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