// Jump_over_high_wall.gsc // Makes the character dive over a high wall. Designed for getting bad guys into levels - it looks bad from the back. #using_animtree( "generic_human" ); main() { // do not do code prone in this script self.desired_anim_pose = "crouch"; animscripts\utility::UpdateAnimPose(); self endon( "killanimscript" ); self traverseMode( "nogravity" ); self traverseMode( "noclip" ); // orient to the Negotiation start node startnode = self getnegotiationstartnode(); assert( isdefined( startnode ) ); self OrientMode( "face angle", startnode.angles[ 1 ] ); self clearanim( %stand_and_crouch, 0.1 ); self setFlaggedAnimKnoballRestart( "diveanim", %jump_over_high_wall, %body, 1, .1, 1 ); self playsound( "dive_wall" ); self waittillmatch( "diveanim", "gravity on" ); self traverseMode( "nogravity" ); self waittillmatch( "diveanim", "noclip" ); self traverseMode( "noclip" ); self waittillmatch( "diveanim", "gravity on" ); self traverseMode( "gravity" ); self animscripts\shared::DoNoteTracks( "diveanim" ); }