}
#END_FOR_ALL_VEHICLES
vehicle_name triple25, vehicle_seat_to driver
{
both triple25Gunner_aim turretanim
}
//mounted mg42, firing
//{
// both standSAWgunner_aim turretanim
//}
mounted mg42
{
both standSAWgunner_aim turretanim
}
playerAnimType radio
{
both p_handheldradio_idle
}
playerAnimType reviver
{
torso p_revive_reviving
}
perk laststand
{
both pb_laststand_idle
}
playerAnimType none
{
both pb_stand_alert
}
playerAnimType gas
{
both pb_flamethrower_stand_idle
}
playerAnimType briefcase
{
both p_bomb_stand_loop
}
playerAnimType c4
{
both pb_hold_idle_satchel
}
playerAnimType hold
{
both pb_hold_idle
}
weaponclass pistol, weapon_position ads
{
both pb_stand_ads_pistol
}
weaponclass pistol
{
both pb_stand_alert_pistol
}
weaponclass rocketlauncher, weapon_position ads
{
both pb_stand_ads_RPG
}
playerAnimType gas, weapon_position ads
{
both pb_flamethrower_stand_idle
}
weaponclass rocketlauncher
{
both pb_stand_alert_RPG
}
weapon_position ads
{
both pb_stand_ads
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_stand_grenade_pullpin
}
default // two handed rifle type weapon
{
both pb_stand_alert
}
}
idlecr
{
//mounted mg42, firing
//{
// both crouchSAWgunner_aim turretanim
//}
mounted mg42
{
both crouchSAWgunner_aim turretanim
}
playerAnimType radio
{
both p_handheldradio_crouch_idle
}
playerAnimType reviver
{
torso p_crouch_revive_reviving
}
perk laststand
{
both pb_laststand_idle
}
playerAnimType gas
{
both pb_flamethrower_crouch_idle
}
playerAnimType none
{
both pb_crouch_bombplant
}
playerAnimType briefcase
{
both p_bomb_crouch_loop
}
playerAnimType c4
{
both pb_crouch_hold_idle_satchel
}
playerAnimType hold
{
both pb_crouch_hold_idle
}
weaponclass pistol, weapon_position ads
{
both pb_crouch_ads_pistol
}
weaponclass pistol
{
both pb_crouch_alert_pistol
}
weaponclass rocketlauncher, weapon_position ads
{
both pb_crouch_ads_RPG
}
weaponclass rocketlauncher
{
both pb_crouch_alert_RPG
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_crouch_grenade_pullpin
}
weapon_position ads
{
both pb_crouch_ads
}
default // two handed rifle type weapon
{
both pb_crouch_alert
}
}
idleprone
{
//mounted mg42, firing
//{
// both proneSAWgunner_aim turretanim
//}
mounted mg42
{
both proneSAWgunner_aim turretanim
}
playerAnimType radio
{
both p_handheldradio_prone_idle
}
playerAnimType reviver
{
torso p_prone_revive_reviving
}
perk laststand
{
both pb_laststand_idle
}
playerAnimType briefcase
{
both p_bomb_prone_loop
}
playerAnimType c4
{
both pb_prone_hold_satchel
}
playerAnimType hold
{
both pb_prone_hold
}
playerAnimType none
{
both pb_prone_bombplant
}
weaponclass pistol
{
both pb_prone_aim_pistol
}
weaponclass rocketlauncher
{
both pb_prone_aim_RPG
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_prone_aim_grenade
}
default
{
both pb_prone_aim
}
}
// FLINCHING
flinch_forward
{
weaponclass pistol
{
torso pt_flinch_pistol_forward
}
weaponclass grenade, playerAnimType grenadeonly
{
torso pt_flinch_grenade_forward
}
default
{
torso pt_flinch_forward
}
}
flinch_backward
{
weaponclass pistol
{
torso pt_flinch_pistol_back
}
weaponclass grenade, playerAnimType grenadeonly
{
torso pt_flinch_grenade_back
}
default
{
torso pt_flinch_back
}
}
flinch_left
{
weaponclass pistol
{
torso pt_flinch_pistol_left
}
weaponclass grenade, playerAnimType grenadeonly
{
torso pt_flinch_grenade_left
}
default
{
torso pt_flinch_left
}
}
flinch_right
{
weaponclass pistol
{
torso pt_flinch_pistol_right
}
weaponclass grenade, playerAnimType grenadeonly
{
torso pt_flinch_grenade_right
}
default
{
torso pt_flinch_right
}
}
// STUMBLE
stumble_forward
{
// pistol
weaponclass pistol, strafing left
{
