// "act busy name" This is the name that a mapmaker must specify in the hint node. // { // "busy_anim" "Activity Name". // "entry_anim" "Activity Name" // "exit_anim" "Activity Name" // "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node. // "entry_sequence" "Sequence Name". If specified, this is used over the entry anim. // "exit_sequence" "Sequence Name". If specified, this is used over the exit anim. // "min_time" "Minimum time to spend in this busy anim" // "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event // "interrupts" One of: // "BA_INT_NONE" break out only when time runs out. No external influence will break me out. // "BA_INT_DANGER" break out of this anim only if threatened // "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened // "BA_INT_AMBUSH" someone please define this - I have no idea what it does // "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached // // "use_automovement" Set to 1, the NPC navigation system will be used as the actor animates, preventing them moving into solids. Should be used in // all cases except those where the actor will be interpenetrating another object (such as sitting on a chair). // } // // "ActBusy.txt" { "binoculars_idle" { "busy_sequence" "binoculars_idle" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_PLAYER" } "d2_coast03_PreBattle_Scan_Skies" { "busy_sequence" "d2_coast03_PreBattle_Scan_Skies" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d2_coast03_PreBattle_Scan_Skies02" { "busy_sequence" "d2_coast03_PreBattle_Scan_Skies02" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d2_coast03_PreBattle_Scan_Skies03" { "busy_sequence" "d2_coast03_PreBattle_Scan_Skies03" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d2_coast03_PreBattle_Kneel_Idle" { "busy_sequence" "d2_coast03_PreBattle_Kneel_Idle" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d2_coast03_PreBattle_Stand_Look" { "busy_sequence" "d2_coast03_PreBattle_Stand_Look" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "idle_alert_01" { "busy_sequence" "idle_alert_01" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "idle_alert_02" { "busy_sequence" "idle_alert_02" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "idle_relaxed_01" { "busy_sequence" "idle_relaxed_01" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "idle_relaxed_02" { "busy_sequence" "idle_relaxed_02" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_town05_Leon_Lean_Table_Idle" { "busy_sequence" "d1_town05_Leon_Lean_Table_Idle" "entry_sequence" "d1_town05_Leon_Lean_Table_Entry" "exit_sequence" "d1_town05_Leon_Lean_Table_Exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t03_Sit_couch" { "busy_sequence" "d1_t03_Sit_couch" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t03_sit_couch_consoling" { "busy_sequence" "d1_t03_sit_couch_consoling" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "fear_reaction_Idle" { "busy_sequence" "fear_reaction_Idle" "entry_sequence" "fear_reaction" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "cower_Idle" { "busy_sequence" "cower_Idle" "entry_sequence" "cower" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t03_Sit_Bed" { "busy_sequence" "d1_t03_Sit_Bed" "entry_sequence" "d1_t03_Sit_Bed_Entry" "exit_sequence" "d1_t03_Sit_Bed_Exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "LineIdle01" { "busy_sequence" "LineIdle01" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t01_BreakRoom_WatchBreen" { "busy_sequence" "d1_t01_BreakRoom_WatchBreen" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t02_Plaza_Sit01_Idle" { "busy_sequence" "d1_t02_Plaza_Sit01_Idle" "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01" "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle" "min_time" "20.0" "max_time" "30.0" "interrupts" "BA_INT_DANGER" } "d1_t02_Plaza_Sit02" { "busy_sequence" "d1_t02_Plaza_Sit02" "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry" "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit" "min_time" "20.0" "max_time" "30.0" "interrupts" "BA_INT_DANGER" } "d1_t02_Playground_Cit2_Pockets" { "busy_sequence" "d1_t02_Playground_Cit2_Pockets" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t02_Playground_Cit1_Arms_Crossed" { "busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t03_LookOutDoor" { "busy_sequence" "d1_t03_LookOutDoor" "entry_sequence" "d1_t03_LookOutDoor_Entry" "exit_sequence" "d1_t03_LookOutDoor_Exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t03_LookOutWindow" { "busy_sequence" "d1_t03_LookOutWindow" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t03_Tenements_Look_Out_Window_Idle" { "busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t03_PreRaid_Peek_Idle" { "busy_sequence" "d1_t03_PreRaid_Peek_Idle" "exit_sequence" "d1_t03_Preraid_Peek_Exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t01_Clutch_Chainlink_Idle" { "busy_sequence" "d1_t01_Clutch_Chainlink_Idle" "entry_sequence" "d1_t01_Clutch_Chainlink_Entry" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t01_BreakRoom_Sit01_Idle" { "busy_sequence" "d1_t01_BreakRoom_Sit01_Idle" "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01" "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t01_BreakRoom_Sit02" { "busy_sequence" "d1_t01_BreakRoom_Sit02" "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry" "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_None" } "d1_t01_BreakRoom_WatchClock_Sit" { "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit" "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "d1_t01_BreakRoom_WatchClock_Sit_MX" { "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX" "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "ACT_BUSY_LEAN_LEFT" { "busy_anim" "ACT_BUSY_LEAN_LEFT" "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY" "exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT" "min_time" "10.0" "max_time" "20.0" "interrupts" "BA_INT_PLAYER" } "Lean_Left" { "busy_sequence" "Lean_Left" "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY" "exit_sequence" "photo_react_startle" "min_time" "0" "max_time" "0" "interrupts" "BA_INT_NONE" } "ACT_BUSY_LEAN_BACK" { "busy_anim" "ACT_BUSY_LEAN_BACK" "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY" "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT" "min_time" "10.0" "max_time" "20.0" "interrupts" "BA_INT_PLAYER" } "lean_back" { "busy_sequence" "lean_back" "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY" "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT" "min_time" "0" "max_time" "0" "interrupts" "BA_INT_NONE" } "ACT_BUSY_SIT_GROUND" { "busy_anim" "ACT_BUSY_SIT_GROUND" "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY" "exit_anim" "ACT_BUSY_SIT_GROUND_EXIT" "min_time" "20.0" "max_time" "30.0" "interrupts" "BA_INT_DANGER" } "ACT_BUSY_SIT_CHAIR" { "busy_anim" "ACT_BUSY_SIT_CHAIR" "entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY" "exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT" "min_time" "30.0" "max_time" "40.0" "interrupts" "BA_INT_DANGER" } "ACT_BUSY_STAND" { "busy_anim" "ACT_BUSY_STAND" "min_time" "10.0" "max_time" "20.0" "interrupts" "BA_INT_DANGER" } "ACT_BUSY_QUEUE" { "busy_anim" "ACT_BUSY_QUEUE" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "food_queue_front" { "busy_sequence" "lineIdle01" "exit_sequence" "takepackage" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "sitcouchfeet1" { "busy_sequence" "sitcouchfeet1" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "sitcouchknees1" { "busy_sequence" "sitcouchknees1" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "sitchairtable1" { "busy_sequence" "sitchairtable1" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "sitcouch1" { "busy_sequence" "sitcouch1" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "sitccouchtv1" { "busy_sequence" "sitccouchtv1" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "laycouch1" { "busy_sequence" "laycouch1" "exit_sequence" "laycouch1_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "laycouch1" { "busy_sequence" "laycouch1" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Sit_Chair02" { "busy_sequence" "Sit_Chair02" "entry_sequence" "Idle_to_Sit_Chair02" "exit_sequence" "Sit_Chair02_to_Idle" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Sit_Chair03" { "busy_sequence" "Sit_Chair03" "entry_sequence" "Idle_to_Sit_Chair03" "exit_sequence" "Sit_Chair03_to_Idle" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "drinker_sit_idle" { "busy_sequence" "drinker_sit_idle" "entry_sequence" "drinker_sit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "drinker_sit_idle_ss" { "busy_sequence" "drinker_sit_idle_ss" "entry_sequence" "drinker_sit_ss" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "railing_idle" { "busy_sequence" "railing_idle" //"entry_sequence" "railing_enter" "exit_sequence" "railing_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "D1_C01a_Mary_kneel" { "busy_sequence" "canals_mary_postidle" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "D1_C03_Matt_sitground" { "busy_anim" "ACT_BUSY_SIT_GROUND" "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Cover_R" { "busy_sequence" "Cover_R" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Cover_L" { "busy_sequence" "Cover_L" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Coverlow_R" { "busy_sequence" "Coverlow_R" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Coverlow_L" { "busy_sequence" "Coverlow_L" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } //***************************************************************************** //************ Soldier actbusy section ************************************* //***************************************************************************** "Cover_crouch" { "busy_sequence" "crouchidle_AB" "exit_sequence" "crouch_to_combat_stand" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "Cover_crouch_B" { "busy_sequence" "crouchidle_AB" "exit_sequence" "crouchidle_ABexit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "Signal_group" { "busy_sequence" "signal_group" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "Idle_Alert" { "busy_sequence" "CombatIdle1" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "Signal_Advance" { "busy_sequence" "CombatIdle1" "exit_sequence" "signal_advance" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_Right" { "busy_sequence" "leanwall_right_idle" "exit_sequence" "leanwall_right_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_Corner_Right" { "busy_sequence" "leanwall_Corner_right_idle" "exit_sequence" "leanwall_Corner_right_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_Left" { "busy_sequence" "leanwall_left_idle" "exit_sequence" "leanwall_left_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_Left_B" { "busy_sequence" "leanwall_left_b_idle" "exit_sequence" "leanwall_left_b_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_CrouchLeft_A" { "busy_sequence" "leanwall_CrouchLeft_A_idle" "exit_sequence" "leanwall_CrouchLeft_A_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_CrouchLeft_B" { "busy_sequence" "leanwall_CrouchLeft_B_idle" "exit_sequence" "leanwall_CrouchLeft_B_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_CrouchLeft_C" { "busy_sequence" "leanwall_CrouchLeft_C_idle" "exit_sequence" "leanwall_CrouchLeft_C_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "LeanWall_CrouchLeft_D" { "busy_sequence" "leanwall_CrouchLeft_D_idle" "exit_sequence" "leanwall_CrouchLeft_D_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_AMBUSH" } "core_control_console_type" { "busy_sequence" "console_type_loop" "entry_sequence" "console_type_entry" "exit_sequence" "console_type_exit" "min_time" "0.0" "max_time" "120.0" "interrupts" "BA_INT_NONE" } //***************************************************************************** //************ Metrocop actbusy section ************************************ //***************************************************************************** "Crouch_idle_pistol_A" { "busy_sequence" "Crouch_idle_pistol" "exit_sequence" "Crouch_to_shootpistol" "min_time" "1.0" "max_time" "0.0" "interrupts" "BA_INT_COMBAT" } "Crouch_idle_smg1_A" { "busy_sequence" "Crouch_idle_smg1" "exit_sequence" "Crouch_to_shootsmg1" "min_time" "1.0" "max_time" "0.0" "interrupts" "BA_INT_COMBAT" } "Idle_harrassidle_A" { "busy_sequence" "harrassidle" "min_time" "1.0" "max_time" "0.0" "interrupts" "BA_INT_COMBAT" } //***************************************************************************** //************ Zombie actbusy section *nuugggh* ***************************** //***************************************************************************** "Zombie_Slump_A" { "busy_sequence" "slump_a" "exit_sequence" "slumprise_a" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_ZOMBIESLUMP" "use_automovement" "1" } "Zombie_Slump_A2" { "busy_sequence" "slump_a" "exit_sequence" "slumprise_a2" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_ZOMBIESLUMP" "use_automovement" "1" } "Zombie_Slump_B" { "busy_sequence" "slump_b" "exit_sequence" "slumprise_b" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_ZOMBIESLUMP" "use_automovement" "1" } "Fastzombie_Slump_a" { "busy_sequence" "slump_a" "exit_sequence" "slumprise_a" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_ZOMBIESLUMP" "use_automovement" "1" } "Fastzombie_Slump_b" { "busy_sequence" "slump_b" "exit_sequence" "slumprise_b" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_ZOMBIESLUMP" "use_automovement" "1" } "Zombie_Slump_Unbreakable" { "busy_sequence" "slump_b" "exit_sequence" "slumprise_b" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" "use_automovement" "1" } //***************************************************************************** //************ Alyx ***************************** //***************************************************************************** "Alyx_fusebox_hack" { "busy_sequence" "alyx_actBusyPowerbox" "entry_sequence" "alyx_startPowerBox" "exit_sequence" "alyx_exitPowerBox" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_DANGER" "use_automovement" "1" } "Alyx_CrouchHide_01" { "busy_sequence" "CrouchHide_01" "entry_sequence" "CrouchHide_01_enter" "exit_sequence" "CrouchHide_01_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Alyx_HideWall_AB" { "busy_sequence" "alyx_LeanWall" "entry_sequence" "alyx_HideWall" //"exit_sequence" "alyx_hackPowerBox" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Alyx_Injured_WallLean" { "busy_sequence" "injured_rest1_idle" "entry_sequence" "injured_rest1_in" "exit_sequence" "injured_rest1_out" "interrupts" "BA_INT_DANGER" } "Alyx_Blindfire_Left" { "busy_sequence" "blindfire_left_action" "entry_sequence" "blindfire_left_entry" "exit_sequence" "blindfire_left_exit" "min_time" "12.0" "max_time" "12.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Left_High" { "busy_sequence" "blindfire_left_high_action" "entry_sequence" "blindfire_left_entry" "exit_sequence" "blindfire_left_exit" "min_time" "12.0" "max_time" "12.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Left_Low" { "busy_sequence" "blindfire_left_low_action" "entry_sequence" "blindfire_left_entry" "exit_sequence" "blindfire_left_exit" "min_time" "12.0" "max_time" "12.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Low" { "busy_sequence" "blindfire_low_action" "entry_sequence" "blindfire_low_entry" "exit_sequence" "blindfire_low_exit" "min_time" "10.0" "max_time" "10.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Low_High" { "busy_sequence" "blindfire_low_high_action" "entry_sequence" "blindfire_low_entry" "exit_sequence" "blindfire_low_exit" "min_time" "10.0" "max_time" "10.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_WallCover_Right" { "busy_sequence" "cover_right_action" "entry_sequence" "cover_right_entry" "exit_sequence" "cover_right_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_WallCover_Low" { "busy_sequence" "CrouchHide_01" "entry_sequence" "CrouchHide_01_enter" "exit_sequence" "CrouchHide_01_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_WallCover_Low_Timed" { "busy_sequence" "CrouchHide_01" "entry_sequence" "CrouchHide_01_enter" "exit_sequence" "CrouchHide_01_exit" "min_time" "0.0" "max_time" "6.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Guard_Low" { "busy_sequence" "crouch_aim_pistol" "entry_sequence" "stand_to_crouchshoot" "exit_sequence" "crouchshoot_to_stand" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Guard_Low_Timed" { "busy_sequence" "crouch_aim_pistol" "entry_sequence" "stand_to_crouchshoot" "exit_sequence" "crouchshoot_to_stand" "min_time" "6.0" "max_time" "10.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Guard" { "busy_sequence" "pistol_idle_aim" "entry_sequence" "pistol_idle_aim" "exit_sequence" "pistol_idle_aim" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } }