2287 lines
46 KiB
Text
2287 lines
46 KiB
Text
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//==========================================================================
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//
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// Character Animation Script M U L T I P L A Y E R
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//
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// All player states should have animations sutable for a two handed rifle type weapon.
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//
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// This defines the animations and events that might occur at different times
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// for this character. State changes, and random behaviour during idle/alert
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// states will look here for default behaviour, if that character doesn't have
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// something specific in their scripts for that level.
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//
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//==========================================================================
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// playerAnimType:
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// Set in "Player Anim Type" in the weapon gdt file.
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// Full list specified in playeranimtypes.txt.
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// Asset manager choices specified in weapon gdf files.
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//==========================================================================
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// DEFINES
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//
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// These can be used to simplify the scripting, by defining replacement strings
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DEFINES
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// weaponclasses
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set weaponclass autofire = mg AND smg
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// movetypes
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set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND runcr AND runcrbk AND walkprone AND walkpronebk
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set movetype crouching = idlecr AND runcr AND runcrbk AND walkcr AND walkcrbk
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set movetype prone = idleprone AND walkprone AND walkpronebk
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set movetype backstep = walkbk AND runbk AND walkcrbk AND walkpronebk
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// playerAnimTypes
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set playerAnimType grenadeonly = all NOT m203 NOT rocketlauncher
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//#IF level_name vehicle_test OR living_battlefield OR mp_physics_test
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//#ADD_VEHICLE lvt4 default gunners 4
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//#END_IF
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#IF level_name mp_ca_vehicle_test OR mp_downfall OR mp_outskirts OR mp_roundhouse OR mp_seelow
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#ADD_VEHICLE t34 tank drivers 1 gunners 1
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#ADD_VEHICLE panzer tank drivers 1 gunners 1
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#END_IF
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#ADD_VEHICLE triple25 tank drivers 1 gunners 1
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//==========================================================================
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// ANIMATIONS
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//
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// NOTE: scripts are chosen by first-come-first-serve basis. The first match
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// found is the one used.
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//
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// format:
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//
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// state <state description>
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// {
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// <movement type>
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// {
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// [DEFAULT / <condition type> [<condition value>], ...]
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// {
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// <both/legs/torso/turret> <animation> [sound <filename>]
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// <both/legs/torso/turret> <animation> [sound <filename>]
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// ...
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// }
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// }
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// }
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//
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// legend:
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//
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// <state description>: relaxed, alert, combat
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//
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// <movement type>: idle, idlecr, idleprone,
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// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk.
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// run, runbk, runcr, runcrbk,
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// straferight, strafeleft, turnright, turnleft
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//
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// <condition type>: playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movetype, underhand, leaning, weapon_position, perk
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//
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// <condition value>:
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//
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// playerAnimType: <weapon Player Anim Type in gdt>
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// position: behind, infront, right, left
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// enemy_weapon: <see weapon pickup names>
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// underwater: <no values>
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// mounted: mg42
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// movetype: <see movement types>
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// underhand: <no values>
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// leaning: right, left
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// weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player
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// weapon_position: hip, ads
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// strafing: not, left, right - will never be left or right while moving backwards
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// perk: laststand, grenadedeath
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// attachment: bayonet
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//
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// NOTES:
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// - The player walks when they are ADS, so they can not ADS while running.
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//
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ANIMATIONS
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STATE COMBAT
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{
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idle
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{
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#FOR_ALL_VEHICLES
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vehicle_name %vehicle_name, vehicle_seat_to gunner1
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{
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both %vehicle_name + Gunner_aim turretanim
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}
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#END_FOR_ALL_VEHICLES
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vehicle_name triple25, vehicle_seat_to driver
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{
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both triple25Gunner_aim turretanim
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}
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//mounted mg42, firing
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//{
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// both standSAWgunner_aim turretanim
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//}
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mounted mg42
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{
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both standSAWgunner_aim turretanim
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}
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playerAnimType radio
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{
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both p_handheldradio_idle
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}
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playerAnimType reviver
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{
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torso p_revive_reviving
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}
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perk laststand
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{
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both pb_laststand_idle
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}
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playerAnimType none
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{
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both pb_stand_alert
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}
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playerAnimType gas
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{
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both pb_flamethrower_stand_idle
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}
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playerAnimType briefcase
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{
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both p_bomb_stand_loop
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}
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playerAnimType c4
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{
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both pb_hold_idle_satchel
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}
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playerAnimType hold
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{
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both pb_hold_idle
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}
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weaponclass pistol, weapon_position ads
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{
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both pb_stand_ads_pistol
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}
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weaponclass pistol
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{
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both pb_stand_alert_pistol
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}
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weaponclass rocketlauncher, weapon_position ads
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{
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both pb_stand_ads_RPG
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}
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playerAnimType gas, weapon_position ads
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{
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both pb_flamethrower_stand_idle
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}
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weaponclass rocketlauncher
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{
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both pb_stand_alert_RPG
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}
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weapon_position ads
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{
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both pb_stand_ads
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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both pb_stand_grenade_pullpin
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}
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default // two handed rifle type weapon
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{
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both pb_stand_alert
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}
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}
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idlecr
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{
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//mounted mg42, firing
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//{
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// both crouchSAWgunner_aim turretanim
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//}
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mounted mg42
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{
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both crouchSAWgunner_aim turretanim
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}
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playerAnimType radio
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{
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both p_handheldradio_crouch_idle
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}
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playerAnimType reviver
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{
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torso p_crouch_revive_reviving
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}
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perk laststand
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{
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both pb_laststand_idle
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}
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playerAnimType gas
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{
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both pb_flamethrower_crouch_idle
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}
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playerAnimType none
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{
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both pb_crouch_bombplant
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}
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playerAnimType briefcase
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{
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both p_bomb_crouch_loop
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}
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playerAnimType c4
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{
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both pb_crouch_hold_idle_satchel
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}
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playerAnimType hold
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{
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both pb_crouch_hold_idle
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}
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weaponclass pistol, weapon_position ads
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{
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both pb_crouch_ads_pistol
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}
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weaponclass pistol
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{
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both pb_crouch_alert_pistol
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}
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weaponclass rocketlauncher, weapon_position ads
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{
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both pb_crouch_ads_RPG
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}