both pb_stumble_pistol_left
}
weaponclass pistol, strafing right
{
both pb_stumble_pistol_right
}
weaponclass grenade, strafing left, playerAnimType grenadeonly
{
both pb_stumble_grenade_left
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_stumble_grenade_right
}
weaponclass pistol
{
both pb_stumble_pistol_forward
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_stumble_grenade_forward
}
// rifle
strafing left
{
both pb_stumble_left
}
strafing right
{
both pb_stumble_right
}
default
{
both pb_stumble_forward
}
}
stumble_backward
{
weaponclass pistol, strafing left
{
both pb_stumble_pistol_left
}
weaponclass pistol, strafing right
{
both pb_stumble_pistol_right
}
weaponclass grenade, strafing left, playerAnimType grenadeonly
{
both pb_stumble_grenade_left
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_stumble_grenade_right
}
weaponclass pistol
{
both pb_stumble_pistol_back
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_stumble_grenade_back
}
// rifle
strafing left
{
both pb_stumble_left
}
strafing right
{
both pb_stumble_right
}
default
{
both pb_stumble_back
}
}
// STUMBLE WALK
stumble_walk_forward
{
// pistol
weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
{
both pb_stumble_pistol_walk_left
}
weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
{
both pb_stumble_pistol_walk_right
}
weaponclass pistol AND grenade, playerAnimType grenadeonly
{
both pb_stumble_pistol_walk_forward
}
// rifle
strafing left
{
both pb_stumble_walk_left
}
strafing right
{
both pb_stumble_walk_right
}
default
{
both pb_stumble_walk_forward
}
}
stumble_walk_backward
{
// pistol
weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
{
both pb_stumble_pistol_walk_left
}
weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
{
both pb_stumble_pistol_walk_right
}
weaponclass pistol AND grenade, playerAnimType grenadeonly
{
both pb_stumble_pistol_walk_back
}
// rifle
strafing left
{
both pb_stumble_walk_left
}
strafing right
{
both pb_stumble_walk_right
}
default
{
both pb_stumble_walk_back
}
}
// STUMBLE CROUCH
stumble_crouch_forward
{
// pistol
weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
{
both pb_stumble_pistol_left
}
weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
{
both pb_stumble_pistol_right
}
weaponclass pistol AND grenade, playerAnimType grenadeonly
{
both pb_stumble_pistol_forward
}
// rifle
strafing left
{
both pb_stumble_left
}
strafing right
{
both pb_stumble_right
}
default
{
both pb_stumble_forward
}
}
stumble_crouch_backward
{
// pistol
weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
{
both pb_stumble_pistol_left
}
weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
{
both pb_stumble_pistol_right
}
weaponclass pistol AND grenade, playerAnimType grenadeonly
{
both pb_stumble_pistol_back
}
strafing left
{
both pb_stumble_left
}
strafing right
{
both pb_stumble_right
}
default
{
both pb_stumble_back
}
}
walk
{
playerAnimType none
{
both pb_stand_shoot_walk_forward_unarmed
}
playerAnimType c4
{
both pb_hold_run_satchel
}
playerAnimType hold and radio
{
both pb_hold_run
}
weaponclass rocketlauncher, strafing left
{
both pb_walk_left_RPG_ads
}
weaponclass rocketlauncher, strafing right
{
both pb_walk_right_RPG_ads
}
weaponclass rocketlauncher
{
both pb_walk_forward_RPG_ads
}
playerAnimType gas
{
both pb_flamethrower_combatrun_c
}
weaponclass pistol , strafing left
{
both pb_combatwalk_left_loop_pistol
}
weaponclass pistol, strafing right
{
both pb_combatwalk_right_loop_pistol
}
weaponclass pistol
{
both pb_combatwalk_forward_loop_pistol
}
weaponclass grenade, strafing left, playerAnimType grenadeonly
{
both pb_combatrun_left_loop_grenade
