IW4-Dump-Files/maps/char_museum_anim.gsc

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2017-07-08 11:47:21 -07:00
#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
main()
{
generic_human();
civilian_walk_loops();
civilian_stand_loops();
dog_anims();
model_anims();
}
#using_animtree( "generic_human" );
generic_human()
{
level.scr_anim[ "generic" ][ "afgan_caves_Price_rappel_idle" ] = %afgan_caves_Price_rappel_idle;
level.scr_anim[ "generic" ][ "afchase_ending_shepherd_gun_monologue" ] = %afchase_ending_shepherd_gun_monologue;
level.scr_anim[ "generic" ][ "patrol_bored_idle_smoke" ] = %patrol_bored_idle_smoke;
level.scr_anim[ "generic" ][ "zodiac_trans_L2R" ] = %zodiac_trans_L2R;
level.scr_anim[ "generic" ][ "training_intro_foley_begining" ] = %training_intro_foley_begining;
level.scr_anim[ "generic" ][ "training_pit_sitting_welcome" ] = %training_pit_sitting_welcome;
level.scr_anim[ "generic" ][ "riotshield_idle" ] = %riotshield_idle;
level.scr_anim[ "generic" ][ "riotshield_bashB_attack" ] = %riotshield_bashB_attack;
level.scr_anim[ "generic" ][ "riotshield_bashB_defend" ] = %riotshield_bashB_defend;
level.scr_anim[ "generic" ][ "airport_security_civ_rush_guard" ] = %airport_security_civ_rush_guard;
level.scr_anim[ "generic" ][ "airport_security_guard_pillar_react_R" ] = %airport_security_guard_pillar_react_R;
level.scr_anim[ "generic" ][ "airport_elevator_sequence_guy1" ] = %airport_elevator_sequence_guy1;
level.scr_anim[ "generic" ][ "airport_elevator_sequence_guy2" ] = %airport_elevator_sequence_guy2;
level.scr_anim[ "generic" ][ "killhouse_sas_1" ] = %killhouse_sas_1;
level.scr_anim[ "generic" ][ "killhouse_sas_2" ] = %killhouse_sas_2;
level.scr_anim[ "generic" ][ "killhouse_sas_3" ] = %killhouse_sas_3;
level.scr_anim[ "generic" ][ "killhouse_sas_price" ] = %killhouse_sas_price;
level.scr_anim[ "generic" ][ "guardA_standing_cold_idle" ] = %guardA_standing_cold_idle;
level.scr_anim[ "generic" ][ "guardB_standing_cold_idle" ] = %guardB_standing_cold_idle;
level.scr_anim[ "generic" ][ "gulag_end_evac_soap" ] = %gulag_end_evac_soap;
level.scr_anim[ "generic" ][ "estate_ghost_radio" ] = %estate_ghost_radio;
level.scr_anim[ "generic" ][ "airport_civ_in_line_15_B" ] = %airport_civ_in_line_15_B;
level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy1" ] = %invasion_vehicle_cover_dialogue_guy1;
level.scr_anim[ "generic" ][ "invasion_vehicle_cover_dialogue_guy2" ] = %invasion_vehicle_cover_dialogue_guy2;
level.scr_anim[ "generic" ][ "oilrig_sub_B_idle_3" ] = %oilrig_sub_b_idle_3;
level.scr_anim[ "generic" ][ "oilrig_sub_B_idle_4" ] = %oilrig_sub_b_idle_4;
level.scr_anim[ "generic" ][ "roadkill_opening_shepherd" ] = %roadkill_opening_shepherd;
level.scr_anim[ "generic" ][ "roadkill_opening_foley" ] = %roadkill_opening_foley;
level.scr_anim[ "generic" ][ "oilrig_balcony_smoke_idle" ] = %oilrig_balcony_smoke_idle;
level.scr_anim[ "generic" ][ "roadkill_cover_active_soldier1" ] = %roadkill_cover_active_soldier1;
