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RezTech committed 2017-07-08 14:47:21 -04:00
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commit 79f967ecc9
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ac130_move_in
ac130_move_out
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tree_desertpalm01_strongwind
tree_desertpalm01_still
tree_desertpalm02_strongwind
tree_desertpalm02_still
tree_desertpalm03_strongwind
tree_desertpalm03_still
palmtree_tall1_sway
palmtree_tall1_still
palmtree_tall2_sway
palmtree_tall2_still
palmtree_tall3_sway
palmtree_tall3_still
palmtree_med1_sway
palmtree_med1_still
palmtree_med2_sway
palmtree_med2_still
palmtree_bushy1_sway
palmtree_bushy1_still
palmtree_bushy2_sway
palmtree_bushy2_still
palmtree_bushy3_sway
palmtree_bushy3_still
palmtree_mp_tall1_sway
palmtree_mp_tall2_sway
palmtree_mp_tall3_sway
palmtree_mp_med1_sway
palmtree_mp_med2_sway
palmtree_mp_bushy1_sway
palmtree_mp_bushy2_sway
palmtree_mp_bushy3_sway
ICBM_turbofan50_spin
ICBM_turbofan64_spin
ICBM_turbofan176_spin
launchfacility_b_emergencylight
me_statue_destroy_base_01
oilrig_derrick_collapse
invasion_square_flag_medium_wind01
invasion_square_flag_medium_wind02
hanging_clothes_apron_wind_medium
hanging_clothes_long_sleeve_wind_medium
hanging_clothes_sheet_wind_medium
hanging_clothes_short_sleeve_wind_medium
foliage_pacific_fern01_sway
foliage_pacific_fern02_sway
foliage_pacific_palms08_sway
foliage_pacific_tropic_shrub01_sway
jeepride_shrubgroup_02_sway
foliage_tree_oak_1_sway
foliage_dead_pine_med_sway
foliage_dead_pine_lg_sway
foliage_red_pine_sm_sway
foliage_red_pine_lg_sway
foliage_red_pine_xl_sway
foliage_red_pine_xxl_sway
foliage_cod5_tree_jungle_01_sway
foliage_cod5_tree_jungle_02_sway
foliage_cod5_tree_jungle_03_sway
wallfan_streamers
windsock_wind_medium
highrise_fencetarp_01_wind
highrise_fencetarp_02_wind
highrise_fencetarp_03_wind
highrise_fencetarp_04_wind
highrise_fencetarp_05_wind
highrise_fencetarp_06_wind
highrise_fencetarp_07_wind
highrise_fencetarp_08_wind
highrise_fencetarp_09_wind
highrise_fencetarp_10_wind
afghan_camo_tarp_wind
foliage_pacific_bushtree01_sway
foliage_tree_river_birch_med_a_sway
foliage_cod5_tree_pine05_large_sway
foliage_tree_river_birch_xl_a_sway
foliage_tree_birch_yellow_1_sway
foliage_desertbrush_1_sway
foliage_red_pine_med_sway
roofvent_rotate
training_basketball_ball
gulag_rescueB_pistol_reshoot
airport_ending_climbin_makarov_weapon
laptop_chair_idle
laptop_chair_runin
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cargoship_stunned_coffee_death_chair
cargoship_stunned_coffee_death_chair_startidle
cargoship_stunned_coffee_death_chair_endidle
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civilian_anims
{
movement
{
//Civilian/Hostage transitions
//standunarmed_idle2walk
//Civilian/Hostage walking anims
unarmed_walk_slow
//Civilian/Hostage running anims
unarmed_scared_jog
unarmed_scared_jog_duck
unarmed_scared_jog_look
unarmed_scared_run
}
idles
{
//Civilian/Hostage mocap idles
unarmed_cowerstand_idle
//Civilian/Hostage mocap reactions to gun being pointed at them
unarmed_cowerstand_idle2point
unarmed_cowerstand_point2idle
unarmed_cowerstand_pointidle
}
reactions
{
//Civilian/Hostage mocap reactions to gunfire near them
unarmed_cowerstand_react
unarmed_cowerstand_react_2_crouch
}
}
//Civilian seaknight defend prototype temp anims
unarmed_climb_wall
unarmed_climb_wall_v2
unarmed_climb_wall_v3
unarmed_pullup_window_guyA
unarmed_pullup_window_guyA_finish
unarmed_pullup_window_guyA_idle
unarmed_pullup_window_guyB
unarmed_runinto_garage
unarmed_runinto_garage_right
unarmed_runinto_garage_left
unarmed_shout_window
unarmed_stumble_trashcan
unarmed_waving
unarmed_close_garage
unarmed_close_garage_v2
unarmed_waving_startidle
unarmed_waving_stepout
unarmed_waving_endidle
unarmed_waving_twitch
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vehicle_80s_sedan1_flattire_LB
vehicle_80s_sedan1_flattire_LF
vehicle_80s_sedan1_flattire_RB
vehicle_80s_sedan1_flattire_RF
vehicle_80s_sedan1_destroy
vehicle_mig29_destroy
vehicle_motorcycle_destroy_01
vehicle_motorcycle_destroy_02
vehicle_snowmobile_destroy_01
light_fluorescent_swing
light_fluorescent_null
light_fluorescent_swing_02
light_fluorescent_single_null
light_fluorescent_single_swing
light_fluorescent_single_swing_02
light_fluorescent_single_swing_03
gaspump01_hose
locker_broken_both_doors_1
locker_broken_both_doors_2
locker_broken_both_doors_3
locker_broken_both_doors_4
locker_broken_door1_fast
locker_broken_door1_slow
locker_broken_door2_fast
locker_broken_door2_slow
ex_airconditioner_fan
me_fanceil1_spin
me_fanceil1_spin_stop
wall_fan_rotate
wall_fan_wobble
wall_fan_stop
chicken_cage_loop_01
chicken_cage_loop_02
chicken_cage_death
chicken_cage_death_02
generator_vibration
generator_explode
generator_explode_02
generator_explode_03
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attack_player
{
german_shepherd_attack_player
}
attack_player_late
{
german_shepherd_attack_player_late
}
german_shepherd_death_front
german_shepherd_idle
german_shepherd_attackidle_knob
{
german_shepherd_attackidle
german_shepherd_attackidle_bark
german_shepherd_attackidle_growl
}
german_shepherd_look_2 : additive
{
german_shepherd_look_down
german_shepherd_attack_look_down
}
german_shepherd_look_4 : additive
{
german_shepherd_look_right
german_shepherd_attack_look_right
}
german_shepherd_look_6 : additive
{
german_shepherd_look_left
german_shepherd_attack_look_left
}
german_shepherd_look_8 : additive
{
german_shepherd_look_up
german_shepherd_attack_look_up
}
german_shepherd_run_start_knob : nonloopsync
{
german_shepherd_run_start
german_shepherd_run_start_L
german_shepherd_run_start_R
german_shepherd_run_start_180_R
german_shepherd_run_start_180_L
}
german_shepherd_run_knob : loopsync
{
german_shepherd_run
german_shepherd_run_lean_L
german_shepherd_run_lean_R
}
german_shepherd_attack_player_miss
german_shepherd_run_attack
german_shepherd_run_jump_40
german_shepherd_run_jump_window_40
german_shepherd_run_pain
