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- //==========================================================================
- //
- // Character Animation Script M U L T I P L A Y E R
- //
- // All player states should have animations sutable for a two handed rifle type weapon.
- //
- // This defines the animations and events that might occur at different times
- // for this character. State changes, and random behaviour during idle/alert
- // states will look here for default behaviour, if that character doesn't have
- // something specific in their scripts for that level.
- //
- //==========================================================================
- // playerAnimType:
- // Set in "Player Anim Type" in the weapon gdt file.
- // Full list specified in playeranimtypes.txt.
- // Asset manager choices specified in weapon gdf files.
- //==========================================================================
- // DEFINES
- //
- // These can be used to simplify the scripting, by defining replacement strings
- DEFINES
- // weaponclasses
- set weaponclass autofire = mg AND smg
- // movetypes
- set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND runcr AND runcrbk AND walkprone AND walkpronebk
- set movetype crouching = idlecr AND runcr AND runcrbk AND walkcr AND walkcrbk
- set movetype prone = idleprone AND walkprone AND walkpronebk
- set movetype backstep = walkbk AND runbk AND walkcrbk AND walkpronebk
- set movetype laststand = idlelaststand AND crawllaststand AND crawllaststandbk
- //==========================================================================
- // ANIMATIONS
- //
- // NOTE: scripts are chosen by first-come-first-serve basis. The first match
- // found is the one used.
- //
- // format:
- //
- // state <state description>
- // {
- // <movement type>
- // {
- // [DEFAULT / <condition type> [<condition value>], ...]
- // {
- // <both/legs/torso/turret> <animation> [sound <filename>]
- // <both/legs/torso/turret> <animation> [sound <filename>]
- // ...
- // }
- // }
- // }
- //
- // legend:
- //
- // <state description>: relaxed, alert, combat
- //
- // <movement type>: idle, idlecr, idleprone,
- // walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk.
- // run, runbk, runcr, runcrbk,
- // straferight, strafeleft, turnright, turnleft,
- // idlelaststand, crawllaststand, crawllaststandbk
- //
- // <condition type>: playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movetype, leaning, weapon_position, perk, damagetype, hitlocation, hitdirection, firing, akimbo, riotshieldnext, fastmantle
- //
- // <condition value>:
- //
- // playerAnimType: <weapon Player Anim Type in gdt>
- // position: behind, infront, right, left
- // enemy_weapon: <see weapon pickup names>
- // underwater: <no values>
- // mounted: mg42
- // movetype: <see movement types>
- // leaning: right, left
- // weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player, throwingknife
- // weapon_position: hip, ads
- // strafing: not, left, right - will never be left or right while moving backwards
- // perk: grenadedeath
- // damagetype: damage_bullet, damage_explosion_light, damage_explosion
- // hitlocation: hit_torso, hit_head, hit_neck, hit_legs
- // hitdirection: hit_front, hit_left, hit_right, hit_back
- // firing: true/false
- // akimbo: true/false
- // riotshieldnext: true/false
- // fastmantle: true/false
- //
- // NOTES:
- // - The player walks when they are ADS, so they can not ADS while running.
- //
- ANIMATIONS
- STATE COMBAT
- {
- idle
- {
- mounted mg42, firing
- {
- both standSAWgunner_aim turretanim
- }
- mounted mg42
- {
- both standSAWgunner_aim turretanim
- }
- mounted remote
- {
- both pb_stand_remotecontroller
- }
- playerAnimType none
- {
- both pb_stand_alert
- }
- playerAnimType briefcase
- {
- both pb_stand_bombplant
- }
- playerAnimType laptop
- {
- both pb_stand_remotecontroller
- }
- playerAnimType riotshield
- {
- both pb_stand_alert_shield
- }
- playerAnimType hold
- {
- both pb_hold_idle
- }
- akimbo
- {
- both pb_stand_alert_akimbo
- }
- playerAnimType pistol, weapon_position ads
- {
- both pb_stand_ads_pistol
- }
- playerAnimType pistol
- {
- both pb_stand_alert_pistol
- }
- playerAnimType mg, weapon_position ads
- {
- both pb_stand_ads_mg
- }
- playerAnimType mg
- {
- both pb_stand_alert_mg
- }
- playerAnimType rocketlauncher, weapon_position ads
- {
- both pb_stand_ads_RPG
- }
- playerAnimType rocketlauncher
- {
- both pb_stand_alert_RPG
- }
- weapon_position ads
- {
- both pb_stand_ads
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_shield_grenade_pullpin
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_stand_grenade_pullpin
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_shield_knife_pullout
- }
- playerAnimType throwingknife
- {
- both pb_stand_pullout_knife
- }
- default // two handed rifle type weapon
- {
- both pb_stand_alert
- }
- }
- idlecr
- {
- mounted mg42, firing
- {
- both crouchSAWgunner_aim turretanim
- }
- mounted mg42
- {
- both crouchSAWgunner_aim turretanim
- }
- mounted remote
- {
- both pb_crouch_remotecontroller
- }
- playerAnimType none
- {
- both pb_crouch_bombplant
- }
- playerAnimType briefcase
- {
- both pb_crouch_bombplant
- }
