38 lines
2.2 KiB
Plaintext
38 lines
2.2 KiB
Plaintext
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//dont forget to add:
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//include,common_hand_signals
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//to your csv
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#using_animtree( "generic_human" );
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initHandSignals()
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{
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level.scr_anim[ "generic" ][ "signal_moveout_cqb" ] = %CQB_stand_signal_move_out;
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level.scr_anim[ "generic" ][ "signal_moveup_cqb" ] = %CQB_stand_signal_move_up;
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level.scr_anim[ "generic" ][ "signal_stop_cqb" ] = %CQB_stand_signal_stop;
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level.scr_anim[ "generic" ][ "signal_onme_cqb" ] = %CQB_stand_wave_on_me;
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level.scr_anim[ "generic" ][ "signal_enemy_cqb" ] = %CQB_stand_signal_stop; // TEMP
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level.scr_anim[ "generic" ][ "signal_go_cqb" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_moveout" ] = %stand_exposed_wave_move_out;
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level.scr_anim[ "generic" ][ "signal_moveup" ] = %stand_exposed_wave_move_up;
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level.scr_anim[ "generic" ][ "signal_stop" ] = %stand_exposed_wave_halt;
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level.scr_anim[ "generic" ][ "signal_onme" ] = %stand_exposed_wave_on_me;
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level.scr_anim[ "generic" ][ "signal_enemy" ] = %stand_exposed_wave_target_spotted;
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level.scr_anim[ "generic" ][ "signal_go" ] = %stand_exposed_wave_go;
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//level.scr_anim[ "generic" ][ "signal_down" ] = %stand_exposed_wave_down;
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// TEMP execpt additive go animation
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level.scr_anim[ "generic" ][ "signal_moveout_crouch" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_moveup_crouch" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_stop_crouch" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_onme_crouch" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_enemy_crouch" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_go_crouch" ] = %CQB_stand_wave_go_v1;
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level.scr_anim[ "generic" ][ "signal_moveout_coverR" ] = %CornerStndR_alert_signal_move_out;
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level.scr_anim[ "generic" ][ "signal_moveup_coverR" ] = %CornerStndR_alert_signal_move_out; // TEMP
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level.scr_anim[ "generic" ][ "signal_stop_coverR" ] = %CornerStndR_alert_signal_stopStay_down;
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level.scr_anim[ "generic" ][ "signal_onme_coverR" ] = %CornerStndR_alert_signal_on_me;
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level.scr_anim[ "generic" ][ "signal_enemy_coverR" ] = %CornerStndR_alert_signal_enemy_spotted;
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level.scr_anim[ "generic" ][ "signal_go_coverR" ] = %CornerStndR_alert_signal_move_out; // TEMP
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}
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