german_shepherd_run_stop
german_shepherd_run_flashbang
german_shepherd_attack_AI_01_start_a
german_shepherd_attack_AI_02_idle_a
german_shepherd_attack_AI_03_pushed_a
german_shepherd_attack_AI_03_shot_a
german_shepherd_attack_AI_04_middle_a
german_shepherd_attack_AI_05_kill_a
german_shepherd_attack_player_miss_turnR
german_shepherd_attack_player_miss_turnL
german_shepherd_traverse_down_40
german_shepherd_traverse_up_40
german_shepherd_traverse_up_80
german_shepherd_walk
german_shepherd_walk_slow
german_shepherd_player_neck_snap
german_shepherd_player_neck_miss
german_shepherd_player_getoff
german_shepherd_eating
german_shepherd_eating_in
german_shepherd_eating_loop
german_shepherd_eating_out
german_shepherd_sleeping
german_shepherd_wakeup_slow
german_shepherd_wakeup_fast
// SNIPER ESCAPE
sniper_escape_dog_fence
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shotgunbreach_v1_shoot_hinge_door
// Hunted
hunted_open_basement_door_kick_door
explosivebreach_v1_door
shotgunbreach_door_immediate
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drone_stand_idle
drone_stand_run
drone_stand_death
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ch_player_rope
ch_player_rope_idle
cs_bh_player_idle
bh_1_idle
bh_2_idle
bh_3_idle
bh_4_idle
bh_5_idle
bh_6_idle
bh_7_idle
bh_coPilot_idle
bh_fastrope_land
bh_fastrope_loop
bh_Pilot_idle
bh_player_rope_end
bh_player_rope_start
bh_player_rope_middle
bh_player_idle
bh_player_drop
bh_player_drop_P1
bh_player_drop_P2
bh_player_idle_P1
bh_player_idle_P2
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additive_saw_idle
{
saw_gunner_idle_mg
saw_gunner_lowwall_idle_mg
saw_gunner_prone_idle_mg
}
additive_saw_fire
{
saw_gunner_firing_mg_add
saw_gunner_lowwall_firing_mg
saw_gunner_prone_firing_mg
}
additive_50cal_fire
{
humvee_turret_fire_mg
}
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//
// Player xanims refix convention:
//
// Torso only animation are prefixed with pt_
// Legs only animations are prefixed with pl_
// Full body animations (both) are prefixed with pb_
//
code
{
main
{
//
// Torso Animations
//
torso
{
// Temp placeholder anims
pt_chicken_dance // Animation which indicates another animation is not completed yet
pt_chicken_dance_crouch // ditto for this one
//
// Shooting anims
//
pt_stand_shoot_RPG
pt_stand_shoot
pt_stand_shoot_auto
pt_stand_shoot_ads
pt_stand_shoot_auto_ads
pt_stand_shoot_akimbo
pt_stand_shoot_mg
pt_stand_shoot_ads_mg
pt_crouch_shoot
pt_crouch_shoot_auto
pt_crouch_shoot_ads
pt_crouch_shoot_auto_ads
pt_crouch_shoot_akimbo
pt_stand_shoot_pistol
pt_stand_shoot_ads_pistol
pt_crouch_shoot_pistol
pt_crouch_shoot_ads_pistol
// Pistol needs aim/alert torso animations for use with regular lower body animations.
pt_stand_alert_pistol
pt_stand_ads_pistol
pt_crouch_alert_pistol
pt_crouch_ads_pistol
pt_stand_grenade_throw
pt_stand_grenade_pullpin
pt_crouch_grenade_throw
pt_stand_stickgrenade_throw
pt_stand_throw_knife
pt_prone_throw_knife
// crouch_grenade_throw
pt_prone_grenade_throw
pt_prone_grenade_pullpin
pt_rifle_fire_prone
pt_rifle_fire_ads
pt_rifle_fire
pt_crouch_rifle_fire_ads
pt_crouch_rifle_fire
pt_prone_shoot_RPG
pt_stand_shoot_shotgun
pt_hold_throw
pt_hold_prone_throw
pt_shield_knife_throw
pt_shield_grenade_throw
//
// Reload anims
//
pt_reload_stand_RPG
pt_reload_crouch_pistol
pt_reload_stand_pistol
pt_reload_prone_pistol
pt_reload_crouch_rifle
pt_reload_stand_rifle
pt_reload_stand_mg
pt_reload_prone_rifle
pt_reload_stand_auto
pt_reload_stand_auto_mp40
pt_reload_stand_auto_fg42
pt_reload_stand_auto_sten
pt_reload_prone_auto
pt_reload_prone_RPG
pt_reload_prone_akimbo
pt_reload_crouchwalk
pt_reload_crouchwalk_pistol
pt_reload_stand_akimbo
pt_reload_crouch_akimbo
//
// Prone anims
//
pt_prone_shoot
pt_prone_shoot_pistol
pt_prone_shoot_auto
pt_prone_shoot_akimbo
//
// held object anims
//
pt_hold_setup
//
// Melee anims
//
pt_melee_right2right_1
pt_melee_right2right_2
pt_melee_right2left
pt_melee_left2left_1
pt_melee_left2right
pt_melee_crouch_left2left
pt_melee_crouch_left2right
pt_melee_crouch_right2left
pt_melee_pistol_1
pt_melee_pistol_2
pt_melee_pistol_3
pt_melee_pistol_4
pt_melee_prone
pt_melee_prone_pistol
pt_melee_shield
//
// swap anims
//
pt_stand_putaway_shield
pt_stand_pullout_shield
pt_stand_pullout_remotecontroller
pt_stand_core_pullout
//
// pullout poses
//
pt_crouch_pullout_pose
pt_stand_pullout_pose
pt_prone_pullout_pose
// shellshock anims
pb_stand_shellshock
pb_crouch_shellshock
pt_shield_shellshock
pt_akimbo_shellshock
//
// Flinch
//
pt_flinch_forward // PI - RIFLE
pt_flinch_back
pt_flinch_left
pt_flinch_right
pt_flinch_pistol_left // PI - PISTOL
pt_flinch_pistol_forward
pt_flinch_pistol_back
pt_flinch_pistol_right
pt_flinch_grenade_right
pt_flinch_grenade_left
pt_flinch_grenade_forward
pt_flinch_grenade_back
pt_laststand_pullout_pose
pt_laststand_reload_RPG
pt_laststand_fire
pt_laststand_fire_akimbo
pt_laststand_fire_RPG
pt_laststand_reload
pt_laststand_reload_akimbo
}
//
// Legs Animations (also full body anims)
//
legs
{
//
// Idle anims
//
pb_stand_alert_RPG
pb_stand_alert_mg
pb_stand_alert
pb_stand_ads
pb_stand_ads_mg
pb_stand_grenade_idle
pb_stand_grenade_pullpin
pb_stand_stickgrenade_idle
pb_stand_alert_pistol
pb_stand_ads_pistol
pb_stand_alert_unarmed
pb_stand__shoot_ads_pistol
pb_rifle_idleA_ads
pb_rifle_idleB_ads
pb_crouch_grenade_idle
pb_crouch_stickgrenade_idle
pb_crouch_grenade_pullpin
pb_prone_pullout_knife
pb_crouch_alert
pb_crouch_ads
pb_crouch_alert_pistol
pb_crouch_ads_pistol
pb_crouch_alert_unarmed
pb_prone_hold
pb_stand_alert_akimbo
pb_crouch_alert_akimbo
pb_stand_alert_shield
pb_crouch_alert_shield
pb_chicken_dance // Animation which indicates another animation is not completed yet
pb_chicken_dance_crouch // ditto for this one
pb_prone_bombplant
pb_stand_bombplant
pb_crouch_bombplant
pb_crouch_remotecontroller
pb_prone_remotecontroller
pb_stand_remotecontroller
pb_hold_idle
pb_crouch_hold_idle
pb_crouch_alert_RPG
pb_crouch_ads_RPG
pb_stand_ads_RPG
pb_prone_aim_RPG
pb_prone_aim_sniper