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weaponclass rocketlauncher
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{
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both pb_crouch_alert_RPG
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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both pb_crouch_grenade_pullpin
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}
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weapon_position ads
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{
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both pb_crouch_ads
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}
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default // two handed rifle type weapon
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{
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both pb_crouch_alert
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}
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}
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idleprone
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{
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//mounted mg42, firing
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//{
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// both proneSAWgunner_aim turretanim
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//}
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mounted mg42
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{
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both proneSAWgunner_aim turretanim
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}
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playerAnimType radio
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{
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both p_handheldradio_prone_idle
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}
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playerAnimType reviver
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{
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torso p_prone_revive_reviving
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}
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perk laststand
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{
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both pb_laststand_idle
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}
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playerAnimType briefcase
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{
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both p_bomb_prone_loop
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}
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playerAnimType c4
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{
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both pb_prone_hold_satchel
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}
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playerAnimType hold
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{
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both pb_prone_hold
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}
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playerAnimType none
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{
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both pb_prone_bombplant
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}
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weaponclass pistol
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{
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both pb_prone_aim_pistol
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}
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weaponclass rocketlauncher
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{
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both pb_prone_aim_RPG
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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both pb_prone_aim_grenade
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}
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default
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{
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both pb_prone_aim
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}
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}
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// FLINCHING
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flinch_forward
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_forward
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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torso pt_flinch_grenade_forward
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}
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default
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{
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torso pt_flinch_forward
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}
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}
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flinch_backward
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_back
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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torso pt_flinch_grenade_back
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}
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default
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{
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torso pt_flinch_back
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}
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}
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flinch_left
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_left
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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torso pt_flinch_grenade_left
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}
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default
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{
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torso pt_flinch_left
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}
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}
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flinch_right
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{
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weaponclass pistol
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{
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torso pt_flinch_pistol_right
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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torso pt_flinch_grenade_right
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}
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default
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{
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torso pt_flinch_right
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}
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}
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// STUMBLE
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stumble_forward
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{
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// pistol
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weaponclass pistol, strafing left
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol, strafing right
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{
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both pb_stumble_pistol_right
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}
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weaponclass grenade, strafing left, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_left
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}
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weaponclass grenade, strafing right, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_right
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}
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weaponclass pistol
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{
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both pb_stumble_pistol_forward
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_forward
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}
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// rifle
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_forward
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}
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}
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stumble_backward
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{
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weaponclass pistol, strafing left
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol, strafing right
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{
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both pb_stumble_pistol_right
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}
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weaponclass grenade, strafing left, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_left
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}
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weaponclass grenade, strafing right, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_right
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}
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weaponclass pistol
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{
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both pb_stumble_pistol_back
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}
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weaponclass grenade, playerAnimType grenadeonly
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{
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both pb_stumble_grenade_back
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}
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// rifle
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_back
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}
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}
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// STUMBLE WALK
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stumble_walk_forward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_right
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}
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weaponclass pistol AND grenade, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_forward
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}
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// rifle
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strafing left
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{
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both pb_stumble_walk_left
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}
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strafing right
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{
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both pb_stumble_walk_right
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}
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default
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{
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both pb_stumble_walk_forward
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}
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}
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stumble_walk_backward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_right
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}
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weaponclass pistol AND grenade, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_walk_back
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}
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// rifle
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strafing left
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{
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both pb_stumble_walk_left
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}
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strafing right
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{
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both pb_stumble_walk_right
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}
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default
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{
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both pb_stumble_walk_back
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}
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}
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// STUMBLE CROUCH
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stumble_crouch_forward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_right
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}
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weaponclass pistol AND grenade, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_forward
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}
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// rifle
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_forward
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}
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}
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stumble_crouch_backward
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{
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// pistol
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weaponclass pistol AND grenade, strafing left, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_left
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}
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weaponclass pistol AND grenade, strafing right, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_right
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}
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weaponclass pistol AND grenade, playerAnimType grenadeonly
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{
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both pb_stumble_pistol_back
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}
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strafing left
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{
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both pb_stumble_left
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}
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strafing right
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{
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both pb_stumble_right
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}
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default
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{
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both pb_stumble_back
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}
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}
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walk
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{
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playerAnimType none
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|
{
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both pb_stand_shoot_walk_forward_unarmed
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}
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|
playerAnimType c4
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{
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both pb_hold_run_satchel
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}
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|
playerAnimType hold and radio
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{
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both pb_hold_run
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}
|
|
weaponclass rocketlauncher, strafing left
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{
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both pb_walk_left_RPG_ads
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}
|
|
weaponclass rocketlauncher, strafing right
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{
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both pb_walk_right_RPG_ads
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}
|
|
weaponclass rocketlauncher
|
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{
|
|
both pb_walk_forward_RPG_ads
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}
|
|
playerAnimType gas
|
|
{
|
|
both pb_flamethrower_combatrun_c
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|
}
|
|
weaponclass pistol , strafing left
|
|
{
|
|
both pb_combatwalk_left_loop_pistol
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|
}
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|
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
|
|
|
|
*/
|