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_combatrun_right_loop_grenade
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_combatrun_forward_loop_stickgrenade
}
strafing left
{
both pb_stand_shoot_walk_left
}
strafing right
{
both pb_stand_shoot_walk_right
}
default // two handed rifle type weapon
{
both pb_stand_shoot_walk_forward
}
}
walkbk // Always ADS when walking
{
playerAnimType none
{
both pb_stand_shoot_walk_forward_unarmed
}
playerAnimType c4
{
both pb_hold_run_back_satchel
}
playerAnimType hold and radio
{
both pb_hold_run_back
}
weaponclass rocketlauncher
{
both pb_walk_back_RPG_ads
}
weaponclass pistol, strafing left
{
both pb_combatwalk_left_loop_pistol
}
weaponclass pistol, strafing right
{
both pb_combatwalk_right_loop_pistol
}
weaponclass pistol
{
both pb_combatwalk_back_loop_pistol
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_combatrun_back_loop_grenade
}
strafing left
{
both pb_stand_shoot_walk_left
}
strafing right
{
both pb_stand_shoot_walk_right
}
default
{
both pb_stand_shoot_walk_back
}
}
walkcr
{
playerAnimType none
{
both pb_crouch_walk_forward_unarmed
}
playerAnimType c4, strafing left
{
both pb_crouch_hold_run_left_satchel
}
playerAnimType c4, strafing right
{
both pb_crouch_hold_run_right_satchel
}
playerAnimType c4
{
both pb_crouch_hold_run_satchel
}
playerAnimType hold and radio, strafing left
{
both pb_crouch_hold_run_left
}
playerAnimType hold and radio, strafing right
{
both pb_crouch_hold_run_right
}
playerAnimType hold and radio
{
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 grenadeonly
{
both pb_crouch_walk_left_pistol
}
weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
{
both pb_crouch_walk_right_pistol
}
weaponclass pistol AND grenade, playerAnimType grenadeonly
{
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 c4
{
both pb_crouch_hold_run_back_satchel
}
playerAnimType hold and radio
{
both pb_crouch_hold_run_back
}
weaponclass rocketlauncher
{
both pb_crouch_walk_back_RPG
}
weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
{
both pb_crouch_walk_left_pistol
}
weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
{
both pb_crouch_walk_right_pistol
}
weaponclass pistol AND grenade, playerAnimType grenadeonly
{
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 grenadeonly
{
both pb_prone_grenade_crawl_left
}
playerAnimType c4, strafing left
{
both pb_prone_crawl_left_hold_satchel
}
playerAnimType c4, strafing right
{
both pb_prone_crawl_right_hold_satchel
}
playerAnimType c4
{
both pb_prone_crawl_hold_satchel
}
playerAnimType hold and radio, strafing left
{
both pb_prone_crawl_left_hold
}
playerAnimType hold and radio, strafing right
{
both pb_prone_crawl_right_hold
}
playerAnimType hold and radio
{
both pb_prone_crawl_hold
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_prone_grenade_crawl_right
}
weaponclass pistol, strafing left
{
both pb_prone_pistolcrawl_L
}
weaponclass pistol, strafing right
{
both pb_prone_pistolcrawl_R
}
weaponclass pistol
{
both pb_prone_pistolcrawl_F
}
weaponclass grenade, playerAnimType grenadeonly
{
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 grenadeonly
{
both pb_prone_grenade_crawl_left
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_prone_grenade_crawl_right
}
playerAnimType c4
{
both pb_prone_crawl_back_hold_satchel
}
playerAnimType hold and radio
{
both pb_prone_crawl_back_hold
}
weaponclass pistol
{
both pb_prone_pistolcrawl_B
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_prone_grenade_crawl_back
}
default
{
both pb_prone_crawl_back
}
}
run
{
playerAnimType none
{
both pb_pistol_run_fast
}
playerAnimType c4, strafing left