pb_stand_pullout_knife
pb_shield_grenade_pullpin
pb_shield_knife_pullout
//
// Movement anims
//
pb_pistol_run_fast
pb_run_fast
pb_run_rifle
pb_run_smg
pb_run_heavy
pb_run_forward_m
pb_run_right_m
pb_run_left_m
pb_run_back_m
pb_crouchwalk_loop
pb_sprint
pb_sprint_B
pb_sprint_gundown
pb_sprint_stickgrenade
pb_sprint_grenade
pb_sprint_RPG
pb_sprint_pistol
pb_sprint_hold
pb_sprint_akimbo
pb_runjump_takeoff
pb_runjump_land
pb_standjump_takeoff
pb_standjump_land
pb_runjump_takeoff_pistol
pb_runjump_land_pistol
pb_standjump_takeoff_pistol
pb_standjump_land_pistol
pb_combatrun_forward_loop
pb_combatrun_back_loop
pb_combatrun_left_loop
pb_combatrun_right_loop
pb_combatrun_forward_loop_pistol
pb_combatrun_back_loop_pistol
pb_combatrun_left_loop_pistol
pb_combatrun_right_loop_pistol
pb_combatrun_forward_loop_unarmed
pb_combatrun_forward_loop_heavy
pb_combatrun_forward_loop_light
pb_combatrun_forward_loop_rifles
pb_combatrun_forward_loop_stickgrenade
pb_combatrun_left_loop_grenade
pb_combatrun_right_loop_grenade
pb_combatrun_back_loop_grenade
pb_combatrun_forward_RPG
pb_combatrun_back_RPG
pb_combatrun_left_RPG
pb_combatrun_right_RPG
pb_walk_forward_RPG_ads
pb_walk_back_RPG_ads
pb_walk_left_RPG_ads
pb_walk_right_RPG_ads
pb_walk_forward_akimbo
pb_walk_back_akimbo
pb_walk_left_akimbo
pb_walk_right_akimbo
pb_walk_forward_mg
pb_sprint_mg
pb_combatrun_forward_mg
pb_combatrun_right_mg
pb_combatrun_left_mg
pb_combatrun_back_mg
pb_crouch_run_forward
pb_crouch_run_back
pb_crouch_run_left
pb_crouch_run_right
pb_crouch_run_forward_pistol
pb_crouch_run_forward_grenade
pb_crouch_run_forward_stickgrenade
pb_crouch_run_back_pistol
pb_crouch_run_left_pistol
pb_crouch_run_right_pistol
pb_crouch_walk_forward_pistol
pb_crouch_walk_back_pistol
pb_crouch_walk_left_pistol
pb_crouch_walk_right_pistol
pb_crouch_run_forward_unarmed
pb_crouch_run_back_grenade
pb_crouch_run_left_grenade
pb_crouch_run_right_grenade
pb_crouch_shoot_run_forward
pb_crouch_shoot_run_back
pb_crouch_shoot_run_left
pb_crouch_shoot_run_right
pb_crouch_walk_forward_unarmed
pb_crouch_grenade_throw
pb_stand_grenade_throw
pb_stand_stickgrenade_throw
pb_stand_shoot_walk_forward
pb_stand_shoot_walk_back
pb_stand_shoot_walk_left
pb_stand_shoot_walk_right
pb_stand_shoot_walk_forward_unarmed // Not really shooting. Named the same as rifle anim so it'd sort alphabetically.
pb_combatwalk_forward_loop_pistol
pb_combatwalk_back_loop_pistol
pb_combatwalk_left_loop_pistol
pb_combatwalk_right_loop_pistol
pb_walk_right // these have the gun down like in the idle...
pb_walk_left
pb_walk_back
pb_walk_forward
pb_pull_stand_intro
pb_pull_stand_loop
pb_pull_stand_end
pb_hold_run
pb_hold_run_back
pb_hold_run_right
pb_hold_run_left
pb_crouch_hold_run
pb_crouch_hold_run_back
pb_crouch_hold_run_left
pb_crouch_hold_run_right
pb_crouch_walk_forward_shield
pb_crouch_walk_back_shield
pb_crouch_walk_left_shield
pb_crouch_walk_right_shield
pb_crouch_run_back_RPG
pb_crouch_run_forward_RPG
pb_crouch_run_left_RPG
pb_crouch_run_right_RPG
pb_crouch_walk_right_RPG
pb_crouch_walk_left_RPG
pb_crouch_walk_forward_RPG
pb_crouch_walk_back_RPG
pb_prone_crawl_hold
pb_prone_crawl_back_hold
pb_prone_crawl_left_hold
pb_prone_crawl_right_hold
pb_prone_crawl_akimbo
pb_prone_crawl_back_akimbo
pb_prone_crawl_left_akimbo
pb_prone_crawl_right_akimbo
pb_combatrun_forward_akimbo
pb_combatrun_right_akimbo
pb_combatrun_left_akimbo
pb_combatrun_back_akimbo
pb_crouch_walk_right_akimbo
pb_crouch_walk_left_akimbo
pb_crouch_walk_forward_akimbo
pb_crouch_walk_back_akimbo
pb_walk_forward_shield
pb_walk_left_shield
pb_walk_right_shield
pb_walk_back_shield
pb_combatrun_forward_shield
pb_combatrun_left_shield
pb_combatrun_right_shield
pb_combatrun_back_shield
pb_sprint_shield
// pb_wounded_walk_loop // the temp ladder climbing anim
//
// Ladder Climbing anims
//
pb_climbdown
pb_climbup
//
// Prone anims
//
pb_prone_crawl
pb_prone_grenade_crawl
pb_prone_crawl_left
pb_prone_crawl_right
pb_prone_crawl_back
pb_prone_aim
pb_prone_aim_akimbo
pb_prone_aim_pistol
pb_prone_aim_grenade
pb_prone_grenade_crawl_left
pb_prone_grenade_crawl_right
pb_prone_crawl_pistol
pb_prone_crawl_pistol_back
pb_prone_pistol_crawl_left
pb_prone_pistol_crawl_right
pb_prone_grenade_crawl_back
pb_crouch2prone
pb_prone2crouch
pb_prone2crouchrun
pb_prone2crouch_shield
//
// Last stand anims
//
pb_laststand_death
pb_laststand_idle
pb_laststand_crawl
pb_laststand_crawl_back
pb_laststand_crawl_right
pb_laststand_crawl_left
pt_laststand_melee
pb_laststand_idle_RPG
pb_laststand_crawl_RPG
pb_laststand_crawl_right_RPG
pb_laststand_crawl_left_RPG
pb_laststand_crawl_back_RPG
pb_laststand_idle_akimbo
pb_laststand_crawl_akimbo
pb_laststand_crawl_right_akimbo
pb_laststand_crawl_left_akimbo
pb_laststand_crawl_back_akimbo
pb_laststand_crawl_back_shield
pb_laststand_crawl_shield
pb_laststand_idle_shield
pb_laststand_crawl_right_shield
pb_laststand_crawl_left_shield
pb_deadhands_idle
pb_deadhands_crawl_back
pb_deadhands_crawl_forward
pb_deadhands_crawl_left
pb_deadhands_crawl_right
//
// Mantle anims
//
mp_mantle_up_57
mp_mantle_up_51
mp_mantle_up_45
mp_mantle_up_39
mp_mantle_up_33
mp_mantle_up_27
mp_mantle_up_21
mp_mantle_over_high
mp_mantle_over_mid
mp_mantle_over_low
mp_mantle_up_57_fr
mp_mantle_up_51_fr
mp_mantle_up_45_fr
mp_mantle_up_39_fr
mp_mantle_up_33_fr
mp_mantle_up_27_fr
mp_mantle_up_21_fr
mp_mantle_over_high_fr
mp_mantle_over_mid_fr
mp_mantle_over_low_fr
//
// MG42 anims
//
standSAWgunner_aim : complete nonloopsync
{
standSAWgunner_aim_15down
{
pb_saw_gunner_aim_down_right45
pb_saw_gunner_aim_down_right30
pb_saw_gunner_aim_down_right15
pb_saw_gunner_aim_down_center
pb_saw_gunner_aim_down_left15
pb_saw_gunner_aim_down_left30
pb_saw_gunner_aim_down_left45
}
standSAWgunner_aim_level
{
pb_saw_gunner_aim_level_right45
pb_saw_gunner_aim_level_right30
pb_saw_gunner_aim_level_right15
pb_saw_gunner_aim_level_center
pb_saw_gunner_aim_level_left15
pb_saw_gunner_aim_level_left30
pb_saw_gunner_aim_level_left45
}
standSAWgunner_aim_15up
{
pb_saw_gunner_aim_up_right45
pb_saw_gunner_aim_up_right30
