//========================================================================== // // Character Animation Script M U L T I P L A Y E R // // All player states should have animations sutable for a two handed rifle type weapon. // // This defines the animations and events that might occur at different times // for this character. State changes, and random behaviour during idle/alert // states will look here for default behaviour, if that character doesn't have // something specific in their scripts for that level. // //========================================================================== // playerAnimType: // Set in "Player Anim Type" in the weapon gdt file. // Full list specified in playeranimtypes.txt. // Asset manager choices specified in weapon gdf files. //========================================================================== // DEFINES // // These can be used to simplify the scripting, by defining replacement strings DEFINES // weaponclasses set weaponclass autofire = mg AND smg // movetypes set movetype moving = walk AND walkcr AND walkcrbk AND walkbk AND run AND runbk AND runcr AND runcrbk AND walkprone AND walkpronebk set movetype crouching = idlecr AND runcr AND runcrbk AND walkcr AND walkcrbk set movetype prone = idleprone AND walkprone AND walkpronebk set movetype backstep = walkbk AND runbk AND walkcrbk AND walkpronebk set movetype laststand = idlelaststand AND crawllaststand AND crawllaststandbk //========================================================================== // ANIMATIONS // // NOTE: scripts are chosen by first-come-first-serve basis. The first match // found is the one used. // // format: // // state // { // // { // [DEFAULT / [], ...] // { // [sound ] // [sound ] // ... // } // } // } // // legend: // // : relaxed, alert, combat // // : idle, idlecr, idleprone, // walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk. // run, runbk, runcr, runcrbk, // straferight, strafeleft, turnright, turnleft, // idlelaststand, crawllaststand, crawllaststandbk // // : playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movetype, leaning, weapon_position, perk, damagetype, hitlocation, hitdirection, firing, akimbo, riotshieldnext, fastmantle // // : // // playerAnimType: // position: behind, infront, right, left // enemy_weapon: // underwater: // mounted: mg42 // movetype: // leaning: right, left // weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player, throwingknife // weapon_position: hip, ads // strafing: not, left, right - will never be left or right while moving backwards // perk: grenadedeath // damagetype: damage_bullet, damage_explosion_light, damage_explosion // hitlocation: hit_torso, hit_head, hit_neck, hit_legs // hitdirection: hit_front, hit_left, hit_right, hit_back // firing: true/false // akimbo: true/false // riotshieldnext: true/false // fastmantle: true/false // // NOTES: // - The player walks when they are ADS, so they can not ADS while running. // ANIMATIONS STATE COMBAT { idle { mounted mg42, firing { both standSAWgunner_aim turretanim } mounted mg42 { both standSAWgunner_aim turretanim } playerAnimType none { both pb_stand_alert } playerAnimType briefcase { both pb_stand_bombplant } playerAnimType laptop { both pb_stand_remotecontroller } playerAnimType riotshield { both pb_stand_alert_shield } playerAnimType hold { both pb_hold_idle } akimbo { both pb_stand_alert_akimbo } playerAnimType pistol, weapon_position ads { both pb_stand_ads_pistol } playerAnimType pistol { both pb_stand_alert_pistol } playerAnimType mg, weapon_position ads { both pb_stand_ads_mg } playerAnimType mg { both pb_stand_alert_mg } playerAnimType rocketlauncher, weapon_position ads { both pb_stand_ads_RPG } playerAnimType rocketlauncher { both pb_stand_alert_RPG } weapon_position ads { both pb_stand_ads } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_shield_grenade_pullpin } playerAnimType grenade, playerAnimType all NOT m203 { both pb_stand_grenade_pullpin } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_shield_knife_pullout } playerAnimType throwingknife { both pb_stand_pullout_knife } default // two handed rifle type weapon { both pb_stand_alert } } idlecr { mounted mg42, firing { both crouchSAWgunner_aim turretanim } mounted mg42 { both crouchSAWgunner_aim turretanim } playerAnimType none { both pb_crouch_bombplant } playerAnimType briefcase { both pb_crouch_bombplant } playerAnimType laptop { both pb_crouch_remotecontroller } playerAnimType riotshield { both pb_crouch_alert_shield } playerAnimType hold { both pb_crouch_hold_idle } akimbo { both pb_crouch_alert_akimbo } playerAnimType pistol, weapon_position ads { both pb_crouch_ads_pistol } playerAnimType pistol { both pb_crouch_alert_pistol } playerAnimType rocketlauncher, weapon_position ads { both pb_crouch_ads_RPG } playerAnimType rocketlauncher { both pb_crouch_alert_RPG } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_crouch_grenade_pullpin } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_crouch_grenade_pullpin } playerAnimType grenade, playerAnimType all NOT m203 { both pb_crouch_grenade_pullpin } weapon_position ads { both pb_crouch_ads } default // two handed rifle type weapon { both pb_crouch_alert } } idleprone { mounted mg42, firing { both proneSAWgunner_aim turretanim } mounted mg42 { both proneSAWgunner_aim turretanim } playerAnimType briefcase { both pb_prone_bombplant } playerAnimType laptop { both pb_prone_remotecontroller } playerAnimType hold { both pb_prone_hold } playerAnimType none { both pb_prone_bombplant } akimbo { both pb_prone_aim_akimbo } playerAnimType pistol { both pb_prone_aim_pistol } playerAnimType rocketlauncher { both pb_prone_aim_RPG } playerAnimType grenade, playerAnimType all NOT m203 { both pb_prone_aim_grenade } playerAnimType throwingknife { both pb_prone_pullout_knife } playerAnimType sniper { both pb_prone_aim_sniper } default { both pb_prone_aim } } idlelaststand { playerAnimType rocketlauncher { both pb_laststand_idle_RPG } playerAnimType riotshield { both pb_laststand_idle_shield } playerAnimTypePrimary riotshield { both pb_laststand_idle_shield } playerAnimType hold { both pb_deadhands_idle } akimbo { both pb_laststand_idle_akimbo } default { both pb_laststand_idle } } // FLINCHING flinch_forward { akimbo { torso pt_flinch_pistol_forward } playerAnimType pistol { torso pt_flinch_pistol_forward } playerAnimType grenade, playerAnimType all NOT m203 { torso pt_flinch_grenade_forward } default { torso pt_flinch_forward } } flinch_backward { akimbo { torso pt_flinch_pistol_back } playerAnimType pistol { torso pt_flinch_pistol_back } playerAnimType grenade, playerAnimType all NOT m203 { torso pt_flinch_grenade_back } default { torso pt_flinch_back } } flinch_left { akimbo { torso pt_flinch_pistol_left } playerAnimType pistol { torso pt_flinch_pistol_left } playerAnimType grenade, playerAnimType all NOT m203 { torso pt_flinch_grenade_left } default { torso pt_flinch_left } } flinch_right { akimbo { torso pt_flinch_pistol_right } playerAnimType pistol { torso pt_flinch_pistol_right } playerAnimType grenade, playerAnimType all NOT m203 { torso pt_flinch_grenade_right } default { torso pt_flinch_right } } // STUMBLE stumble_forward { // pistol playerAnimType pistol, strafing left { both pb_stumble_pistol_left } playerAnimType pistol, strafing right { both pb_stumble_pistol_right } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_grenade_left } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_stumble_grenade_right } playerAnimType pistol { both pb_stumble_pistol_forward } playerAnimType grenade, playerAnimType all NOT m203 { both pb_stumble_grenade_forward } // rifle strafing left { both pb_stumble_left } strafing right { both pb_stumble_right } default { both pb_stumble_forward } } stumble_backward { playerAnimType pistol, strafing left { both pb_stumble_pistol_left } playerAnimType pistol, strafing right { both pb_stumble_pistol_right } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_grenade_left } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_stumble_grenade_right } playerAnimType pistol { both pb_stumble_pistol_back } playerAnimType grenade, playerAnimType all NOT m203 { both pb_stumble_grenade_back } // rifle strafing left { both pb_stumble_left } strafing right { both pb_stumble_right } default { both pb_stumble_back } } // STUMBLE WALK stumble_walk_forward { // pistol playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_left } playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_right } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_forward } // rifle strafing left { both pb_stumble_walk_left } strafing right { both pb_stumble_walk_right } default { both pb_stumble_walk_forward } } stumble_walk_backward { // pistol playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_left } playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_right } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { both pb_stumble_pistol_walk_back } // rifle strafing left { both pb_stumble_walk_left } strafing right { both pb_stumble_walk_right } default { both pb_stumble_walk_back } } // STUMBLE CROUCH stumble_crouch_forward { // pistol playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_left } playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_stumble_pistol_right } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { both pb_stumble_pistol_forward } // rifle strafing left { both pb_stumble_left } strafing right { both pb_stumble_right } default { both pb_stumble_forward } } stumble_crouch_backward { // pistol playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_stumble_pistol_left } playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_stumble_pistol_right } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { both pb_stumble_pistol_back } strafing left { both pb_stumble_left } strafing right { both pb_stumble_right } default { both pb_stumble_back } } walk { playerAnimType none { //both pb_stand_shoot_walk_forward_unarmed both pb_combatwalk_forward_loop_pistol } playerAnimType riotshield, strafing left { both pb_walk_left_shield } playerAnimType riotshield, strafing right { both pb_walk_right_shield } playerAnimType riotshield { both pb_walk_forward_shield } playerAnimType hold { both pb_hold_run } playerAnimType rocketlauncher, strafing left { both pb_walk_left_RPG_ads } playerAnimType rocketlauncher, strafing right { both pb_walk_right_RPG_ads } playerAnimType rocketlauncher { both pb_walk_forward_RPG_ads } strafing left, akimbo { both pb_walk_left_akimbo } strafing right, akimbo { both pb_walk_right_akimbo } akimbo { both pb_walk_forward_akimbo } playerAnimType pistol , strafing left { both pb_combatwalk_left_loop_pistol } playerAnimType pistol, strafing right { both pb_combatwalk_right_loop_pistol } playerAnimType pistol { both pb_combatwalk_forward_loop_pistol } playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield { both pb_combatrun_left_loop_grenade } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_combatrun_left_loop_grenade } playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield { both pb_combatrun_right_loop_grenade } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_combatrun_right_loop_grenade } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_combatrun_forward_loop_stickgrenade } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_combatrun_forward_loop_stickgrenade } playerAnimType grenade, playerAnimType all NOT m203 { both pb_combatrun_forward_loop_stickgrenade } playerAnimType mg { both pb_walk_forward_mg } strafing left { both pb_stand_shoot_walk_left } strafing right { both pb_stand_shoot_walk_right } default // two handed rifle type weapon { both pb_stand_shoot_walk_forward } } walkbk // Always ADS when walking { playerAnimType none { //both pb_stand_shoot_walk_forward_unarmed both pb_combatwalk_back_loop_pistol } playerAnimType riotshield, strafing left { both pb_walk_left_shield } playerAnimType riotshield, strafing right { both pb_walk_right_shield } playerAnimType riotshield { both pb_walk_back_shield } playerAnimType hold { both pb_hold_run_back } playerAnimType rocketlauncher { both pb_walk_back_RPG_ads } strafing left, akimbo { both pb_walk_left_akimbo } playerAnimType pistol, strafing left { both pb_combatwalk_left_loop_pistol } strafing right, akimbo { both pb_walk_right_akimbo } playerAnimType pistol, strafing right { both pb_combatwalk_right_loop_pistol } akimbo { both pb_walk_back_akimbo } playerAnimType pistol { both pb_combatwalk_back_loop_pistol } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_combatrun_back_loop_grenade } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_combatrun_back_loop_grenade } playerAnimType grenade, playerAnimType all NOT m203 { both pb_combatrun_back_loop_grenade } strafing left { both pb_stand_shoot_walk_left } strafing right { both pb_stand_shoot_walk_right } default { both pb_stand_shoot_walk_back } } walkcr { playerAnimType none { both pb_crouch_walk_forward_unarmed } playerAnimType riotshield, strafing left { both pb_crouch_walk_left_shield } playerAnimType riotshield, strafing right { both pb_crouch_walk_right_shield } playerAnimType riotshield { both pb_crouch_walk_forward_shield } playerAnimType hold, strafing left { both pb_crouch_hold_run_left } playerAnimType hold, strafing right { both pb_crouch_hold_run_right } playerAnimType hold { both pb_crouch_hold_run } playerAnimType rocketlauncher, strafing left { both pb_crouch_walk_left_RPG } playerAnimType rocketlauncher, strafing right { both pb_crouch_walk_right_RPG } playerAnimType rocketlauncher { both pb_crouch_walk_forward_RPG } playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_crouch_walk_left_pistol } playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_crouch_walk_right_pistol } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { both pb_crouch_walk_forward_pistol } strafing left { both pb_crouch_shoot_run_left } strafing right { both pb_crouch_shoot_run_right } default // two handed rifle type weapon { both pb_crouch_shoot_run_forward } } walkcrbk { playerAnimType none { both pb_crouch_walk_forward_unarmed } playerAnimType riotshield, strafing