- playerAnimType laptop
- {
- both pb_crouch_remotecontroller
- }
- playerAnimType riotshield
- {
- both pb_crouch_alert_shield
- }
- playerAnimType hold
- {
- both pb_crouch_hold_idle
- }
- akimbo
- {
- both pb_crouch_alert_akimbo
- }
- playerAnimType pistol, weapon_position ads
- {
- both pb_crouch_ads_pistol
- }
- playerAnimType pistol
- {
- both pb_crouch_alert_pistol
- }
- playerAnimType rocketlauncher, weapon_position ads
- {
- both pb_crouch_ads_RPG
- }
- playerAnimType rocketlauncher
- {
- both pb_crouch_alert_RPG
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_crouch_grenade_pullpin
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_crouch_grenade_pullpin
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_crouch_grenade_pullpin
- }
- weapon_position ads
- {
- both pb_crouch_ads
- }
- default // two handed rifle type weapon
- {
- both pb_crouch_alert
- }
- }
- idleprone
- {
- mounted mg42, firing
- {
- both proneSAWgunner_aim turretanim
- }
- mounted mg42
- {
- both proneSAWgunner_aim turretanim
- }
- mounted remote
- {
- both pb_prone_remotecontroller
- }
- playerAnimType briefcase
- {
- both pb_prone_bombplant
- }
- playerAnimType laptop
- {
- both pb_prone_remotecontroller
- }
- playerAnimType hold
- {
- both pb_prone_hold
- }
- playerAnimType none
- {
- both pb_prone_bombplant
- }
- akimbo
- {
- both pb_prone_aim_akimbo
- }
- playerAnimType pistol
- {
- both pb_prone_aim_pistol
- }
- playerAnimType rocketlauncher
- {
- both pb_prone_aim_RPG
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_prone_aim_grenade
- }
- playerAnimType throwingknife
- {
- both pb_prone_pullout_knife
- }
- playerAnimType sniper
- {
- both pb_prone_aim_sniper
- }
- default
- {
- both pb_prone_aim
- }
- }
- idlelaststand
- {
- playerAnimType rocketlauncher
- {
- both pb_laststand_idle_RPG
- }
- playerAnimType riotshield
- {
- both pb_laststand_idle_shield
- }
- playerAnimTypePrimary riotshield
- {
- both pb_laststand_idle_shield
- }
- playerAnimType hold
- {
- both pb_deadhands_idle
- }
- akimbo
- {
- both pb_laststand_idle_akimbo
- }
- default
- {
- both pb_laststand_idle
- }
- }
- // FLINCHING
- flinch_forward
- {
- akimbo
- {
- torso pt_flinch_pistol_forward
- }
- playerAnimType pistol
- {
- torso pt_flinch_pistol_forward
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- torso pt_flinch_grenade_forward
- }
- default
- {
- torso pt_flinch_forward
- }
- }
- flinch_backward
- {
- akimbo
- {
- torso pt_flinch_pistol_back
- }
- playerAnimType pistol
- {
- torso pt_flinch_pistol_back
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- torso pt_flinch_grenade_back
- }
- default
- {
- torso pt_flinch_back
- }
- }
- flinch_left
- {
- akimbo
- {
- torso pt_flinch_pistol_left
- }
- playerAnimType pistol
- {
- torso pt_flinch_pistol_left
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- torso pt_flinch_grenade_left
- }
- default
- {
- torso pt_flinch_left
- }
- }
- flinch_right
- {
- akimbo
- {
- torso pt_flinch_pistol_right
- }
- playerAnimType pistol
- {
- torso pt_flinch_pistol_right
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- torso pt_flinch_grenade_right
- }
- default
- {
- torso pt_flinch_right
- }
- }
- // STUMBLE
- stumble_forward
- {
- // pistol
- playerAnimType pistol, strafing left
- {
- both pb_stumble_pistol_left
- }
- playerAnimType pistol, strafing right
- {
- both pb_stumble_pistol_right
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_stumble_grenade_left
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_stumble_grenade_right
- }
- playerAnimType pistol
- {
- both pb_stumble_pistol_forward
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_stumble_grenade_forward
- }
- // rifle
- strafing left
- {
- both pb_stumble_left
- }
- strafing right
- {
- both pb_stumble_right
- }
- default
- {
- both pb_stumble_forward
- }
- }
- stumble_backward
- {
- playerAnimType pistol, strafing left
- {
- both pb_stumble_pistol_left
- }
- playerAnimType pistol, strafing right
- {
- both pb_stumble_pistol_right
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_stumble_grenade_left
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_stumble_grenade_right
- }
- playerAnimType pistol
- {
- both pb_stumble_pistol_back
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_stumble_grenade_back
- }
- // rifle
- strafing left
- {
- both pb_stumble_left
- }
- strafing right
- {
- both pb_stumble_right
- }
- default
- {
- both pb_stumble_back
- }
- }
- // STUMBLE WALK
- stumble_walk_forward
- {
- // pistol
- playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_walk_left
- }
- playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_walk_right
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_walk_forward
- }
- // rifle
- strafing left
- {
- both pb_stumble_walk_left
- }
- strafing right
- {
- both pb_stumble_walk_right
- }
- default
- {
- both pb_stumble_walk_forward
- }
- }
- stumble_walk_backward
- {
- // pistol
- playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_walk_left
- }
- playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_walk_right
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_walk_back
- }
- // rifle
- strafing left
- {
- both pb_stumble_walk_left
- }
- strafing right