pb_saw_gunner_aim_up_right15
pb_saw_gunner_aim_up_center
pb_saw_gunner_aim_up_left15
pb_saw_gunner_aim_up_left30
pb_saw_gunner_aim_up_left45
}
}
proneSAWgunner_aim : complete nonloopsync
{
proneSAWgunner_aim_15down
{
pb_saw_gunner_prone_aim_down_left40
pb_saw_gunner_prone_aim_down_left20
pb_saw_gunner_prone_aim_down_center
pb_saw_gunner_prone_aim_down_right20
pb_saw_gunner_prone_aim_down_right40
}
proneSAWgunner_aim_level
{
pb_saw_gunner_prone_aim_level_left40
pb_saw_gunner_prone_aim_level_left20
pb_saw_gunner_prone_aim_level_center
pb_saw_gunner_prone_aim_level_right20
pb_saw_gunner_prone_aim_level_right40
}
proneSAWgunner_aim_15up
{
pb_saw_gunner_prone_aim_up_left40
pb_saw_gunner_prone_aim_up_left20
pb_saw_gunner_prone_aim_up_center
pb_saw_gunner_prone_aim_up_right20
pb_saw_gunner_prone_aim_up_right40
}
}
crouchSAWgunner_aim : complete nonloopsync
{
crouchSAWgunner_aim_15down
{
pb_saw_gunner_lowwall_aim_down_left45
pb_saw_gunner_lowwall_aim_down_left30
pb_saw_gunner_lowwall_aim_down_left15
pb_saw_gunner_lowwall_aim_down_center
pb_saw_gunner_lowwall_aim_down_right15
pb_saw_gunner_lowwall_aim_down_right30
pb_saw_gunner_lowwall_aim_down_right45
}
crouchSAWgunner_aim_level
{
pb_saw_gunner_lowwall_aim_level_left45
pb_saw_gunner_lowwall_aim_level_left30
pb_saw_gunner_lowwall_aim_level_left15
pb_saw_gunner_lowwall_aim_level_center
pb_saw_gunner_lowwall_aim_level_right15
pb_saw_gunner_lowwall_aim_level_right30
pb_saw_gunner_lowwall_aim_level_right45
}
crouchSAWgunner_aim_15up
{
pb_saw_gunner_lowwall_aim_up_left45
pb_saw_gunner_lowwall_aim_up_left30
pb_saw_gunner_lowwall_aim_up_left15
pb_saw_gunner_lowwall_aim_up_center
pb_saw_gunner_lowwall_aim_up_right15
pb_saw_gunner_lowwall_aim_up_right30
pb_saw_gunner_lowwall_aim_up_right45
}
}
proneMG42_fire : complete loopsync
{
proneMG42_fire_15down
{
pb_proneMG42gunner_fire_40left_15down
pb_proneMG42gunner_fire_20left_15down
pb_proneMG42gunner_fire_forward_15down
pb_proneMG42gunner_fire_20right_15down
pb_proneMG42gunner_fire_40right_15down
}
proneMG42_fire_level
{
pb_proneMG42gunner_fire_40left_level
pb_proneMG42gunner_fire_20left_level
pb_proneMG42gunner_fire_forward_level
pb_proneMG42gunner_fire_20right_level
pb_proneMG42gunner_fire_40right_level
}
proneMG42_fire_15up
{
pb_proneMG42gunner_fire_40left_15up
pb_proneMG42gunner_fire_20left_15up
pb_proneMG42gunner_fire_forward_15up
pb_proneMG42gunner_fire_20right_15up
pb_proneMG42gunner_fire_40right_15up
}
}
proneMG42_aim : complete nonloopsync
{
proneMG42_aim_15down
{
pb_proneMG42gunner_aim_40left_15down
pb_proneMG42gunner_aim_20left_15down
pb_proneMG42gunner_aim_forward_15down
pb_proneMG42gunner_aim_20right_15down
pb_proneMG42gunner_aim_40right_15down
}
proneMG42_aim_level
{
pb_proneMG42gunner_aim_40left_level
pb_proneMG42gunner_aim_20left_level
pb_proneMG42gunner_aim_forward_level
pb_proneMG42gunner_aim_20right_level
pb_proneMG42gunner_aim_40right_level
}
proneMG42_aim_15up
{
pb_proneMG42gunner_aim_40left_15up
pb_proneMG42gunner_aim_20left_15up
pb_proneMG42gunner_aim_forward_15up
pb_proneMG42gunner_aim_20right_15up
pb_proneMG42gunner_aim_40right_15up
}
}
standMG42_fire : complete loopsync
{
standMG42_fire_15down
{
pb_standMG42gunner_fire_45left_15down
pb_standMG42gunner_fire_30left_15down
pb_standMG42gunner_fire_15left_15down
pb_standMG42gunner_fire_forward_15down
pb_standMG42gunner_fire_15right_15down
pb_standMG42gunner_fire_30right_15down
pb_standMG42gunner_fire_45right_15down
}
standMG42_fire_level
{
pb_standMG42gunner_fire_45left_level
pb_standMG42gunner_fire_30left_level
pb_standMG42gunner_fire_15left_level
pb_standMG42gunner_fire_forward_level
pb_standMG42gunner_fire_15right_level
pb_standMG42gunner_fire_30right_level
pb_standMG42gunner_fire_45right_level
}
standMG42_fire_15up
{
pb_standMG42gunner_fire_45left_15up
pb_standMG42gunner_fire_30left_15up
pb_standMG42gunner_fire_15left_15up
pb_standMG42gunner_fire_forward_15up
pb_standMG42gunner_fire_15right_15up
pb_standMG42gunner_fire_30right_15up
pb_standMG42gunner_fire_45right_15up
}
}
standMG42_aim : complete nonloopsync
{
standMG42_aim_15down
{
pb_standMG42gunner_aim_45left_15down
pb_standMG42gunner_aim_30left_15down
pb_standMG42gunner_aim_15left_15down
pb_standMG42gunner_aim_forward_15down
pb_standMG42gunner_aim_15right_15down
pb_standMG42gunner_aim_30right_15down
pb_standMG42gunner_aim_45right_15down
}
standMG42_aim_level
{
pb_standMG42gunner_aim_45left_level
pb_standMG42gunner_aim_30left_level
pb_standMG42gunner_aim_15left_level
pb_standMG42gunner_aim_forward_level
pb_standMG42gunner_aim_15right_level
pb_standMG42gunner_aim_30right_level
pb_standMG42gunner_aim_45right_level
}
standMG42_aim_15up
{
pb_standMG42gunner_aim_45left_15up
pb_standMG42gunner_aim_30left_15up
pb_standMG42gunner_aim_15left_15up
pb_standMG42gunner_aim_forward_15up
pb_standMG42gunner_aim_15right_15up
pb_standMG42gunner_aim_30right_15up
pb_standMG42gunner_aim_45right_15up
}
}
//
// Death
//
pb_explosion_death_B1
pb_explosion_death_B2
pb_explosion_death_B3
pb_explosion_death_F1
pb_explosion_death_L1
pb_explosion_death_L2
pb_explosion_death_R1
pb_explosion_rundeath_B1
pb_explosion_rundeath_B2
pb_explosion_rundeath_F1
pb_explosion_rundeath_F2
pb_explosion_rundeath_F3
pb_explosion_rundeath_L1
pb_explosion_rundeath_R1
pb_shotgun_death_back1
pb_shotgun_death_back2
pb_shotgun_death_legs
pb_shotgun_death_spinL
pb_shotgun_death_spinR
pb_shotgun_death_front
pb_explosive_round_death_leg
pb_explosive_round_death_jaw
pb_explosive_round_death_chestB
pb_explosive_round_death_chestA
// prone
pb_prone_death_quickdeath
// Crouch
pb_crouch_death_headshot_front
pb_crouch_death_clutchchest
pb_crouch_death_flip
pb_crouch_death_fetal
pb_crouch_death_falltohands
// Crouch run
pb_crouchrun_death_drop
pb_crouchrun_death_crumple
// stand
pb_stand_death_spin
pb_stand_death_legs
pb_stand_death_lowerback
pb_stand_death_lowertorso
pb_stand_death_head_collapse
pb_stand_death_neckdeath_thrash
pb_stand_death_neckdeath
pb_stand_death_nervedeath
pb_stand_death_frontspin // Hit from front in head, upper chest or right shoulder.