left { both pb_crouch_walk_left_shield } playerAnimType riotshield, strafing right { both pb_crouch_walk_right_shield } playerAnimType riotshield { both pb_crouch_walk_back_shield } playerAnimType hold { both pb_crouch_hold_run_back } playerAnimType rocketlauncher { both pb_crouch_walk_back_RPG } playerAnimType pistol AND grenade, strafing left, playerAnimType all NOT m203 { both pb_crouch_walk_left_pistol } playerAnimType pistol AND grenade, strafing right, playerAnimType all NOT m203 { both pb_crouch_walk_right_pistol } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { both pb_crouch_walk_back_pistol } strafing left { both pb_crouch_shoot_run_left } strafing right { both pb_crouch_shoot_run_right } default // two handed rifle type weapon { both pb_crouch_shoot_run_back } } walkprone { strafing left, akimbo { both pb_prone_crawl_left_akimbo } strafing right, akimbo { both pb_prone_crawl_right_akimbo } playerAnimType pistol, strafing left { both pb_prone_crawl_left } playerAnimType pistol, strafing right { both pb_prone_crawl_right } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_prone_grenade_crawl_left } playerAnimType hold, strafing left { both pb_prone_crawl_left_hold } playerAnimType hold, strafing right { both pb_prone_crawl_right_hold } playerAnimType hold { both pb_prone_crawl_hold } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_prone_grenade_crawl_right } akimbo { both pb_prone_crawl_akimbo } playerAnimType pistol { both pb_prone_crawl } playerAnimType grenade, playerAnimType all NOT m203 { both pb_prone_grenade_crawl } strafing left { both pb_prone_crawl_left } strafing right { both pb_prone_crawl_right } default { both pb_prone_crawl } } walkpronebk { playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_prone_grenade_crawl_left } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_prone_grenade_crawl_right } playerAnimType hold { both pb_prone_crawl_back_hold } akimbo { both pb_prone_crawl_back_akimbo } playerAnimType pistol { both pb_prone_crawl_back } playerAnimType grenade, playerAnimType all NOT m203 { both pb_prone_grenade_crawl_back } default { both pb_prone_crawl_back } } crawllaststand { playerAnimType rocketlauncher, strafing left { both pb_laststand_crawl_left_RPG } playerAnimType riotshield, strafing left { both pb_laststand_crawl_left_shield } playerAnimType hold, strafing left { both pb_deadhands_crawl_left } strafing left, akimbo { both pb_laststand_crawl_left_akimbo } strafing left { both pb_laststand_crawl_left } playerAnimType rocketlauncher, strafing right { both pb_laststand_crawl_right_RPG } playerAnimType riotshield, strafing right { both pb_laststand_crawl_right_shield } playerAnimType hold, strafing right { both pb_deadhands_crawl_right } strafing right, akimbo { both pb_laststand_crawl_right_akimbo } strafing right { both pb_laststand_crawl_right } playerAnimType rocketlauncher, default { both pb_laststand_crawl_RPG } playerAnimType riotshield { both pb_laststand_crawl_shield } playerAnimType hold { both pb_deadhands_crawl_forward } akimbo { both pb_laststand_crawl_akimbo } default { both pb_laststand_crawl } } crawllaststandbk { playerAnimType rocketlauncher, strafing left { both pb_laststand_crawl_left_RPG } playerAnimType riotshield, strafing left { both pb_laststand_crawl_left_shield } playerAnimType hold, strafing left { both pb_deadhands_crawl_left } strafing left, akimbo { both pb_laststand_crawl_left_akimbo } strafing left { both pb_laststand_crawl_left } playerAnimType rocketlauncher, strafing right { both pb_laststand_crawl_right_RPG } playerAnimType riotshield, strafing right { both pb_laststand_crawl_right_shield } playerAnimType hold, strafing right { both pb_deadhands_crawl_right } strafing right, akimbo { both pb_laststand_crawl_right_akimbo } strafing right { both pb_laststand_crawl_right } playerAnimType rocketlauncher, default { both pb_laststand_crawl_back_RPG } playerAnimType riotshield { both pb_laststand_crawl_back_shield } playerAnimType hold { both pb_deadhands_crawl_back } akimbo { both pb_laststand_crawl_back_akimbo } default { both pb_laststand_crawl } } run { playerAnimType none { both pb_pistol_run_fast } playerAnimType riotshield, strafing left { both pb_combatrun_left_shield } playerAnimType riotshield, strafing right { both pb_combatrun_right_shield } playerAnimType riotshield { both pb_combatrun_forward_shield } playerAnimType hold, strafing left { both pb_hold_run_left } playerAnimType hold, strafing right { both pb_hold_run_right } playerAnimType hold { both pb_hold_run } strafing left, akimbo { both pb_combatrun_left_akimbo } strafing right, akimbo { both pb_combatrun_right_akimbo } akimbo { both pb_combatrun_forward_akimbo } playerAnimType