{
both pb_hold_run_left_satchel
}
playerAnimType c4, strafing right
{
both pb_hold_run_right_satchel
}
playerAnimType c4
{
both pb_hold_run_satchel
}
playerAnimType hold and radio, strafing left
{
both pb_hold_run_left
}
playerAnimType hold and radio, strafing right
{
both pb_hold_run_right
}
playerAnimType hold and radio
{
both pb_hold_run
}
weaponclass rocketlauncher, strafing left
{
both pb_walk_left_RPG_ads
}
weaponclass rocketlauncher, strafing right
{
both pb_walk_right_RPG_ads
}
weaponclass rocketlauncher
{
both pb_walk_forward_RPG_ads
}
playerAnimType gas
{
both pb_flamethrower_combatrun_c
}
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 grenadeonly
{
both pb_combatrun_left_loop_grenade
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_combatrun_right_loop_grenade
}
strafing left
{
both pb_combatrun_left_loop
}
strafing right
{
both pb_combatrun_right_loop
}
weaponclass grenade, playerAnimType grenadeonly
{
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 c4
{
both pb_sprint_hold_satchel
}
playerAnimType hold and radio
{
both pb_sprint_hold
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_sprint
}
weaponclass pistol
{
both p_sprint_pistol_a
}
weaponclass rocketlauncher
{
both pb_sprint_RPG
}
default
{
both pb_sprint
}
}
swim
{
strafing left
{
both p_swim_left
}
strafing right
{
both p_swim_right
}
default
{
both p_swim_forward
}
}
swimbk
{
strafing left
{
both p_swim_left
}
strafing right
{
both p_swim_right
}
default
{
both p_swim_tread
}
}
runbk
{
playerAnimType none
{
both pb_combatrun_back_loop_grenade
}
playerAnimType c4
{
both pb_hold_run_back_satchel
}
playerAnimType hold and radio
{
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 grenadeonly
{
both pb_combatrun_left_loop_grenade
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_combatrun_right_loop_grenade
}
weaponclass pistol
{
both pb_combatrun_back_loop_pistol
}
weaponclass grenade, playerAnimType grenadeonly
{
both pb_combatrun_back_loop_grenade
}
weaponclass rocketlauncher
{
both pb_walk_back_RPG_ads
}
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 c4, strafing left
{
both pb_crouch_hold_run_left_satchel
}
playerAnimType c4, strafing right
{
both pb_crouch_hold_run_right_satchel
}
playerAnimType c4
{
both pb_crouch_hold_run_satchel
}
playerAnimType hold and radio, strafing left
{
both pb_crouch_hold_run_left
}
playerAnimType hold and radio, strafing right
{
both pb_crouch_hold_run_right
}
playerAnimType hold and radio
{
both pb_crouch_hold_run
}
weaponclass grenade, strafing left, playerAnimType grenadeonly
{
both pb_crouch_run_left_grenade
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_crouch_run_right_grenade
}
weaponclass pistol
{
both pb_crouch_run_forward_pistol
}
weaponclass grenade, playerAnimType grenadeonly
{
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 c4
{
both pb_crouch_hold_run_back_satchel
}
playerAnimType hold and radio
{
both pb_crouch_hold_run_back
}
weaponclass grenade, strafing left, playerAnimType grenadeonly
{
both pb_crouch_run_left_grenade
}
weaponclass grenade, strafing right, playerAnimType grenadeonly
{
both pb_crouch_run_right_grenade
}
weaponclass pistol
{
both pb_crouch_run_back_pistol
}
weaponclass grenade, playerAnimType grenadeonly
{
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
}
playerAnimType reviver
{
torso p_revive_reviving
}
// 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 c4
{
torso pt_hold_prone_throw_satchel
}
weaponclass grenade, movetype idlecr, playerAnimType c4
{
torso pt_hold_throw_satchel
}
weaponclass grenade, playerAnimType c4
{
torso pt_hold_throw_satchel
}
