mirror of
https://github.com/ValveSoftware/source-sdk-2013.git
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624 lines
15 KiB
Text
624 lines
15 KiB
Text
// "act busy name" This is the name that a mapmaker must specify in the hint node.
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// {
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// "busy_anim" "Activity Name".
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// "entry_anim" "Activity Name"
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// "exit_anim" "Activity Name"
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// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
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// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
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// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
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// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept.
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// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept.
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// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept.
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// "min_time" "Minimum time to spend in this busy anim"
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// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
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// "interrupts" One of:
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// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
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// "BA_INT_DANGER" break out of this anim only if threatened
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// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
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// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
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// "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
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// }
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//
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//
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"ActBusy.txt"
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{
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"binoculars_idle"
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{
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"busy_sequence" "binoculars_idle"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_PLAYER"
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}
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"d2_coast03_PreBattle_Scan_Skies"
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{
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"busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d2_coast03_PreBattle_Scan_Skies02"
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{
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"busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d2_coast03_PreBattle_Scan_Skies03"
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{
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"busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d2_coast03_PreBattle_Kneel_Idle"
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{
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"busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d2_coast03_PreBattle_Stand_Look"
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{
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"busy_sequence" "d2_coast03_PreBattle_Stand_Look"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"idle_alert_01"
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{
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"busy_sequence" "idle_alert_01"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"idle_alert_02"
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{
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"busy_sequence" "idle_alert_02"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"idle_relaxed_01"
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{
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"busy_sequence" "idle_relaxed_01"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"idle_relaxed_02"
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{
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"busy_sequence" "idle_relaxed_02"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_town05_Leon_Lean_Table_Idle"
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{
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"busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
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"entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
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"exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t03_Sit_couch"
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{
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"busy_sequence" "d1_t03_Sit_couch"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t03_sit_couch_consoling"
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{
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"busy_sequence" "d1_t03_sit_couch_consoling"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"fear_reaction_Idle"
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{
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"busy_sequence" "fear_reaction_Idle"
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"entry_sequence" "fear_reaction"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"cower_Idle"
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{
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"busy_sequence" "cower_Idle"
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"entry_sequence" "cower"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t03_Sit_Bed"
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{
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"busy_sequence" "d1_t03_Sit_Bed"
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"entry_sequence" "d1_t03_Sit_Bed_Entry"
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"exit_sequence" "d1_t03_Sit_Bed_Exit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"LineIdle01"
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{
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"busy_sequence" "LineIdle01"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t01_BreakRoom_WatchBreen"
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{
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"busy_sequence" "d1_t01_BreakRoom_WatchBreen"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t02_Plaza_Sit01_Idle"
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{
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"busy_sequence" "d1_t02_Plaza_Sit01_Idle"
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"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
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"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
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"min_time" "20.0"
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"max_time" "30.0"
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"interrupts" "BA_INT_DANGER"
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}
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"d1_t02_Plaza_Sit02"
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{
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"busy_sequence" "d1_t02_Plaza_Sit02"
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"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
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"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
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"min_time" "20.0"
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"max_time" "30.0"
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"interrupts" "BA_INT_DANGER"
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}
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"d1_t02_Playground_Cit2_Pockets"
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{
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"busy_sequence" "d1_t02_Playground_Cit2_Pockets"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t02_Playground_Cit1_Arms_Crossed"
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{
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"busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t03_LookOutDoor"
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{
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"busy_sequence" "d1_t03_LookOutDoor"
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"entry_sequence" "d1_t03_LookOutDoor_Entry"
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"exit_sequence" "d1_t03_LookOutDoor_Exit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t03_LookOutWindow"
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{
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"busy_sequence" "d1_t03_LookOutWindow"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t03_Tenements_Look_Out_Window_Idle"
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{
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"busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t03_PreRaid_Peek_Idle"
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{
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"busy_sequence" "d1_t03_PreRaid_Peek_Idle"
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"exit_sequence" "d1_t03_Preraid_Peek_Exit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t01_Clutch_Chainlink_Idle"
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{
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"busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
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"entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t01_BreakRoom_Sit01_Idle"
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{
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"busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
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"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
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"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t01_BreakRoom_Sit02"