level.scr_anim[ "generic" ][ "roadkill_cover_active_soldier2" ] = %roadkill_cover_active_soldier2;
level.scr_anim[ "generic" ][ "roadkill_cover_soldier" ] = %roadkill_cover_soldier;
level.scr_anim[ "generic" ][ "roadkill_cover_spotter" ] = %roadkill_cover_spotter;
level.scr_anim[ "generic" ][ "bh_6_drop" ] = %bh_6_drop;
level.scr_anim[ "generic" ][ "bh_rope_drop_le" ] = %bh_rope_drop_le;
level.scr_anim[ "generic" ][ "training_intro_trainee_1_end" ] = %training_intro_trainee_1_end;
level.scr_anim[ "generic" ][ "training_intro_translator_end" ] = %training_intro_translator_end;
level.scr_anim[ "generic" ][ "training_intro_foley_end" ] = %training_intro_foley_end;
level.scr_anim[ "generic" ][ "parabolic_leaning_guy_idle_training" ] = %parabolic_leaning_guy_idle_training;
level.scr_anim[ "generic" ][ "training_pushups_guy1" ] = %training_pushups_guy1;
level.scr_anim[ "generic" ][ "takedown_room1B_soldier" ] = %takedown_room1B_soldier;
level.scr_anim[ "generic" ][ "takedown_room1B_hostage" ] = %takedown_room1B_hostage;
level.scr_anim[ "generic" ][ "hostage_chair_idle" ] = %hostage_chair_idle;
level.scr_anim[ "generic" ][ "hostage_chair_dive" ] = %hostage_chair_dive;
level.scr_anim[ "generic" ][ "hostage_chair_ground_idle" ] = %hostage_chair_ground_idle;
level.scr_anim[ "generic" ][ "coup_guard2_jeera" ] = %coup_guard2_jeerA;
level.scr_anim[ "generic" ][ "coup_guard2_jeerb" ] = %coup_guard2_jeerB;
level.scr_anim[ "generic" ][ "coup_guard2_jeerc" ] = %coup_guard2_jeerC;
level.scr_anim[ "generic" ][ "coup_guard1_jeer" ] = %coup_guard1_jeer;
level.scr_anim[ "generic" ][ "village_interrogationA_Price" ] = %village_interrogationA_Price;
level.scr_anim[ "generic" ][ "village_interrogationA_Zak" ] = %village_interrogationA_Zak;
level.scr_anim[ "generic" ][ "favela_chaotic_crouchcover_grenadefireA" ] = %favela_chaotic_crouchcover_grenadeFireA;
level.scr_anim[ "generic" ][ "favela_chaotic_crouchcover_fireA" ] = %favela_chaotic_crouchcover_fireA;
level.scr_anim[ "generic" ][ "favela_chaotic_crouchcover_fireB" ] = %favela_chaotic_crouchcover_fireB;
level.scr_anim[ "generic" ][ "favela_chaotic_crouchcover_fireC" ] = %favela_chaotic_crouchcover_fireC;
level.scr_anim[ "generic" ][ "favela_chaotic_crouchcover_gunjamA" ] = %favela_chaotic_crouchcover_gunjamA;
level.scr_anim[ "generic" ][ "favela_chaotic_crouchcover_gunjamB" ] = %favela_chaotic_crouchcover_gunjamB;
level.scr_anim[ "generic" ][ "favela_chaotic_standcover_grenadeFireA" ] = %favela_chaotic_standcover_grenadeFireA;
level.scr_anim[ "generic" ][ "favela_chaotic_standcover_fireA" ] = %favela_chaotic_standcover_fireA;
level.scr_anim[ "generic" ][ "favela_chaotic_standcover_fireB" ] = %favela_chaotic_standcover_fireB;
level.scr_anim[ "generic" ][ "favela_chaotic_standcover_fireC" ] = %favela_chaotic_standcover_fireC;
level.scr_anim[ "generic" ][ "favela_chaotic_standcover_gunjamA" ] = %favela_chaotic_standcover_gunjamA;