weaponclass grenade, movetype prone, playerAnimType hold and radio
{
torso pt_hold_prone_throw
}
weaponclass grenade, movetype idlecr, playerAnimType hold and radio
{
torso pt_hold_throw
}
weaponclass grenade, playerAnimType hold and radio
{
torso pt_hold_throw
}
weaponclass grenade, movetype prone, playerAnimType grenadeonly // All prone
{
torso pt_prone_grenade_throw
}
weaponclass grenade, movetype idlecr, playerAnimType grenadeonly // Crouch, still
{
torso pt_crouch_grenade_throw
}
weaponclass grenade, movetype crouching, playerAnimType grenadeonly // Crouch, moving
{
torso pt_crouch_grenade_throw
}
weaponclass grenade, movetype idle, playerAnimType grenadeonly // Stand still
{
torso pt_stand_grenade_throw blendtime 10
}
weaponclass grenade, playerAnimType grenadeonly // 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
}
playerAnimType gas, movetype moving
{
torso pt_flamethrower_fire_center
}
playerAnimType gas, movetype crouching
{
torso pt_flamethrower_crouch_fire_center
}
// 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 grenadeonly
{
torso pt_melee_prone_pistol
}
weaponclass pistol AND grenade, playerAnimType grenadeonly
{
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
}
attachment bayonet
{
torso p_bayonet_stab_melee
}
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
{
perk laststand
{
torso p_revive_down_melee_swipe
}
weaponclass rocketlauncher, movetype crouching
{
torso p_knife_crouch_bazooka_swipe
}
weaponclass rocketlauncher, movetype prone
{
torso p_knife_prone_bazooka_swipe
}
weaponclass rocketlauncher
{
torso p_knife_stand_bazooka_swipe
}
weaponclass pistol, movetype crouching
{
torso p_knife_crouch_pistol_swipe
}
weaponclass pistol, movetype prone
{
torso p_knife_prone_pistol_swipe
}
weaponclass pistol
{
torso pt_melee_pistol_1
}
movetype crouching
{
torso p_knife_crouch_rifle_swipe
}
movetype prone
{
torso p_knife_prone_rifle_swipe
}
default
{
torso p_knife_stand_rifle_swipe
}
}
knife_melee_charge
{
weaponclass rocketlauncher, movetype crouching
{
torso p_knife_crouch_bazooka
}
weaponclass rocketlauncher, movetype prone
{
torso p_knife_prone_bazooka
}
weaponclass rocketlauncher
{
torso p_knife_stand_bazooka
}
weaponclass pistol, movetype crouching
{
torso p_knife_crouch_pistol
}
weaponclass pistol, movetype prone
{
torso p_knife_prone_pistol
}
weaponclass pistol
{
torso p_knife_stand_pistol
}
movetype crouching
{
torso p_knife_crouch_rifle
}
movetype prone
{
torso p_knife_prone_rifle
}
default
{
torso p_knife_stand_rifle
}
}
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 grenadeonly
{
both pb_standjump_takeoff duration 5 blendtime 100
}
weaponclass grenade, playerAnimType grenadeonly
{
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 grenadeonly
{
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
}
}
scriptevent
{
event lvt_ride_player2
{
both crew_lvt4_peleliu1_character4_player
}
event lvt_ride_player3
{
both crew_lvt4_peleliu1_character5_player
}
event lvt_ride_player4
{
both crew_lvt4_peleliu1_character9_player
}
event sherman_ride_player_combat_idle_8
{
both crew_sherman_passenger8_combatidle_player
}
event sherman_ride_player_combat_idle_9
{
both crew_sherman_passenger9_combatidle_player
}
event mak_truck_hatch
{
both p_makinraid_hatch
}
event mak_bomb_stand
{
both p_bomb_stand_loop
}
event mak_bomb_crouch
{
both p_bomb_crouch_loop
}
//event test_this_too
//{
// both pb_stumble_forward
//}
//default
//{
// both mp_mantle_up_57
//}
}
//===========================================
// Vehicle animations
//
// NOTE: %vehicle_name here relates to the "animSet" field within the vehicle_info_t. This may be shared amongst multiple
// vehicles.