- {
- both pb_stumble_walk_right
- }
- default
- {
- both pb_stumble_walk_back
- }
- }
- // STUMBLE CROUCH
- stumble_crouch_forward
- {
- // pistol
- playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_left
- }
- playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_right
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_forward
- }
- // rifle
- strafing left
- {
- both pb_stumble_left
- }
- strafing right
- {
- both pb_stumble_right
- }
- default
- {
- both pb_stumble_forward
- }
- }
- stumble_crouch_backward
- {
- // pistol
- playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_left
- }
- playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_right
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- both pb_stumble_pistol_back
- }
- strafing left
- {
- both pb_stumble_left
- }
- strafing right
- {
- both pb_stumble_right
- }
- default
- {
- both pb_stumble_back
- }
- }
- walk
- {
- playerAnimType none
- {
- //both pb_stand_shoot_walk_forward_unarmed
- both pb_combatwalk_forward_loop_pistol
- }
- playerAnimType riotshield, strafing left
- {
- both pb_walk_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_walk_right_shield
- }
- playerAnimType riotshield
- {
- both pb_walk_forward_shield
- }
- playerAnimType hold
- {
- both pb_hold_run
- }
- playerAnimType rocketlauncher, strafing left
- {
- both pb_walk_left_RPG_ads
- }
- playerAnimType rocketlauncher, strafing right
- {
- both pb_walk_right_RPG_ads
- }
- playerAnimType rocketlauncher
- {
- both pb_walk_forward_RPG_ads
- }
- strafing left, akimbo
- {
- both pb_walk_left_akimbo
- }
- strafing right, akimbo
- {
- both pb_walk_right_akimbo
- }
- akimbo
- {
- both pb_walk_forward_akimbo
- }
- playerAnimType pistol , strafing left
- {
- both pb_combatwalk_left_loop_pistol
- }
- playerAnimType pistol, strafing right
- {
- both pb_combatwalk_right_loop_pistol
- }
- playerAnimType pistol
- {
- both pb_combatwalk_forward_loop_pistol
- }
- playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_right_loop_grenade
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_combatrun_right_loop_grenade
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_forward_loop_stickgrenade
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_forward_loop_stickgrenade
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_combatrun_forward_loop_stickgrenade
- }
- // playerAnimType mg
- // {
- // both pb_walk_forward_mg
- // }
- 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
- both pb_combatwalk_back_loop_pistol
- }
- playerAnimType riotshield, strafing left
- {
- both pb_walk_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_walk_right_shield
- }
- playerAnimType riotshield
- {
- both pb_walk_back_shield
- }
- playerAnimType hold
- {
- both pb_hold_run_back
- }
- playerAnimType rocketlauncher
- {
- both pb_walk_back_RPG_ads
- }
- strafing left, akimbo
- {
- both pb_walk_left_akimbo
- }
- playerAnimType pistol, strafing left
- {
- both pb_combatwalk_left_loop_pistol
- }
- strafing right, akimbo
- {
- both pb_walk_right_akimbo
- }
- playerAnimType pistol, strafing right
- {
- both pb_combatwalk_right_loop_pistol
- }
- akimbo
- {
- both pb_walk_back_akimbo
- }
- playerAnimType pistol
- {
- both pb_combatwalk_back_loop_pistol
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_back_loop_grenade
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_back_loop_grenade
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- 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 riotshield, strafing left
- {
- both pb_crouch_walk_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_crouch_walk_right_shield
- }
- playerAnimType riotshield
- {
- both pb_crouch_walk_forward_shield
- }
- playerAnimType hold, strafing left
- {
- both pb_crouch_hold_run_left
- }
- playerAnimType hold, strafing right
- {
- both pb_crouch_hold_run_right
- }
- playerAnimType hold
- {
- both pb_crouch_hold_run
- }
- playerAnimType rocketlauncher, strafing left
- {
- both pb_crouch_walk_left_RPG
- }
- playerAnimType rocketlauncher, strafing right
- {
- both pb_crouch_walk_right_RPG
- }
- playerAnimType rocketlauncher
- {
- both pb_crouch_walk_forward_RPG
- }
- playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_crouch_walk_left_pistol
- }
- playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_crouch_walk_right_pistol
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- 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 riotshield, strafing left
- {
- both pb_crouch_walk_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_crouch_walk_right_shield
- }
- playerAnimType riotshield
- {
- both pb_crouch_walk_back_shield
- }
- playerAnimType hold
- {
- both pb_crouch_hold_run_back
- }
- playerAnimType rocketlauncher
- {
- both pb_crouch_walk_back_RPG
- }
- playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_crouch_walk_left_pistol
- }
- playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_crouch_walk_right_pistol
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- 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
- {
- strafing left, akimbo
- {
- both pb_prone_crawl_left_akimbo
- }
- strafing right, akimbo
- {
- both pb_prone_crawl_right_akimbo
- }