level.scr_anim[ "generic" ][ "favela_chaotic_standcover_gunjamB" ] = %favela_chaotic_standcover_gunjamB;
level.scr_anim[ "generic" ][ "civilian_sitting_talking_A_1" ] = %civilian_sitting_talking_A_1;
level.scr_anim[ "generic" ][ "civilian_sitting_talking_A_2" ] = %civilian_sitting_talking_A_2;
level.scr_anim[ "generic" ][ "civilian_sitting_talking_B_1" ] = %civilian_sitting_talking_B_1;
level.scr_anim[ "generic" ][ "civilian_sitting_talking_B_2" ] = %civilian_sitting_talking_B_2;
level.scr_anim[ "generic" ][ "casual_stand_v2_idle" ] = %casual_stand_v2_idle;
level.scr_anim[ "generic" ][ "casual_stand_v2_twitch_shift" ] = %casual_stand_v2_twitch_shift;
level.scr_anim[ "generic" ][ "casual_stand_v2_twitch_talk" ] = %casual_stand_v2_twitch_talk;
level.scr_anim[ "generic" ][ "casual_stand_v2_twitch_radio" ] = %casual_stand_v2_twitch_radio;
level.scr_anim[ "generic" ][ "casual_crouch_idle" ] = %casual_crouch_idle;
level.scr_anim[ "generic" ][ "casual_crouch_twitch" ] = %casual_crouch_twitch;
level.scr_anim[ "generic" ][ "casual_crouch_point" ] = %casual_crouch_point;
level.scr_anim[ "generic" ][ "training_intro_foley_idle_talk_1" ] = %training_intro_foley_idle_talk_1;
level.scr_anim[ "generic" ][ "training_intro_foley_idle_talk_2" ] = %training_intro_foley_idle_talk_2;
level.scr_anim[ "generic" ][ "training_intro_foley_turnaround_1" ] = %training_intro_foley_turnaround_1;
level.scr_anim[ "generic" ][ "training_intro_foley_turnaround_2" ] = %training_intro_foley_turnaround_2;
level.scr_anim[ "generic" ][ "training_intro_foley_turnaround_3" ] = %training_intro_foley_turnaround_3;
level.scr_anim[ "generic" ][ "stinger_fire" ] = %stinger_fire;
level.scr_anim[ "generic" ][ "stinger_fire_alt" ] = %stinger_fire_alt;
level.scr_anim[ "generic" ][ "stinger_idle" ] = %stinger_idle;
level.scr_anim[ "generic" ][ "favela_crouch" ][0] = %favela_chaotic_crouchcover_grenadeFireA;
level.scr_anim[ "generic" ][ "favela_crouch" ][1] = %favela_chaotic_crouchcover_fireA;
level.scr_anim[ "generic" ][ "favela_crouch" ][2] = %favela_chaotic_crouchcover_fireB;
level.scr_anim[ "generic" ][ "favela_crouch" ][3] = %favela_chaotic_crouchcover_fireC;
level.scr_anim[ "generic" ][ "favela_crouch" ][4] = %favela_chaotic_crouchcover_gunjamA;
level.scr_anim[ "generic" ][ "favela_crouch" ][5] = %favela_chaotic_crouchcover_gunjamB;
level.scr_anim[ "generic" ][ "favela_stand" ][0] = %favela_chaotic_standcover_grenadeFireA;
level.scr_anim[ "generic" ][ "favela_stand" ][1] = %favela_chaotic_standcover_fireA;
level.scr_anim[ "generic" ][ "favela_stand" ][2] = %favela_chaotic_standcover_fireB;
level.scr_anim[ "generic" ][ "favela_stand" ][3] = %favela_chaotic_standcover_fireC;
level.scr_anim[ "generic" ][ "favela_stand" ][4] = %favela_chaotic_standcover_gunjamA;
level.scr_anim[ "generic" ][ "favela_stand" ][5] = %favela_chaotic_standcover_gunjamB;
level.scr_anim[ "generic" ][ "casual_stand" ][ 0 ] = %casual_stand_v2_idle;