pb_stand_death_headchest_topple // Hit in head or chest from any direction. Falls back, one leg goes up.
pb_stand_death_chest_blowback
pb_stand_death_chest_spin
pb_stand_death_shoulder_stumble
pb_stand_death_head_straight_back
pb_stand_death_tumbleback
pb_stand_death_kickup
pb_stand_death_stumbleforward
pb_stand_death_leg
pb_stand_death_leg_kickup
pb_stand_death_headshot_slowfall
pb_stand_death_shoulderback
// run
pb_death_run_forward_crumple
pb_death_run_onfront
pb_death_run_stumble
pb_death_run_back
pb_death_run_left
pb_death_run_right
MP_shotgun_death_back
MP_shotgun_death_front
MP_shotgun_death_left
MP_shotgun_death_right
//
// Stumble
//
pb_stumble_forward // RUNNING
pb_stumble_back
pb_stumble_left
pb_stumble_right
pb_stumble_walk_forward // WALKING
pb_stumble_walk_back
pb_stumble_walk_left
pb_stumble_walk_right
pb_stumble_pistol_walk_right // WALKING w/pistol
pb_stumble_pistol_walk_left
pb_stumble_pistol_walk_forward
pb_stumble_pistol_walk_back
pb_stumble_pistol_right // RUNNING w/pistol
pb_stumble_pistol_left
pb_stumble_pistol_forward
pb_stumble_pistol_back
pb_stumble_grenade_right
pb_stumble_grenade_left
pb_stumble_grenade_forward
pb_stumble_grenade_back
//
// dive
//
pb_dive_right
pb_dive_right_impact
pb_dive_left
pb_dive_left_impact
pb_dive_back
pb_dive_back_impact
pb_dive_front
pb_dive_front_impact
//
// Pain
//
// prone
pb_prone_painA_holdchest
pb_prone_painB_holdhead
// Crouch run
// crouchrun_painfall
// Crouch
// crouch_pain_fallToGround // Shot from front, backs back and slightly right.
pb_crouch_pain_holdStomach // Shot in torso.
// crouch_pain_crouch2crawl_ktwist // extended pain. Ends in crawl (backwards).
// crouch_pain_crouch2crawl_grabhead // extended pain. Ends in crawl (backwards).
// crouch_pain_crouch2crawl_back // Shot from behind, falls forward to crawl.
// Stand
// stand_pain_leghit // Shot in leg, falls to ground, writhes, up to crouch
// stand_pain_fallToHand // Shot in torso? falls to left hand, up to crouch
// stand_pain_hunch // Shot in stomach, turns left and then straight. Ends in crouch.
// stand_pain_stand2crawl_stumbleback // extended pain. Ends in crawl.
// minorpain_head_front
// minorpain_head_back
// minorpain_head_left
// minorpain_head_right
// pb_minorpain_chest_front
// minorpain_chest_back
// minorpain_chest_left
// minorpain_chest_right
// minorpain_leftarm_front
// minorpain_leftarm_back
// minorpain_leftarm_left
// minorpain_leftarm_right
// minorpain_rightarm_front
// minorpain_rightarm_back
// minorpain_rightarm_left
// minorpain_rightarm_right
}
}
//
// Turning animations (played on the legs, but handled seperatly)
//
turning
{
pl_turn_90left
pl_turn_90right
pl_crouchturn_90right
pl_crouchturn_90left
}
}
breaching
{
breach_player_v1
breach_player_v2
breach_player_v3
breach_player_viewmodel_v2
breach_player_viewmodel_v3
breach_coop_player_1
breach_coop_player_1_3rdPerson
breach_coop_player_2
breach_coop_player_2_3rdPerson
}
+286
View File
@@ -0,0 +1,286 @@
gulag_rappel_player
boneyard
{
boneyard_player_steer_straight
boneyard_player_steer_right
boneyard_player_steer_left
boneyard_player_evac
boneyard_player_enter_UAZ
boneyard_player_grab_wheel
boneyard_player_UAZ_stand
boneyard_player_UAZ_sit
}
knockdown
{
player_view_dog_knockdown
}
knockdown_late
{
player_view_dog_knockdown_late
}
player_view_dog_knockdown_saved
player_view_dog_knockdown_neck_snap
player_view_dog_knockdown_neck_miss
player_view_dog_knockdown_laststand
ISS_player_rotate
ISS_player_float_away
ISS_player_idle
coup_opening_playerview
coup_opening_playerview_idle
coup_opening_playerview_idle_bumpy
coup_opening_playerview_idle_static
coup_opening_playerview_idle_normal
coup_opening_playerview_idle_smooth
coup_ending_drag_playerview
coup_ending_player
coup_ending_zakhaev_intro_playerview
hunted_opening_player
hunted_opening_player_idle
sniper_escape_player_getup
sniper_escape_player_putdown
sniper_escape_player_rappel
launchfacility_a_player_rappel
airlift_player_getout
airlift_player_putdown
cargoship_ch46_rescue_load_player
cargoship_explosion_player
jeepride_drag_player
jeepride_player_pickup_player
blackout_bh_evac_player
sniper_escape_crash_pickup_player
player_lockerroom_fight_attack
player_lockerroom_fight_miss
player_lockerroom_fight_start
oilrig_sub_A_idle_player
oilrig_sub_A_disembark_player
oilrig_underwater_kill_player
cliffhanger_crash_rescue_player
cliffhanger_capture_player
player_afchase_ending_gun_drop
player_afchase_ending_gun_kick
player_afchase_walkoff
player_afchase_ending_knife_moment
player_afchase_ending_monologue
player_afchase_ending_monologue_long
player_afchase_ending_turnbuckle
player_afchase_ending_turnbuckle_alt
player_afchase_ending_wakeup
player_afchase_ending_wakeup_end
player_afchase_ending_gun_crawl_00
player_afchase_ending_gun_crawl_01
player_afchase_ending_gun_crawl_02
player_afchase_ending_gun_crawl_03
player_afchase_ending_gun_crawl_04
player_afchase_ending_gun_crawl_05
player_afchase_ending_gun_crawl_06
player_afchase_ending_gun_crawl_idle_00
player_afchase_ending_gun_crawl_idle_01
player_afchase_ending_gun_crawl_idle_02
player_afchase_ending_gun_crawl_idle_03
player_afchase_ending_gun_crawl_idle_04
player_afchase_ending_gun_crawl_idle_05
player_afchase_ending_gun_crawl_idle_06
player_afchase_ending_knife_grab_01
player_afchase_ending_knife_grab_02
player_afchase_ending_knife_grab_03
player_afchase_ending_knife_passout
player_afchase_ending_knife_pull_01
player_afchase_ending_knife_pull_02
player_afchase_ending_knife_pull_03
player_afchase_ending_knife_pullout_2_flip
player_afchase_ending_knife_pullout_2_flip_idle
player_afchase_ending_knife_throw
player_afchase_ending_knife_throw_kill
player_afchase_ending_knife_throw_soon
player_pull_additive : additive
{
player_afchase_ending_knife_pull_02_add
player_afchase_ending_knife_pull_03_add
}
afgan_caves_player_rappel_animatic
afgan_caves_player_rappel_hookup
afgan_caves_player_rappel_end_kill
cave_rappel
{
cave_rappel_close
{
afgan_caves_player_rappel_close
}
cave_rappel_far
{
afgan_caves_player_rappel_far
}
}
zodiac_player_idle
gulag_end_animatic_player
gulag_end_animatic_player_2
gulag_end_evac_player
gulag_end_evac_player_hookup
gulag_end_evac_player_idle
gulag_end_buried_player
gulag_rescueA_player
gulag_rescueB_player
gulag_rescueB_player_idle
gulag_rescueB_player_intro
gulag_rescueB_player_reshoot
gulag_rescueB_player_reshootB
roadkill_hummer_player_getin
dcburning_BHrescue_player_animatic
dcburning_BHrescue_player_grabclip_animatic
dcburning_BHrescue_player_wakeup
dcburning_BHrescue_player_takeammo
airport_ending_mid_player
airport_ending_alt_player
invasion_opening_hummer2_player
favela_opening_playerview_down
favela_opening_playerview_downidle
favela_opening_playerview_up
favela_opening_playerview_death
player_favela_escape_bigjump
player_favela_escape_bigjump_getup
favela_escape_ending_player_catch_rope
cliffhanger_bigjump
{
slide_both_in
{
player_icepicker_bigjump_slide_both_in
}
slide_both_out
{
player_icepicker_bigjump_slide_both_out
}
slide_left
{
player_icepicker_bigjump_slide_left_in
}
slide_right
{
player_icepicker_bigjump_slide_right_in
}
}
player_icepicker_climbup_from_left
player_icepicker_climbup_from_right
player_climb
{
climb_root
{
player_icepicker_bigjump
player_icepicker_bigjump_end_getup
player_icepicker_drop_down_start
player_icepicker_drop_down_end
player_icepicker_start_climb_up_left
player_icepicker_start_climb_up_left_early
player_icepicker_start_climb_up_right
player_icepicker_start_climb_up_right_early
player_icepicker_left_high_stab_a
player_icepicker_left_fall
player_icepicker_left_fall_small
player_icepicker_left_high_settle_a
player_icepicker_left_high_stab_fail_a
player_icepicker_right_high_stab_fail_a
player_icepicker_right_high_stab_a
player_icepicker_right_fall
player_icepicker_right_fall_small
player_icepicker_right_high_settle_a
climb_idle : loopsync
{
player_icepicker_right_idle
player_icepicker_left_idle
}
}
climb_sleeve : loopsync
{
player_sleeve_flapping
}
climb_wrist : additive
{
player_icepicker_left_high_wrist_in
player_icepicker_left_high_wrist_out
player_icepicker_right_high_wrist_in
player_icepicker_right_high_wrist_out
}
climb_left_additive : additive
{
player_icepicker_left_high_stab_out
player_icepicker_left_high_stab_in
}
climb_right_additive : additive
{
player_icepicker_right_high_stab_in
player_icepicker_right_high_stab_out
}
climb_right_vertical_corrector : additive
{
}
climb_left_vertical_corrector : additive
{
}
}
pres_crash_player_crash
motorcycle_player
{
motorcycle_player_pose_f
motorcycle_player_pose_f_fast
motorcycle_player_pose_lean_l
motorcycle_player_pose_lean_r
motorcycle_player_pose_turn_r
motorcycle_player_pose_turn_l
}
estate_drag_player
estate_chopper_sequence_player
estate_body_toss_player
DCemp_player_flare_wave
roadkill_intro_pickup_player
+4
View File
@@ -0,0 +1,4 @@
player_3rd_dog_knockdown
player_3rd_dog_knockdown_neck_snap
player_3rd_dog_knockdown_saved
player_3rd_dog_knockdown_laststand
+290
View File
@@ -0,0 +1,290 @@
estate_ending_gasoline_leader_cigar
gulag_strangle_chain
cliffhanger_hangar_drill
gulag_rappel_player_rope_60ft
gulag_rappel_soldier_rope_60ft
gulag_rescueB_pistol_reshoot
gulag_rescueB_pistol_reshootB
training_pit_open_case_gun
training_pit_stand_idle_gun
training_pit_sitting_idle_gun
training_pit_sitting_welcome_gun
training_pit_case_1
training_pit_case_2
laptop_chair_runin
laptop_chair_idle
ISS_sat
ISS_panel_rotation
dcemp_BHrescue_plank_1
dcemp_BHrescue_plank_2
dcemp_wh_painting
afgan_caves_player_hookup_rope
afgan_caves_price_hookup_rope
afgan_caves_price_idle_rope
afgan_caves_Price_rappel_idle_rappelRope
afgan_caves_Price_rappel_jump_rappelRope
afgan_caves_Price_hanging_idle_rappelRope
favela_bicycle
ac130_angel_flares01
ac130_angel_flares02
ac130_angel_flares03
oilrig_ocean
chechnya_curtain_sway_le
chechnya_curtain_sway_ri
sniper_escape_rappel_finish_rappelrope100
sniper_escape_rappel_start_rappelrope100
sniper_escape_rappel_idle_rappelrope100
cargoship_water
sniper_escape_player_start_rappelrope100
parabolic_guard_sleeper_react_chair
launchfacility_b_blast_door_seq_close_door
blackout_rappel_start_rappelrope100
launchfacility_a_setup_2_rappel_1_100ft_rope
launchfacility_a_setup_2_rappel_2_100ft_rope
launchfacility_a_rappel_idle_1_100ft_rope
launchfacility_a_rappel_idle_2_100ft_rope
launchfacility_a_rappel_idle_3_100ft_rope
launchfacility_a_rappel_1_100ft_rope
launchfacility_a_player_rappel_100ft_rope
launchfacility_a_player_rappel_idle_100ft_rope
doorpeek_close_door
doorpeek_deathA_door
doorpeek_deathB_door
doorpeek_fireA_door
doorpeek_fireB_door
doorpeek_fireC_door
doorpeek_grenade_door
doorpeek_idle_door
doorpeek_jump_door
doorpeek_kick_door
doorpeek_open_door
doorburst_search_door
doorburst_wave_door
doorburst_fall_door
sniper_escape_meeting_briefcase
sniper_escape_flag_wave_up
sniper_escape_flag_wave_down
blackout_flashlightguy_moment2death_flashlight
blackout_flashlightguy_death_flashlight
blackout_rescue_price_flashlight
minigun_spin_idle
minigun_spin_loop
minigun_spin_start
grass_sway
icbm_fence_cut
icbm_fence_cutting_guy1_fence
sniper_escape_meeting_zakhaev_hit_front
sniper_escape_meeting_zakhaev_hit_back
sniper_escape_crash_mi28_rotor_1
sniper_escape_crash_mi28_rotor_2
sniper_escape_crash_mi28_rotor_3
sniper_escape_crash_mi28_rotor_4
sniper_escape_crash_mi28_rotor_5
village_interrogationA_door
village_interrogationA_phone
village_interrogationB_chair
village_interrogationB_phone
bog_b_dumpster_guy1_idle_dumpster
bog_b_dumpster_guy1_peek_dumpster
bog_b_dumpster_guy1_push_idle_dumpster
bog_b_dumpster_guy1_push_dumpster
coup_dumpster_lid
sniper_escape_crash_mi28_pilot
sniper_escape_crash_mi28_copilot
sniper_escape_meeting_zakhaev_hit_arm_front
run_death_facedown
breach_player_door_v1
breach_player_door_v2
breach_player_door_metal
breach_player_door_hinge_v1
breach_player_frame_charge_v3
breach_player_frame_charge
breach_coop_door
breach_coop_frame_charge
breach_chair_hide_reaction_v1_chair
breach_chair_hide_reaction_v2_chair
breach_chair_hide_reaction_death_v1_chair
breach_chair_hide_reaction_death_v2_chair
breach_react_desk_v7_desk
cliff_hero1_pose_A
cliff_hero1_pose_B
cliff_hero1_pose_C
cliff_hero1_pose_D
cliff_hero2_pose_A
cliff_hero2_pose_B
cliff_hero2_pose_C
cliff_hero2_pose_D
cliff_hero1_pose_jump1
cliff_hero1_pose_jump2
cliff_hero1_pose_jump3