- playerAnimType pistol, strafing left
- {
- both pb_prone_crawl_left
- }
- playerAnimType pistol, strafing right
- {
- both pb_prone_crawl_right
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_prone_grenade_crawl_left
- }
- playerAnimType hold, strafing left
- {
- both pb_prone_crawl_left_hold
- }
- playerAnimType hold, strafing right
- {
- both pb_prone_crawl_right_hold
- }
- playerAnimType hold
- {
- both pb_prone_crawl_hold
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_prone_grenade_crawl_right
- }
- akimbo
- {
- both pb_prone_crawl_akimbo
- }
- playerAnimType pistol
- {
- both pb_prone_crawl
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- 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
- {
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_prone_grenade_crawl_left
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_prone_grenade_crawl_right
- }
- playerAnimType hold
- {
- both pb_prone_crawl_back_hold
- }
- akimbo
- {
- both pb_prone_crawl_back_akimbo
- }
- playerAnimType pistol
- {
- both pb_prone_crawl_back
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_prone_grenade_crawl_back
- }
- default
- {
- both pb_prone_crawl_back
- }
- }
- crawllaststand
- {
- playerAnimType rocketlauncher, strafing left
- {
- both pb_laststand_crawl_left_RPG
- }
- playerAnimType riotshield, strafing left
- {
- both pb_laststand_crawl_left_shield
- }
- playerAnimType hold, strafing left
- {
- both pb_deadhands_crawl_left
- }
- strafing left, akimbo
- {
- both pb_laststand_crawl_left_akimbo
- }
- strafing left
- {
- both pb_laststand_crawl_left
- }
- playerAnimType rocketlauncher, strafing right
- {
- both pb_laststand_crawl_right_RPG
- }
- playerAnimType riotshield, strafing right
- {
- both pb_laststand_crawl_right_shield
- }
- playerAnimType hold, strafing right
- {
- both pb_deadhands_crawl_right
- }
- strafing right, akimbo
- {
- both pb_laststand_crawl_right_akimbo
- }
- strafing right
- {
- both pb_laststand_crawl_right
- }
- playerAnimType rocketlauncher, default
- {
- both pb_laststand_crawl_RPG
- }
- playerAnimType riotshield
- {
- both pb_laststand_crawl_shield
- }
- playerAnimType hold
- {
- both pb_deadhands_crawl_forward
- }
- akimbo
- {
- both pb_laststand_crawl_akimbo
- }
- default
- {
- both pb_laststand_crawl
- }
- }
- crawllaststandbk
- {
- playerAnimType rocketlauncher, strafing left
- {
- both pb_laststand_crawl_left_RPG
- }
- playerAnimType riotshield, strafing left
- {
- both pb_laststand_crawl_left_shield
- }
- playerAnimType hold, strafing left
- {
- both pb_deadhands_crawl_left
- }
- strafing left, akimbo
- {
- both pb_laststand_crawl_left_akimbo
- }
- strafing left
- {
- both pb_laststand_crawl_left
- }
- playerAnimType rocketlauncher, strafing right
- {
- both pb_laststand_crawl_right_RPG
- }
- playerAnimType riotshield, strafing right
- {
- both pb_laststand_crawl_right_shield
- }
- playerAnimType hold, strafing right
- {
- both pb_deadhands_crawl_right
- }
- strafing right, akimbo
- {
- both pb_laststand_crawl_right_akimbo
- }
- strafing right
- {
- both pb_laststand_crawl_right
- }
- playerAnimType rocketlauncher, default
- {
- both pb_laststand_crawl_back_RPG
- }
- playerAnimType riotshield
- {
- both pb_laststand_crawl_back_shield
- }
- playerAnimType hold
- {
- both pb_deadhands_crawl_back
- }
- akimbo
- {
- both pb_laststand_crawl_back_akimbo
- }
- default
- {
- both pb_laststand_crawl
- }
- }
- run
- {
- playerAnimType none
- {
- both pb_pistol_run_fast
- }
- weaponclass spread
- {
- both pb_combatrun_forward_loop_shotgun
- }
- playerAnimType sniper
- {
- both pb_combatrun_forward_loop_sniper
- }
- playerAnimType autorifle, weaponclass mg
- {
- both pb_combatrun_forward_loop_lmg
- }
- playerAnimType hold, strafing left
- {
- both pb_hold_run_left
- }
- playerAnimType hold, strafing right
- {
- both pb_hold_run_right
- }
- playerAnimType hold
- {
- both pb_hold_run
- }
- akimbo
- {
- both pb_combatrun_forward_akimbo
- }
- playerAnimType smg
- {
- both pb_combatrun_forward_loop_smg
- }
- playerAnimType autorifle
- {
- both pb_combatrun_forward_loop_assault
- }
- playerAnimType riotshield, strafing left
- {
- both pb_combatrun_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_combatrun_right_shield
- }
- playerAnimType riotshield
- {
- both pb_combatrun_forward_shield
- }
- strafing left, akimbo
- {
- both pb_combatrun_left_akimbo
- }
- strafing right, akimbo
- {
- both pb_combatrun_right_akimbo
- }
- playerAnimType rocketlauncher, strafing left
- {
- both pb_combatrun_left_RPG
- }
- playerAnimType rocketlauncher, strafing right
- {
- both pb_combatrun_right_RPG
- }
- playerAnimType rocketlauncher
- {
- both pb_combatrun_forward_RPG
- }
- playerAnimType pistol, strafing left
- {
- both pb_combatrun_left_loop_pistol
- }
- playerAnimType pistol, strafing right
- {
- both pb_combatrun_right_loop_pistol
- }
- playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_right_loop_grenade
- }
- playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_right_loop_grenade
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_combatrun_right_loop_grenade
- }
- // playerAnimType mg, strafing left
- // {
- // both pb_combatrun_left_mg
- // }
- // playerAnimType mg, strafing right