//
// This is a bit messy, but is required since at the time of parsing this file, the entities are not yet read in. So we
// must define here, for each level, which vehicles are being used, so that we don't keep unused vehicle animations in
// memory.
// NOTE: moved the vehicle defines up, so we can also use them for other animations (like gunners)
// Vehicle animations are CUT
/*
#FOR_ALL_VEHICLES
vehicle_entry
{
#IF vehicle_anim_type default
// Wheeled/APC
vehicle_name %vehicle_name, vehicle_seat_to driver, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_driver attach tag_driver
}
vehicle_name %vehicle_name, vehicle_seat_to passenger1, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_passenger1 attach tag_passenger
}
vehicle_name %vehicle_name, vehicle_seat_to passenger2, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_passenger2 attach tag_passenger2
}
vehicle_name %vehicle_name, vehicle_seat_to passenger3, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_passenger3 attach tag_passenger3
}
vehicle_name %vehicle_name, vehicle_seat_to passenger4, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_passenger4 attach tag_passenger4
}
vehicle_name %vehicle_name, vehicle_seat_to gunner1, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_gunner1 attach tag_enter_gunner1
}
vehicle_name %vehicle_name, vehicle_seat_to gunner2, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_gunner2 attach tag_enter_gunner2
}
vehicle_name %vehicle_name, vehicle_seat_to gunner3, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_gunner3 attach tag_enter_gunner3
}
vehicle_name %vehicle_name, vehicle_seat_to gunner4, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _enter_gunner4 attach tag_enter_gunner4
}
#END_IF
#IF vehicle_anim_type tank
// Tank
// Stage 1
vehicle_name %vehicle_name, vehicle_seat_to driver AND gunner1 AND mantle, vehicle_anim_stage 1, vehicle_entry_pos side_left
{
both p_mantle_ + %vehicle_name + _left_1 attach tag_origin
}
vehicle_name %vehicle_name, vehicle_seat_to driver AND gunner1 AND mantle, vehicle_anim_stage 1, vehicle_entry_pos side_right
{
both p_mantle_ + %vehicle_name + _right_1 attach tag_origin
}
vehicle_name %vehicle_name, vehicle_seat_to driver AND gunner1 AND mantle, vehicle_anim_stage 1, vehicle_entry_pos rear
{
both p_mantle_ + %vehicle_name + _rear_1 attach tag_origin
}
// Stage 2
// Driver/Gunner
vehicle_name %vehicle_name, vehicle_seat_to driver AND gunner1, vehicle_anim_stage 2, vehicle_entry_pos side_left
{
both p_mantle_ + %vehicle_name + _left_2_turret attach tag_turret
}
vehicle_name %vehicle_name, vehicle_seat_to driver AND gunner1, vehicle_anim_stage 2, vehicle_entry_pos side_right
{
both p_mantle_ + %vehicle_name + _right_2_turret attach tag_turret
}
vehicle_name %vehicle_name, vehicle_seat_to driver AND gunner1, vehicle_anim_stage 2, vehicle_entry_pos rear
{
both p_mantle_ + %vehicle_name + _rear_2_turret attach tag_turret
}
// Mantle
vehicle_name %vehicle_name, vehicle_seat_to mantle, vehicle_anim_stage 2, vehicle_entry_pos side_left
{
both p_mantle_ + %vehicle_name + _left_2_grenade attach tag_turret
}
vehicle_name %vehicle_name, vehicle_seat_to mantle, vehicle_anim_stage 2, vehicle_entry_pos side_right
{
both p_mantle_ + %vehicle_name + _right_2_grenade attach tag_turret
}
vehicle_name %vehicle_name, vehicle_seat_to mantle, vehicle_anim_stage 2, vehicle_entry_pos rear
{
both p_mantle_ + %vehicle_name + _rear_2_grenade attach tag_turret
}
#END_IF
}