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{
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"busy_sequence" "d1_t01_BreakRoom_Sit02"
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"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
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"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_None"
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}
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"d1_t01_BreakRoom_WatchClock_Sit"
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{
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"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
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"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"d1_t01_BreakRoom_WatchClock_Sit_MX"
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{
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"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
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"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"ACT_BUSY_LEAN_LEFT"
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{
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"busy_anim" "ACT_BUSY_LEAN_LEFT"
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"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
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"exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
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"min_time" "10.0"
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"max_time" "20.0"
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"interrupts" "BA_INT_PLAYER"
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}
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"Lean_Left"
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{
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"busy_sequence" "Lean_Left"
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"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
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"exit_sequence" "photo_react_startle"
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"min_time" "0"
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"max_time" "0"
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"interrupts" "BA_INT_NONE"
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}
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"ACT_BUSY_LEAN_BACK"
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{
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"busy_anim" "ACT_BUSY_LEAN_BACK"
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"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
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"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
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"min_time" "10.0"
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"max_time" "20.0"
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"interrupts" "BA_INT_PLAYER"
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}
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"lean_back"
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{
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"busy_sequence" "lean_back"
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"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
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"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
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"min_time" "0"
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"max_time" "0"
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"interrupts" "BA_INT_NONE"
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}
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"ACT_BUSY_SIT_GROUND"
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{
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"busy_anim" "ACT_BUSY_SIT_GROUND"
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"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
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"exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
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"min_time" "20.0"
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"max_time" "30.0"
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"interrupts" "BA_INT_DANGER"
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}
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"ACT_BUSY_SIT_CHAIR"
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{
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"busy_anim" "ACT_BUSY_SIT_CHAIR"
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"entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
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"exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
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"min_time" "30.0"
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"max_time" "40.0"
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"interrupts" "BA_INT_DANGER"
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}
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"ACT_BUSY_STAND"
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{
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"busy_anim" "ACT_BUSY_STAND"
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"min_time" "10.0"
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"max_time" "20.0"
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"interrupts" "BA_INT_DANGER"
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}
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"ACT_BUSY_QUEUE"
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{
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"busy_anim" "ACT_BUSY_QUEUE"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"food_queue_front"
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{
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"busy_sequence" "lineIdle01"
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"exit_sequence" "takepackage"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"sitcouchfeet1"
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{ "busy_sequence" "sitcouchfeet1"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"sitcouchknees1"
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{ "busy_sequence" "sitcouchknees1"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"sitchairtable1"
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{ "busy_sequence" "sitchairtable1"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"sitcouch1"
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{ "busy_sequence" "sitcouch1"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"sitccouchtv1"
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{ "busy_sequence" "sitccouchtv1"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"laycouch1"
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{ "busy_sequence" "laycouch1"
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"exit_sequence" "laycouch1_exit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"laycouch1"
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{
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"busy_sequence" "laycouch1"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"Sit_Chair02"
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{
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"busy_sequence" "Sit_Chair02"
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"entry_sequence" "Idle_to_Sit_Chair02"
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"exit_sequence" "Sit_Chair02_to_Idle"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"Sit_Chair03"
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{
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"busy_sequence" "Sit_Chair03"
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"entry_sequence" "Idle_to_Sit_Chair03"
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"exit_sequence" "Sit_Chair03_to_Idle"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"drinker_sit_idle"
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{
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"busy_sequence" "drinker_sit_idle"
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"entry_sequence" "drinker_sit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"drinker_sit_idle_ss"
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{
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"busy_sequence" "drinker_sit_idle_ss"
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"entry_sequence" "drinker_sit_ss"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"railing_idle"
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{
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"busy_sequence" "railing_idle"
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//"entry_sequence" "railing_enter"
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"exit_sequence" "railing_exit"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"D1_C01a_Mary_kneel"
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{
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"busy_sequence" "canals_mary_postidle"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"D1_C03_Matt_sitground"
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{
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"busy_anim" "ACT_BUSY_SIT_GROUND"
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"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
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"min_time" "0.0"
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"max_time" "0.0"
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"interrupts" "BA_INT_NONE"
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}
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"Cover_R"
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{
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"busy_sequence" "Cover_R"
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"min_time" "0.0"
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"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"
|
|
}
|
|
|
|
//*****************************************************************************
|
|
//************ 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"
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|