level.scr_anim[ "generic" ][ "casual_stand" ][ 1 ] = %casual_stand_v2_twitch_shift;
level.scr_anim[ "generic" ][ "casual_stand" ][ 2 ] = %casual_stand_v2_twitch_talk;
level.scr_anim[ "generic" ][ "casual_stand" ][ 3 ] = %casual_stand_v2_twitch_radio;
level.scr_anim[ "generic" ][ "casual_crouch" ][ 0 ] = %casual_crouch_idle;
level.scr_anim[ "generic" ][ "casual_crouch" ][ 1 ] = %casual_crouch_twitch;
level.scr_anim[ "generic" ][ "casual_crouch" ][ 2 ] = %casual_crouch_point;
level.scr_anim[ "generic" ][ "rpg" ][ 0 ] = %stinger_fire;
level.scr_anim[ "generic" ][ "rpg" ][ 1 ] = %stinger_fire_alt;
level.scr_anim[ "generic" ][ "rpg" ][ 2 ] = %stinger_idle;
level.scr_anim[ "generic" ][ "chair" ][ 0 ] = %hostage_chair_idle;
level.scr_anim[ "generic" ][ "chair" ][ 1 ] = %hostage_chair_twitch;
level.scr_anim[ "generic" ][ "chair" ][ 2 ] = %hostage_chair_twitch2;
level.scr_anim[ "generic" ][ "foley_talk" ][ 0 ] = %training_intro_foley_idle_talk_1;
level.scr_anim[ "generic" ][ "foley_talk" ][ 1 ] = %training_intro_foley_idle_talk_2;
level.scr_anim[ "generic" ][ "foley_talk" ][ 2 ] = %training_intro_foley_turnaround_2;
level.scr_anim[ "generic" ][ "foley_talk" ][ 3 ] = %training_intro_foley_turnaround_3;
}
civilian_walk_loops()
{
three_twitch_weights = [];
three_twitch_weights[0] = 2;
three_twitch_weights[1] = 1;
three_twitch_weights[2] = 1;
three_twitch_weights[3] = 1;
weights = [];
weights[ 0 ] = 7;
weights[ 1 ] = 3;
one_twitch_weights = get_cumulative_weights( weights );
level.scr_anim[ "civilian_cellphone_walk" ][ "run_noncombat" ][ 0 ] = %civilian_cellphonewalk;
level.scr_anim[ "civilian_cellphone_walk" ][ "run_noncombat" ][ 1 ] = %civilian_cellphonewalk_twitch;
level.scr_anim[ "civilian_cellphone_walk" ][ "run_weights" ] = one_twitch_weights;
level.scr_anim[ "civilian_cellphone_walk" ][ "dodge_left" ] = %civilian_cellphonewalk_dodge_L;
level.scr_anim[ "civilian_cellphone_walk" ][ "dodge_right" ] = %civilian_cellphonewalk_dodge_R;
level.scr_anim[ "civilian_cellphone_walk" ][ "turn_left_90" ] = %civilian_cellphonewalk_turn_L;
level.scr_anim[ "civilian_cellphone_walk" ][ "turn_right_90" ] = %civilian_cellphonewalk_turn_R;
level.scr_anim[ "civilian_hurried_walk" ][ "run_noncombat" ][ 0 ] = %civilian_walk_hurried_1;
level.scr_anim[ "civilian_hurried_walk" ][ "run_noncombat" ][ 1 ] = %civilian_walk_hurried_2;
level.scr_anim[ "civilian_cool_walk" ][ "run_noncombat" ][ 0 ] = %civilian_walk_cool;
level.scr_anim[ "civilian_briefcase_walk" ][ "run_noncombat" ][ 0 ] = %civilian_briefcase_walk;
level.scr_anim[ "civilian_briefcase_walk" ][ "dodge_left" ] = %civilian_briefcase_walk_dodge_L;
level.scr_anim[ "civilian_briefcase_walk" ][ "dodge_right" ] = %civilian_briefcase_walk_dodge_R;
level.scr_anim[ "civilian_briefcase_walk" ][ "turn_left_90" ] = %civilian_briefcase_walk_turn_L;
level.scr_anim[ "civilian_briefcase_walk" ][ "turn_right_90" ] = %civilian_briefcase_walk_turn_R;
level.scr_anim[ "generic" ][ "civilian_hurried_walk" ][ 0 ] = %civilian_walk_hurried_1;