- // {
- // both pb_combatrun_right_mg
- // }
- // playerAnimType mg
- // {
- // both pb_combatrun_forward_mg
- // }
- strafing left
- {
- both pb_combatrun_left_loop
- }
- strafing right
- {
- both pb_combatrun_right_loop
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_forward_loop_stickgrenade
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_forward_loop_stickgrenade
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_combatrun_forward_loop_stickgrenade
- }
- playerAnimType pistol
- {
- both pb_pistol_run_fast
- }
- default
- {
- both pb_combatrun_forward_loop
- }
- }
- // STUMBLE SPRINT
- stumble_sprint_forward
- {
- default
- {
- both pb_stumble_forward
- }
- }
- sprint
- {
- weaponclass spread
- {
- both pb_sprint_shotgun
- }
- playerAnimType none
- {
- both pb_sprint
- }
- playerAnimType riotshield
- {
- both pb_sprint_shield
- }
- playerAnimType hold
- {
- both pb_sprint_hold
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_sprint
- }
- akimbo
- {
- both pb_sprint_akimbo
- }
- playerAnimType pistol
- {
- both pb_sprint_pistol
- }
- playerAnimType rocketlauncher
- {
- both pb_sprint_RPG
- }
- // playerAnimType mg
- // {
- // both pb_sprint_mg
- // }
- playerAnimType autorifle, weaponclass mg
- {
- both pb_sprint_lmg
- }
- playerAnimType smg
- {
- both pb_sprint_smg
- }
- playerAnimType autorifle
- {
- both pb_sprint_assault
- }
- playerAnimType sniper
- {
- both pb_sprint_sniper
- }
- default
- {
- both pb_sprint
- }
- }
- runbk
- {
- playerAnimType none
- {
- both pb_combatrun_back_loop_grenade
- }
- weaponclass spread, strafing left
- {
- both pb_combatrun_left_loop_shotgun
- }
- weaponclass spread, strafing right
- {
- both pb_combatrun_right_loop_shotgun
- }
- weaponclass spread
- {
- both pb_combatrun_back_loop_shotgun
- }
- playerAnimType riotshield, strafing left
- {
- both pb_combatrun_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_combatrun_right_shield
- }
- playerAnimType riotshield
- {
- both pb_combatrun_back_shield
- }
- playerAnimType hold
- {
- both pb_hold_run_back
- }
- strafing left, akimbo
- {
- both pb_combatrun_left_akimbo
- }
- playerAnimType pistol, strafing left
- {
- both pb_combatrun_left_loop_pistol
- }
- strafing right, akimbo
- {
- both pb_combatrun_right_akimbo
- }
- playerAnimType pistol, strafing right
- {
- both pb_combatrun_right_loop_pistol
- }
- playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_combatrun_left_loop_grenade
- }
- playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_right_loop_grenade
- }
- playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_right_loop_grenade
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_combatrun_right_loop_grenade
- }
- akimbo
- {
- both pb_combatrun_back_akimbo
- }
- playerAnimType pistol
- {
- both pb_combatrun_back_loop_pistol
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_back_loop_grenade
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_combatrun_back_loop_grenade
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_combatrun_back_loop_grenade
- }
- playerAnimType rocketlauncher
- {
- both pb_combatrun_back_RPG
- }
- playerAnimType autorifle, weaponclass mg, strafing left
- {
- both pb_combatrun_left_loop_lmg
- }
- playerAnimType autorifle, weaponclass mg, strafing right
- {
- both pb_combatrun_right_loop_lmg
- }
- playerAnimType autorifle, weaponclass mg
- {
- both pb_combatrun_back_loop_lmg
- }
- playerAnimType smg, strafing left
- {
- both pb_combatrun_left_loop_smg
- }
- playerAnimType smg, strafing right
- {
- both pb_combatrun_right_loop_smg
- }
- playerAnimType smg
- {
- both pb_combatrun_back_loop_smg
- }
- playerAnimType autorifle, strafing left
- {
- both pb_combatrun_left_loop_assault
- }
- playerAnimType autorifle, strafing right
- {
- both pb_combatrun_right_loop_assault
- }
- playerAnimType autorifle
- {
- both pb_combatrun_back_loop_assault
- }
- playerAnimType sniper, strafing left
- {
- both pb_combatrun_left_loop_sniper
- }
- playerAnimType sniper, strafing right
- {
- both pb_combatrun_right_loop_sniper
- }
- playerAnimType sniper
- {
- both pb_combatrun_back_loop_sniper
- }
- 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
- }
- playerAnimType riotshield, strafing left
- {
- both pb_crouch_walk_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_crouch_walk_right_shield
- }
- playerAnimType riotshield
- {
- both pb_crouch_walk_forward_shield
- }
- playerAnimType rocketlauncher, strafing left
- {
- both pb_crouch_run_left_RPG
- }
- playerAnimType rocketlauncher, strafing right
- {
- both pb_crouch_run_right_RPG
- }
- playerAnimType rocketlauncher
- {
- both pb_crouch_run_forward_RPG
- }
- strafing left, akimbo
- {
- both pb_crouch_walk_left_akimbo
- }
- playerAnimType pistol, strafing left
- {
- both pb_crouch_run_left_pistol
- }
- strafing right, akimbo
- {
- both pb_crouch_walk_right_akimbo
- }
- akimbo
- {
- both pb_crouch_walk_forward_akimbo
- }
- playerAnimType pistol, strafing right
- {
- both pb_crouch_run_right_pistol
- }
- playerAnimType hold, strafing left
- {
- both pb_crouch_hold_run_left
- }
- playerAnimType hold, strafing right
- {
- both pb_crouch_hold_run_right
- }
- playerAnimType hold
- {
- both pb_crouch_hold_run
- }
- playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_left_grenade
- }
- playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_left_grenade
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_crouch_run_left_grenade
- }
- playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_right_grenade
- }
- playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_right_grenade
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_crouch_run_right_grenade
- }
- playerAnimType pistol
- {
- both pb_crouch_run_forward_pistol
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_forward_grenade
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_forward_grenade
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- 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
- }
- }
- stumble_sprintcr_forward
- {
- default
- {
- both pb_stumble_forward
- }
- }
- sprintcr
- {
- playerAnimType none
- {
- both pb_crouch_sprint
- }
- playerAnimType riotshield
- {
- both pb_crouch_sprint_shield
- }
- playerAnimType hold
- {
- both pb_crouch_sprint_hold
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- both pb_crouch_sprint
- }
- akimbo
- {
- both pb_crouch_sprint_akimbo
- }
- playerAnimType pistol
- {
- both pb_crouch_sprint_pistol
- }
- playerAnimType rocketlauncher
- {
- both pb_crouch_sprint_RPG
- }
- // playerAnimType mg
- // {
- // both pb_crouch_sprint_mg
- // }
- default
- {
- both pb_crouch_sprint
- }
- }
- runcrbk
- {
- playerAnimType none
- {
- both pb_crouch_run_back_grenade
- }
- playerAnimType riotshield, strafing left
- {
- both pb_crouch_walk_left_shield
- }
- playerAnimType riotshield, strafing right
- {
- both pb_crouch_walk_right_shield
- }
- playerAnimType riotshield
- {
- both pb_crouch_walk_back_shield
- }
- playerAnimType rocketlauncher
- {
- both pb_crouch_run_back_RPG
- }
- strafing left, akimbo
- {
- both pb_crouch_walk_left_akimbo
- }
- playerAnimType pistol, strafing left
- {
- both pb_crouch_run_left_pistol
- }
- strafing right, akimbo
- {
- both pb_crouch_walk_right_akimbo
- }
- playerAnimType pistol, strafing right
- {
- both pb_crouch_run_right_pistol
- }
- playerAnimType hold
- {
- both pb_crouch_hold_run_back
- }
- playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_left_grenade
- }
- playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_left_grenade
- }
- playerAnimType grenade, strafing left, playerAnimType all NOT m203
- {
- both pb_crouch_run_left_grenade
- }
- playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_right_grenade
- }
- playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_right_grenade
- }
- playerAnimType grenade, strafing right, playerAnimType all NOT m203
- {
- both pb_crouch_run_right_grenade
- }
- akimbo
- {
- both pb_crouch_walk_back_akimbo
- }
- playerAnimType pistol
- {
- both pb_crouch_run_back_pistol
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_back_grenade
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- both pb_crouch_run_back_grenade
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- 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
- {
- fastmantle
- {
- both mp_mantle_up_57_fr
- }
- default
- {
- both mp_mantle_up_57
- }
- }
- mantle_up_51
- {
- fastmantle
- {
- both mp_mantle_up_51_fr
- }
- default
- {
- both mp_mantle_up_51
- }
- }
- mantle_up_45
- {
- fastmantle
- {
- both mp_mantle_up_45_fr
- }
- default
- {
- both mp_mantle_up_45
- }
- }
- mantle_up_39
- {
- fastmantle
- {
- both mp_mantle_up_39_fr
- }
- default
- {
- both mp_mantle_up_39
- }
- }
- mantle_up_33
- {
- fastmantle
- {
- both mp_mantle_up_33_fr
- }
- default
- {
- both mp_mantle_up_33
- }
- }
- mantle_up_27
- {
- fastmantle
- {
- legs mp_mantle_up_27_fr
- }
- default
- {
- legs mp_mantle_up_27
- }
- }
- mantle_up_21
- {
- fastmantle
- {
- legs mp_mantle_up_21_fr
- }
- default
- {
- legs mp_mantle_up_21
- }
- }
- mantle_over_high
- {
- fastmantle
- {
- both mp_mantle_over_high_fr
- }
- default
- {
- both mp_mantle_over_high
- }
- }
- mantle_over_mid
- {
- fastmantle
- {
- both mp_mantle_over_mid_fr
- }
- default
- {
- both mp_mantle_over_mid
- }
- }
- mantle_over_low
- {
- fastmantle
- {
- legs mp_mantle_over_low_fr
- }
- 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, stunned
- // 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
- {
- // LAPTOP
- playerAnimType laptop
- {
- // Ignore event while using laptop
- }
- // MG42
- mounted mg42
- {
- // Ignore the fireweapon event while on a turret
- }
- mounted remote
- {
- // Ignore the fireweapon event while on a turret
- }
- playerAnimType rocketlauncher, movetype laststand
- {
- torso pt_laststand_fire_RPG
- }
- playerAnimTypePrimary riotshield, movetype laststand
- {
- // Ignore the fireweapon event while on a turret
- }
- movetype laststand, akimbo
- {
- torso pt_laststand_fire_akimbo
- }
- movetype laststand
- {
- torso pt_laststand_fire
- }
- // GRENADES
- playerAnimType hold, movetype prone
- {
- torso pt_hold_prone_throw
- }
- playerAnimType hold, movetype idlecr
- {
- torso pt_hold_throw
- }
- playerAnimType hold
- {
- torso pt_hold_throw
- }
- playerAnimType grenade, movetype prone, playerAnimType all NOT m203 // All prone
- {
- torso pt_prone_grenade_throw
- }