cliff_hero1_pose_jump4
cliff_hero1_pose_jump5
cliff_hero1_pose_jump6
arcadia_fridge_react_fridgerig
arcadia_fridge_idle_fridgerig
gulag_slamraam_tarp_simulation
destroyed_fallen_tree_cliffhanger01
cliffhanger_square_flag_high_wind
cliffhanger_triangle_flag_high_wind
cliffhanger_price_fence_cut_fence
cliffhanger_ropeclimb_100ft
sitting_guard_loadAK_react2_chair
sitting_guard_loadAK_react1_chair
sitting_guard_loadAK_idle_chair
cliffhanger_lockerroom_fight_locker_1
cliffhanger_lockerroom_fight_locker_2
invasion_paratrooper_roof_landing_parachute
invasion_paratrooper_roof_landing_parachute_doa
paratrooper_jump_RightA_chute
paratrooper_jump_LeftA_chute
paratrooper_jump_RightB_chute
paratrooper_jump_LeftB_chute
paratrooper_jump_RightA_guy
paratrooper_jump_LeftA_guy
paratrooper_jump_RightB_guy
paratrooper_jump_LeftB_guy
paradrop_cargo_chute
paradrop_cargo_tank_chuteA
paradrop_cargo_tank_chuteB
paradrop_cargo_tank_chuteC
parachute_detach_reaction
parachute_detach_idle
parachute_detach_endidle
parachute_detach_death
rotate_X_R
rotate_X_L
rotate_Y_R
rotate_Y_L
rotate_Z_R
rotate_Z_L
rotate_body_X_R
rotate_body_X_L
rotate_body_Y_R
rotate_body_Y_L
rotate_body_Z_R
rotate_body_Z_L
oilrig_seal_surface_fins_off_prop
oilrig_seal_surface_mask_off_prop
oilrig_seal_surface_rebreather_off_guy1_prop
oilrig_seal_surface_rebreather_off_guy2_prop
oilrig_rappelrope_2_crouch
oilrig_rappelrope_over_rail_R
coop_bridge_rappel_L
coop_bridge_rappel_R
coop_ropedrop_01
tree_oak_fire
invasion_square_flag_medium_wind01
invasion_square_flag_medium_wind02
parchute_hanging_idle
invasion_opening_pole
favela_curtain_model_pull
hula_girl_bobble
hula_girl_bobble_stop
gulag_prop_rock
gulag_prop_post
gulag_prop_carabiner
swinging_industrial_light_01_mild
swinging_industrial_light_01_mild_dup
swinging_industrial_light_01_severe
gulag_escape_rope
bouncing_betty_detonate
flee_alley_door_idle
flee_alley_door
favela_escape_roof_piece_collapse
favela_escape_roof_piece_wobble
favela_escape_sheet01_run_through
favela_escape_sheet02_run_through
favela_escape_ending_rope_in
favela_escape_ending_rope_interaction
favela_escape_ending_rope_loop
favela_jumper_cables
favela_escape_crucified_ropes
scout_sniper_sand_ghillie_tarp_emerge
DCemp_door_sequence_door
training_camo_tarp_wind
roadkill_intro_pickup_gun
afchase_ending_revolver_gun_drop
afchase_ending_revolver_gun_monologue
afchase_ending_revolver_gun_monologue_long
afchase_ending_pickup_turnbuckle
afchase_ending_revolver_gun_kick
afchase_ending_knife_gun_drop
afchase_ending_knife_gun_monologue
afchase_ending_knife_gun_turnbuckle
afchase_ending_knife_gun_turnbuckle_alt
afchase_ending_knife_grab_01
afchase_ending_knife_grab_02
afchase_ending_knife_grab_03
afchase_ending_knife_passout
afchase_ending_knife_pull_01
afchase_ending_knife_pull_02
afchase_ending_knife_pull_03
afchase_ending_knife_pullout_2_flip
afchase_ending_knife_pullout_2_flip_idle
afchase_ending_knife_throw
afchase_ending_knife_throw_kill
afchase_ending_knife_throw_soon
+555
View File
@@ -0,0 +1,555 @@
humvee_passenger_2_turret_minigun
humvee_turret_2_passenger_minigun
humvee_mount_frontR_door
humvee_mount_frontL_door
humvee_mount_backL_door
humvee_mount_backR_door
humvee_dismount_backL_door
humvee_dismount_backR_door
humvee_dismount_frontL_door
humvee_dismount_frontR_door
suburban_dismount_backL_door
suburban_dismount_backR_door
suburban_dismount_frontL_door
suburban_dismount_frontR_door
DCemp_heli_crash_1
DCemp_heli_crash_2
DCemp_heli_crash_3
DCemp_emp_heli_crash
DCemp_car_hit
boneyard_jeep_evac
boneyard_UAZ_door
boneyard_UAZ_steer_straight
boneyard_UAZ_steer_left
boneyard_UAZ_steer_right
M60A1_tank_lower
M60A1_tank_raise
M60A1_bridge_lower
M60A1_bridge_raise
M60A1_tank_cross
roadkill_M60A1_bridge_lower
roadkill_M60A1_tank_lower
roadkill_M60A1_tank_driveup
roadkill_M60A1_bridge_driveup
roadkill_M60A1_tank_cross
roadkill_M60A1_arm_lower
roadkill_hummer_door_soldier
roadkill_hummer_gun_getin
afchase_chopper_landing
AFchase_waterfall_zodiac_R
AFchase_waterfall_zodiac_L
AFchase_waterfall_zodiac_rocking
AFchase_waterfall_zodiac_fall
AFchase_waterfall_pavelow
AFchase_waterfall_pavelow_idle
AFchase_waterfall_player_zodiac
roadkill_hummer_mount_frontR_door
roadkill_pickup_technical_pushed
stryker_movement
stryker_movement_backwards
stryker_cannon_fire
stryker_shell_hatch
bh_minigun_spin_loop
dcburning_BHrescue_BH_animatic
dcburning_BHrescue_BH
mi17_heli_idle
gulag_end_pavelow
cliffhanger_icepick_fight_snowmobile
cliffhanger_truck_bm21
cliffhanger_mig_landing_1
cliffhanger_mig_landing_2
mig_landing_gear_up
technical_driving_idle_forward
technical_driving_idle_backward
sniper_escape_crash_mi28_entrance
sniper_escape_crash_mi28_idle
sniper_escape_crash_mi28_crash
sniper_escape_crash_mi28_rotor_1
sniper_escape_crash_mi28_rotor_2
sniper_escape_crash_mi28_rotor_3
sniper_escape_crash_mi28_rotor_4
sniper_escape_crash_mi28_rotor_5
cliffhanger_crash_mi28_rotor_1
cliffhanger_crash_mi28_rotor_2
cliffhanger_crash_mi28_rotor_3
cliffhanger_crash_mi28_rotor_4
cliffhanger_crash_mi28_rotor_5
cliffhanger_crash_mi28_crash
mi17_heli_rotors
blackhawk
{
bh_cargo_path
bh_idle
bh_rotors
}
door_pickup_driver_climb_in
door_pickup_passenger_climb_in
door_pickup_driver_climb_out
door_pickup_passenger_climb_out
door_pickup_passenger_RL_climb_out
door_pickup_passenger_RR_climb_out
cobra_crash
cobra_crash_relative
abrams_movement
abrams_movement_backwards
pickup_tankcrush_front
tank_tankcrush_front
sedan_tankcrush_side
tank_tankcrush_side
cobra : additive
{
}
bmp
{
bmp_doors_open
bmp_doors_close
bmp_movement
bmp_movement_backwards
}
BTR80
{
BTR80_doorsR_open
BTR80_doorsL_open
BTR80_exit_1
BTR80_exit_2
BTR80_exit_3
BTR80_exit_4
BTR80_movement
BTR80_movement_backwards
}
bog_b_tank_explosion
bog_b_tank_explosion2
cobra_copilot_idle
cobra_copilot_idle_l
cobra_copilot_idle_r
coup_opening_car
coup_opening_car_driving
coup_ending_drag_cardoor
vehicle_steeringwheel
{
coup_driver_bigleft2center_car
coup_driver_bigleft_idle_car
coup_driver_bigleft_loop_car
coup_driver_bigleftloop2center_car
coup_driver_center2smallleft_car
coup_driver_center2smallright_car
coup_driver_idle_car
coup_driver_smallleft2center_car
coup_driver_smallleft2bigleft_car