level.scr_anim[ "generic" ][ "civilian_hurried_walk" ][ 1 ] = %civilian_walk_hurried_2;
level.scr_anim[ "generic" ][ "civilian_cellphone_walk" ][ 0 ] = %civilian_cellphonewalk;
level.scr_anim[ "generic" ][ "civilian_cellphone_walk" ][ 1 ] = %civilian_cellphonewalk_twitch;
level.scr_anim[ "generic" ][ "civilian_cool_walk" ][ 0 ] = %civilian_briefcase_walk;
level.scr_anim[ "generic" ][ "civilian_walk" ][ 0 ] = %civilian_walk_cool;
}
civilian_stand_loops()
{
// STAND LOOPS
level.scr_anim[ "generic" ][ "civilian_stand_idle" ][ 0 ] = %civilian_stand_idle;
level.scr_anim[ "generic" ][ "civilian_smoking_A" ][ 0 ] = %civilian_smoking_A;
level.scr_anim[ "generic" ][ "civilian_smoking_B" ][ 0 ] = %civilian_smoking_B;
level.scr_anim[ "generic" ][ "civilian_directions_1_A" ][ 0 ] = %civilian_directions_1_A;
level.scr_anim[ "generic" ][ "civilian_directions_1_B" ][ 0 ] = %civilian_directions_1_B;
level.scr_anim[ "generic" ][ "civilian_hackey_guy1" ][ 0 ] = %civilian_hackey_guy1;
level.scr_anim[ "generic" ][ "civilian_hackey_guy2" ][ 0 ] = %civilian_hackey_guy2;
level.scr_anim[ "generic" ][ "oilrig_balcony_smoke_idle_idle" ][ 0 ] = %oilrig_balcony_smoke_idle;
level.scr_anim[ "generic" ][ "civilian_directions_1_A_once" ][0] = %civilian_directions_1_A_once;
level.scr_anim[ "generic" ][ "civilian_directions_1_B_once" ][0] = %civilian_directions_1_B_once;
level.scr_anim[ "generic" ][ "civilian_directions_2_A_once" ][0] = %civilian_directions_2_A_once;
level.scr_anim[ "generic" ][ "civilian_directions_2_B_once" ][0] = %civilian_directions_2_B_once;
level.scr_anim[ "generic" ][ "laptop_sit_idle_calm" ][0] = %laptop_sit_idle_calm;
level.scr_anim[ "generic" ][ "laptop_stand_idle" ][0] = %laptop_stand_idle;
level.scr_anim[ "generic" ][ "civilian_texting_sitting" ][0] = %civilian_texting_sitting;
}
#using_animtree( "dog" );
dog_anims()
{
level.scr_anim[ "generic" ][ "german_shepherd_idle" ] = %german_shepherd_idle;
level.scr_anim[ "generic" ][ "german_shepherd_attackidle" ] = %german_shepherd_attackidle;
level.scr_anim[ "generic" ][ "german_shepherd_attackidle_bark" ] = %german_shepherd_attackidle_bark;
level.scr_anim[ "generic" ][ "german_shepherd_attackidle_growl" ] = %german_shepherd_attackidle_growl;
level.scr_anim[ "generic" ][ "dog" ][ 0 ] = %german_shepherd_attackidle;
level.scr_anim[ "generic" ][ "dog" ][ 1 ] = %german_shepherd_attackidle_bark;
level.scr_anim[ "generic" ][ "dog" ][ 2 ] = %german_shepherd_attackidle_growl;
}
#using_animtree( "script_model" );
model_anims()
{
//gun anims
level.scr_anim[ "pit_gun" ][ "training_pit_sitting_welcome_gun" ] = %training_pit_sitting_welcome_gun;
level.scr_anim[ "pit_gun" ][ "training_pit_sitting_idle_gun" ] = %training_pit_sitting_idle_gun;
level.scr_anim[ "pit_gun" ][ "training_pit_stand_idle_gun" ] = %training_pit_stand_idle_gun;
level.scr_anim[ "pit_gun" ][ "training_pit_open_case_gun" ] = %training_pit_open_case_gun;
level.scr_animtree[ "pit_gun" ] = #animtree;
}