vehicle_change_seat
{
#IF vehicle_anim_type default
// GUNNER 1
vehicle_name %vehicle_name, vehicle_seat_from gunner1, vehicle_seat_to gunner2, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner1_gunner2 attach tag_gunner1
}
vehicle_name %vehicle_name, vehicle_seat_from gunner1, vehicle_seat_to gunner3, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner1_gunner3 attach tag_gunner1
}
vehicle_name %vehicle_name, vehicle_seat_from gunner1, vehicle_seat_to gunner4, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner1_gunner4 attach tag_gunner1
}
// GUNNER 2
vehicle_name %vehicle_name, vehicle_seat_from gunner2, vehicle_seat_to gunner1, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner2_gunner1 attach tag_gunner2
}
vehicle_name %vehicle_name, vehicle_seat_from gunner2, vehicle_seat_to gunner3, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner2_gunner3 attach tag_gunner2
}
vehicle_name %vehicle_name, vehicle_seat_from gunner2, vehicle_seat_to gunner4, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner2_gunner4 attach tag_gunner2
}
// GUNNER 3
vehicle_name %vehicle_name, vehicle_seat_from gunner3, vehicle_seat_to gunner1, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner3_gunner1 attach tag_gunner3
}
vehicle_name %vehicle_name, vehicle_seat_from gunner3, vehicle_seat_to gunner2, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner3_gunner2 attach tag_gunner3
}
vehicle_name %vehicle_name, vehicle_seat_from gunner3, vehicle_seat_to gunner4, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner3_gunner4 attach tag_gunner3
}
// GUNNER 4
vehicle_name %vehicle_name, vehicle_seat_from gunner4, vehicle_seat_to gunner1, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner4_gunner1 attach tag_gunner4
}
vehicle_name %vehicle_name, vehicle_seat_from gunner4, vehicle_seat_to gunner2, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner4_gunner2 attach tag_gunner4
}
vehicle_name %vehicle_name, vehicle_seat_from gunner4, vehicle_seat_to gunner3, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _gunner4_gunner3 attach tag_gunner4
}
#END_IF
}
vehicle_exit
{
#IF vehicle_anim_type default
// Wheeled/APC
vehicle_name %vehicle_name, vehicle_seat_from driver, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_driver attach tag_driver
}
vehicle_name %vehicle_name, vehicle_seat_from passenger1, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_passenger1 attach tag_passenger
}
vehicle_name %vehicle_name, vehicle_seat_from passenger2, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_passenger2 attach tag_passenger2
}
vehicle_name %vehicle_name, vehicle_seat_from passenger3, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_passenger3 attach tag_passenger3
}
vehicle_name %vehicle_name, vehicle_seat_from passenger4, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_passenger4 attach tag_passenger4
}
vehicle_name %vehicle_name, vehicle_seat_from gunner1, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_gunner1 attach tag_gunner1
}
vehicle_name %vehicle_name, vehicle_seat_from gunner2, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_gunner2 attach tag_gunner2
}
vehicle_name %vehicle_name, vehicle_seat_from gunner3, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_gunner3 attach tag_gunner3
}
vehicle_name %vehicle_name, vehicle_seat_from gunner4, vehicle_anim_stage 1
{
both mp_ + %vehicle_name + _exit_gunner4 attach tag_gunner4
}
#END_IF
}
#END_FOR_ALL_VEHICLES
*/