- playerAnimType grenade, movetype idlecr, playerAnimTypePrimary riotshield
- {
- torso pt_shield_grenade_throw
- }
- playerAnimType grenade, movetype idlecr, playerAnimType all NOT m203 // Crouch, still
- {
- torso pt_crouch_grenade_throw
- }
- playerAnimType grenade, movetype crouching, playerAnimTypePrimary riotshield
- {
- torso pt_shield_grenade_throw
- }
- playerAnimType grenade, movetype crouching, playerAnimType all NOT m203 // Crouch, moving
- {
- torso pt_crouch_grenade_throw
- }
- playerAnimType grenade, movetype moving, playerAnimTypePrimary riotshield
- {
- torso pt_shield_grenade_throw
- }
- playerAnimType grenade, playerAnimTypePrimary riotshield
- {
- torso pt_shield_grenade_throw
- }
- playerAnimType grenade, movetype idle, playerAnimType all NOT m203 // Stand still
- {
- both pb_stand_grenade_throw blendtime 10
- }
- playerAnimType grenade, playerAnimType all NOT m203 // Stand, moving
- {
- torso pt_stand_grenade_throw blendtime 10
- }
- // PISTOLS AKIMBO
- movetype prone, akimbo
- {
- torso pt_prone_shoot_akimbo
- }
- movetype moving, akimbo
- {
- // Play no special firing animation
- }
- movetype crouching, akimbo
- {
- torso pt_crouch_shoot_akimbo
- }
- akimbo
- {
- torso pt_stand_shoot_akimbo
- }
- // PISTOLS
- playerAnimType pistol, movetype prone
- {
- torso pt_prone_shoot_pistol
- }
- playerAnimType pistol, movetype moving
- {
- // Play no special firing animation
- }
- playerAnimType pistol, movetype crouching, weapon_position ads
- {
- torso pt_crouch_shoot_ads_pistol
- }
- playerAnimType pistol, movetype crouching
- {
- torso pt_crouch_shoot_pistol
- }
- playerAnimType pistol, weapon_position ads
- {
- torso pb_stand__shoot_ads_pistol
- }
- playerAnimType pistol
- {
- torso pt_stand_shoot_pistol
- }
- // 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
- }
- // playerAnimType mg, weapon_position ads
- // {
- // torso pt_stand_shoot_ads_mg
- // }
- weaponclass autofire, weapon_position ads
- {
- torso pt_stand_shoot_auto_ads duration 150
- }
- // playerAnimType mg
- // {
- // torso pt_stand_shoot_mg
- // }
- weaponclass autofire
- {
- torso pt_stand_shoot_auto duration 150
- }
- // PROJECTILE WEAPONS (assume ads since you can't fire these from the hip)
- playerAnimType rocketlauncher, movetype moving
- {
- // Play no special firing animation
- }
- playerAnimType rocketlauncher, movetype crouching
- {
- torso pt_crouch_shoot_ads
- }
- playerAnimType rocketlauncher, movetype prone
- {
- torso pt_prone_shoot_RPG
- }
- playerAnimType rocketlauncher
- {
- torso pt_stand_shoot_RPG
- }
- // THROWN WEAPONS (knife)
- playerAnimType throwingknife, movetype moving, playerAnimTypePrimary riotshield
- {
- torso pt_shield_knife_throw
- }
- playerAnimType throwingknife, movetype moving
- {
- torso pt_stand_throw_knife
- }
- playerAnimType throwingknife, movetype crouching, playerAnimTypePrimary riotshield
- {
- torso pt_shield_knife_throw
- }
- playerAnimType throwingknife, movetype crouching
- {
- torso pt_stand_throw_knife
- }
- playerAnimType throwingknife, movetype prone
- {
- torso pt_prone_throw_knife
- }
- playerAnimType throwingknife, playerAnimTypePrimary riotshield
- {
- torso pt_shield_knife_throw
- }
- playerAnimType throwingknife
- {
- torso pt_stand_throw_knife
- }
- //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
- }
- // DEFAULT (RIFLES)
- playerAnimType other, movetype prone
- {
- torso pt_prone_shoot_auto
- }
- 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
- {
- riotshieldnext
- {
- both pb_prone2crouch_shield
- }
- movetype moving
- {
- both pb_prone2crouchrun
- }
- default
- {
- both pb_prone2crouch
- }
- }
- crouch_to_prone
- {
- default
- {
- both pb_crouch2prone
- }
- }
- meleeattack
- {
- playerAnimType pistol AND grenade, movetype prone, playerAnimType all NOT m203
- {
- torso pt_melee_prone_pistol
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- torso pt_melee_prone_pistol
- }
- playerAnimType riotshield
- {
- torso pt_melee_shield
- }
- movetype prone
- {
- torso pt_melee_prone
- }
- movetype laststand
- {
- both pt_laststand_melee
- }
- movetype crouching
- {
- torso pt_melee_crouch_left2left
- torso pt_melee_crouch_left2right
- torso pt_melee_crouch_right2left
- }
- 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
- {
- movetype prone
- {
- torso pt_melee_prone_pistol
- }
- movetype laststand
- {
- both pt_laststand_melee
- }
- default
- {
- torso pt_melee_pistol_1
- }
- }
- knife_melee_charge
- {
- movetype prone
- {
- torso pt_melee_prone_pistol
- }
- movetype laststand
- {
- both pt_laststand_melee
- }
- default
- {
- torso pt_melee_pistol_2
- }
- }
- dropweapon
- {
- riotshieldnext
- {
- torso pt_stand_pullout_shield
- }
- playerAnimType laptop
- {
- // Ignore event while using laptop
- }
- movetype prone
- {
- torso pt_prone_pullout_pose
- }
- playerAnimType riotshield, movetype crouching
- {
- torso pt_stand_putaway_shield
- }
- movetype crouching
- {
- torso pt_crouch_pullout_pose
- }
- playerAnimType riotshield
- {
- torso pt_stand_putaway_shield
- }
- movetype laststand
- {
- torso pt_laststand_pullout_pose
- }
- default
- {
- torso pt_stand_core_pullout
- }
- }
- raiseweapon
- {
- // (Boon 07-11-2003) Don't want anything here - just blend into the correct pose.