coup_driver_smallleft_idle_car
coup_driver_smallright2center_car
coup_driver_smallright_idle_car
coup_driver_bigleftloop_idle_car
}
vehicle_additives : additive
{
coup_opening_car_driving_idle_bumpy
coup_opening_car_driving_idle_normal
coup_opening_car_driving_idle_smooth
coup_opening_car_driving_idle_static
}
ac130_carjack
{
ac130_carjack_door_1a
ac130_carjack_door_1b
ac130_carjack_door_others
}
ch46_anims
{
sniper_escape_ch46_take_off
sniper_escape_ch46_land
sniper_escape_ch46_idle
}
blackhawk_anims
{
blackout_bh_evac_heli_idle
blackout_bh_evac_heli_land
blackout_bh_evac_heli_takeoff
}
ch46_rotors
{
sniper_escape_ch46_rotors
}
ch46_turret
{
ch46_turret_fire
ch46_turret_idle
}
ch46_doors
{
ch46_doors_open
ch46_doors_close
}
cargoship_ch46_rescue_in
cargoship_ch46_rescue_idle
cargoship_ch46_rescue_out
cargoship_ch46_rescue_drift
cargoship_ch46_rescue_drift_idle
armada_blackhawk_sniper_idle_loop_fastrope80
armada_blackhawk_sniper_drop_fastrope80
armada_blackhawk_sniper_idle_fastrope80
bm21
{
bm21_driving_idle_forward
bm21_driving_idle_backward
bm21_passenger_climbout_door
bm21_driver_climbout_door
bm21_guy_climbout_truckdoor
}
zpu_gun_fire_a
zpu_gun_fire_b
zpu_gun_stop
bus_driving_idle_forward
bus_driving_idle_backward
tanker_truck_driving_idle_forward
tanker_truck_driving_idle_backward
jeepride_crash_tunnel_pickup
jeepride_flip_pickup
jeepride_crash_pillar
uaz_drive
{
uaz_driving_idle_forward
uaz_driving_idle_backward
}
uaz
{
ambush_VIP_escape_UAZ
uaz_driver_enter_from_huntedrun_door
uaz_driver_exit_into_run_door
uaz_passenger_enter_from_huntedrun_door
uaz_passenger_exit_into_run_door
uaz_rear_driver_exit_into_run_door
uaz_passenger2_exit_into_run_door
uaz_rear_driver_enter_from_huntedrun_door
uaz_passenger2_enter_from_huntedrun_door
uaz_driver_exit_into_stand_door
uaz_passenger_exit_into_stand_door
uaz_passenger2_exit_into_stand_door
uaz_rear_driver_exit_into_stand_door
}
uaz_driver
{
UAZ_steeringwheel_death
UAZ_steeringwheel_duck
UAZ_steeringwheel_idle
UAZ_steeringwheel_turnleft
UAZ_steeringwheel_turnright
UAZ_steeringwheel_weave
}
mi28_path
{
jeepride_mi28_flyby
}
mi28
{
mi28_rotors
}
mi28_add : additive
{
mi28_rotors_add
}
president_crash
{
pres_crash_suv_pres
pres_crash_suv_1
}
snowmobile
{
snowmobile_vehicle_driving_idle
sm_turn
{
snowmobile_vehicle_lean_L_delta
snowmobile_vehicle_lean_R_delta
}
}
motorcycle
{
motorcycle_pose_lean_l_50
motorcycle_pose_lean_r_50
motorcycle_pose_straight
motorcycle_pose_turn_l
motorcycle_pose_turn_r
motorcycle_rider_pose_f
motorcycle_rider_pose_l
motorcycle_rider_pose_r
}
snowmobile_player
{
player_snowmobile_left_arm
{
player_snowmobile_drive_left_arm
{
player_snowmobile_drive_turn_left2right_L
player_snowmobile_drive_turn_right2left_L
}
player_snowmobile_shoot_left_arm
{
player_snowmobile_gun_fire
player_snowmobile_gun_idle
player_snowmobile_gun_pullout_root
{
player_snowmobile_gun_pullout_L
player_snowmobile_gun_pullout
player_snowmobile_gun_pullout_R
}
player_snowmobile_gun_putaway_root
{
player_snowmobile_gun_putaway_L
player_snowmobile_gun_putaway
player_snowmobile_gun_putaway_R
}
player_snowmobile_gun_reload
}
}
player_snowmobile_right_arm
{
player_snowmobile_drive_turn_left2right_R
player_snowmobile_drive_turn_right2left_R
}
snowmobile_glock
{
snowmobile_glock_fire
snowmobile_glock_last_fire
snowmobile_glock_reload
}
player_snowmobile_drive_rpm_min
player_snowmobile_drive_rpm_max
player_snowmobile_drive_speedometer_0
player_snowmobile_drive_speedometer_90
player_snowmobile_drive_speedometer_180
player_snowmobile_drive_throttle_add : additive
{
player_snowmobile_drive_throttle
}
player_snowmobile_drive_throttle_add_left : additive
{
player_snowmobile_drive_throttle_left
}
player_snowmobile_drive_throttle_add_right : additive
{
player_snowmobile_drive_throttle_right
}
zodiac_waterfall_add_left : additive
{
AFchase_waterfall_player_zodiac_add_L
}
zodiac_waterfall_add_right : additive
{
AFchase_waterfall_player_zodiac_add_R
}
player_sleeve_pose
player_sleeve_flapping
}
rotate_X_R
rotate_X_L
rotate_Y_R
rotate_Y_L
rotate_Z_R
rotate_Z_L
rotation
{
rotate_body_X_R
rotate_body_X_L
rotate_body_Y_R
rotate_body_Y_L
rotate_body_Z_R
rotate_body_Z_L
}
humvee_antennas_idle_movement
humvee_antennas_jerk_left
humvee_antennas_jerk_right
humvee
{
humvee_50cal_driving_idle_forward
humvee_50cal_driving_idle_backward
}
humvee_antenna_additive : additive
{
humvee_antenna_L_rotate_360
humvee_antenna_R_rotate_360
}
suburban
{
player_suburban_minigun_fire2idle_L
player_suburban_minigun_fire2idle_R
player_suburban_minigun_idle_L
player_suburban_minigun_idle_R
player_suburban_minigun_idle2fire_L
player_suburban_minigun_idle2fire_R
}
predator
{
predator_flyby
}
cliffhanger
{
cliff_jeep_crash
}
antonov
{
paratrooper_jet_opendoors
}
oilrig
{
oilrig_sub_1
oilrig_sub_2
oilrig_SDV_1
oilrig_SDV_2
oilrig_civ_escape_zodiac_A
oilrig_civ_escape_zodiac_B
}
suburban_playermove_window_l_in
suburban_playermove_window_l_out
suburban_playermove_window_r_in
suburban_playermove_window_r_out
roadkill_orders_hummer
gulag_F15_intro_1
gulag_F15_intro_2
gulag_missile_intro_1
gulag_missile_intro_2
gulag_eject_seat_intro
gulag_missile_F15_1_A
gulag_missile_F15_1_B
gulag_missile_F15_2_A
gulag_missile_F15_2_B
vehicle_80s_sedan1_flattire_LF
vehicle_80s_sedan1_flattire_LB
vehicle_80s_sedan1_flattire_RF
vehicle_80s_sedan1_flattire_RB
vehicle_80s_sedan1_destroy
paradrop_cargo_vehicle
favela_van_shootout_van
favela_opening_cardoor_open
favela_run_and_wave_cardoor
invasion_opening_hummer2
invasion_opening_hummer1
invasion_opening_BTR
invasion_btr_crash_btr
invasion_btr_crash_squashedcar
favela_ending_car
favela_escape_ending_chopper_open_back_door
favela_escape_ending_chopper_in
favela_escape_ending_chopper_loop
favela_escape_ending_chopper_flying_away
contingency_btr_slide
zodiac_price_left_aim_4
zodiac_price_left_aim_5
zodiac_price_left_aim_6
zodiac_price_right_aim_4
zodiac_price_right_aim_5
zodiac_price_right_aim_6
sa15_radar_spinup
sa15_radar_spinloop
sa15_radar_spindown
sa15_turret_scanloop
training_humvee_door
estate_chopper_sequence_pavelow
airport_ending_open_doors
airport_ending_close_doors
russian_swat_van_driver_getout_door