- }
- reload
- {
- playerAnimType laptop
- {
- // Ignore event while using laptop
- }
- playerAnimType rocketlauncher, movetype laststand
- {
- torso pt_laststand_reload_RPG
- }
- movetype laststand, akimbo
- {
- torso pt_laststand_reload_akimbo
- }
- movetype laststand
- {
- torso pt_laststand_reload
- }
- movetype idlecr, akimbo
- {
- torso pt_reload_crouch_akimbo
- }
- playerAnimType pistol, movetype idlecr
- {
- torso pt_reload_crouch_pistol
- }
- movetype crouching, akimbo
- {
- torso pt_reload_crouch_akimbo
- }
- playerAnimType pistol, movetype crouching
- {
- torso pt_reload_crouchwalk_pistol
- }
- movetype prone, akimbo
- {
- torso pt_reload_prone_akimbo
- }
- playerAnimType pistol, movetype prone
- {
- torso pt_reload_prone_pistol
- }
- playerAnimType rocketlauncher, movetype prone
- {
- torso pt_reload_prone_RPG
- }
- playerAnimType rocketlauncher
- {
- torso pt_reload_stand_RPG
- }
- akimbo
- {
- torso pt_reload_stand_akimbo
- }
- playerAnimType pistol
- {
- torso pt_reload_stand_pistol
- }
- playerAnimType mg
- {
- torso pt_reload_stand_mg
- }
- 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
- }
- }
- // this is only for jumps in the forward direction. see also "jumpbk" below.
- jump
- {
- akimbo
- {
- both pb_standjump_takeoff_pistol duration 5 blendtime 100
- }
- playerAnimType none, movetype run
- {
- both pb_runjump_takeoff duration 5 blendtime 100
- }
- playerAnimType none
- {
- both pb_standjump_takeoff duration 5 blendtime 100
- }
- playerAnimType rocketlauncher, movetype run
- {
- both pb_runjump_takeoff duration 5 blendtime 100
- }
- playerAnimType 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
- {
- }
- akimbo
- {
- both pb_standjump_takeoff_pistol 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
- }
- playerAnimType rocketlauncher, movetype run
- {
- both pb_standjump_takeoff duration 5 blendtime 100
- }
- playerAnimType rocketlauncher
- {
- both pb_standjump_takeoff duration 5 blendtime 100
- }
- playerAnimType grenade, movetype run, playerAnimType all NOT m203
- {
- both pb_standjump_takeoff duration 5 blendtime 100
- }
- playerAnimType grenade, playerAnimType all NOT m203
- {
- 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
- {
- akimbo
- {
- both pb_standjump_land_pistol duration 5 blendtime 100
- }
- movetype run
- {
- both pb_runjump_land duration 100 blendtime 50
- }
- playerAnimType pistol AND grenade, playerAnimType all NOT m203
- {
- both pb_standjump_land_pistol duration 5
- }
- default
- {
- both pb_standjump_land duration 100 blendtime 50
- }
- }
- shellshock
- {
- movetype prone
- {
- }
- movetype laststand
- {
- }
- akimbo
- {
- torso pt_akimbo_shellshock duration 5000 blendtime 50
- }
- playerAnimType riotshield
- {
- }
- 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
- }
- }
- stunned
- {
- movetype prone
- {
- }
- movetype laststand
- {
- }
- akimbo
- {
- torso pt_akimbo_shellshock duration 5000 blendtime 50
- }
- playerAnimType riotshield
- {
- }
- movetype moving
- {
- torso pb_stand_shellshock duration 1000 blendtime 300
- }
- movetype idle
- {
- torso pb_stand_shellshock duration 1000 blendtime 300
- }
- movetype crouching
- {
- torso pb_stand_shellshock duration 1000 blendtime 300
- }
- }
- DEATH
- {
- movetype 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
- }
- damagetype damage_explosion, hitdirection hit_front
- {
- both pb_shotgun_death_back2
- }
- damagetype damage_explosion, hitdirection hit_left
- {
- both pb_shotgun_death_spinL
- }
- damagetype damage_explosion, hitdirection hit_right
- {
- both pb_shotgun_death_spinR
- }
- damagetype damage_explosion, hitdirection hit_back
- {
- both pb_explosion_death_F1
- }
- damagetype damage_explosion_light, hitlocation hit_legs, hitdirection hit_front
- {
- both pb_shotgun_death_legs
- }
- damagetype damage_explosion_light, hitdirection hit_front
- {
- both pb_shotgun_death_back2
- both pb_stand_death_chest_blowback
- }
- damagetype damage_explosion_light, hitdirection hit_left
- {
- both pb_shotgun_death_spinL
- }
- damagetype damage_explosion_light, hitdirection hit_right
- {
- both pb_shotgun_death_spinR
- }
- damagetype damage_explosion_light, hitdirection hit_back
- {
- both pb_shotgun_death_front
- }
- 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
- }
- hitlocation hit_head
- {
- both pb_stand_death_neckdeath
- both pb_stand_death_neckdeath_thrash
- both pb_stand_death_head_straight_back
- both pb_stand_death_head_collapse
- both pb_stand_death_tumbleback
- both pb_stand_death_leg_kickup
- both pb_stand_death_headshot_slowfall
- both pb_stand_death_lowerback
- both pb_stand_death_nervedeath
- both pb_stand_death_headchest_topple
- both pb_stand_death_chest_spin
- }
- hitlocation hit_neck
- {
- both pb_stand_death_neckdeath
- both pb_stand_death_neckdeath_thrash
- }
- default
- {
- both pb_stand_death_frontspin
- both pb_stand_death_legs
- both pb_stand_death_lowerback
- both pb_stand_death_chest_spin
- both pb_stand_death_shoulder_stumble
- both pb_stand_death_chest_blowback
- both pb_stand_death_tumbleback
- both pb_stand_death_kickup
- both pb_stand_death_stumbleforward
- both pb_stand_death_leg
- both pb_stand_death_shoulderback
- }
- }
- pain
- {
- movetype prone
- {
- both pb_prone_painA_holdchest
- both pb_prone_painB_holdhead
- }
- movetype laststand
- {
- }
- movetype crouching
- {
- both pb_crouch_pain_holdStomach
- }
- default
- {
- both pb_crouch_pain_holdStomach
- }
- }
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