rocketlauncher, strafing left { both pb_combatrun_left_RPG } playerAnimType rocketlauncher, strafing right { both pb_combatrun_right_RPG } playerAnimType rocketlauncher { both pb_combatrun_forward_RPG } playerAnimType pistol, strafing left { both pb_combatrun_left_loop_pistol } playerAnimType pistol, strafing right { both pb_combatrun_right_loop_pistol } playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield { both pb_combatrun_left_loop_grenade } playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield { both pb_combatrun_left_loop_grenade } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_combatrun_left_loop_grenade } playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield { both pb_combatrun_right_loop_grenade } playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield { both pb_combatrun_right_loop_grenade } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_combatrun_right_loop_grenade } playerAnimType mg, strafing left { both pb_combatrun_left_mg } playerAnimType mg, strafing right { both pb_combatrun_right_mg } playerAnimType mg { both pb_combatrun_forward_mg } strafing left { both pb_combatrun_left_loop } strafing right { both pb_combatrun_right_loop } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_combatrun_forward_loop_stickgrenade } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_combatrun_forward_loop_stickgrenade } playerAnimType grenade, playerAnimType all NOT m203 { both pb_combatrun_forward_loop_stickgrenade } playerAnimType pistol { both pb_pistol_run_fast } default { both pb_combatrun_forward_loop } } // STUMBLE SPRINT stumble_sprint_forward { default { both pb_stumble_forward } } sprint { playerAnimType none { both pb_sprint } playerAnimType riotshield { both pb_sprint_shield } playerAnimType hold { both pb_sprint_hold } playerAnimType grenade, playerAnimType all NOT m203 { both pb_sprint } akimbo { both pb_sprint_akimbo } playerAnimType pistol { both pb_sprint_pistol } playerAnimType rocketlauncher { both pb_sprint_RPG } playerAnimType mg { both pb_sprint_mg } default { both pb_sprint } } runbk { playerAnimType none { both pb_combatrun_back_loop_grenade } playerAnimType riotshield, strafing left { both pb_combatrun_left_shield } playerAnimType riotshield, strafing right { both pb_combatrun_right_shield } playerAnimType riotshield { both pb_combatrun_back_shield } playerAnimType hold { both pb_hold_run_back } strafing left, akimbo { both pb_combatrun_left_akimbo } playerAnimType pistol, strafing left { both pb_combatrun_left_loop_pistol } strafing right, akimbo { both pb_combatrun_right_akimbo } playerAnimType pistol, strafing right { both pb_combatrun_right_loop_pistol } playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield { both pb_combatrun_left_loop_grenade } playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield { both pb_combatrun_left_loop_grenade } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_combatrun_left_loop_grenade } playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield { both pb_combatrun_right_loop_grenade } playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield { both pb_combatrun_right_loop_grenade } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_combatrun_right_loop_grenade } akimbo { both pb_combatrun_back_akimbo } playerAnimType pistol { both pb_combatrun_back_loop_pistol } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_combatrun_back_loop_grenade } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_combatrun_back_loop_grenade } playerAnimType grenade, playerAnimType all NOT m203 { both pb_combatrun_back_loop_grenade } playerAnimType rocketlauncher { both pb_combatrun_back_RPG } playerAnimType mg, strafing left { both pb_combatrun_left_mg } playerAnimType mg, strafing right { both pb_combatrun_right_mg } playerAnimType mg { both pb_combatrun_back_mg } strafing left { both pb_combatrun_left_loop } strafing right { both pb_combatrun_right_loop } default { both pb_combatrun_back_loop } } runcr { playerAnimType none { both pb_crouch_run_forward_grenade } playerAnimType riotshield, strafing left { both pb_crouch_walk_left_shield } playerAnimType riotshield, strafing right { both pb_crouch_walk_right_shield } playerAnimType riotshield { both pb_crouch_walk_forward_shield } playerAnimType rocketlauncher, strafing left { both pb_crouch_run_left_RPG } playerAnimType rocketlauncher, strafing right { both pb_crouch_run_right_RPG } playerAnimType rocketlauncher { both pb_crouch_run_forward_RPG } strafing left, akimbo { both pb_crouch_walk_left_akimbo } playerAnimType pistol, strafing left { both pb_crouch_run_left_pistol } strafing right, akimbo { both pb_crouch_walk_right_akimbo } akimbo { both pb_crouch_walk_forward_akimbo } playerAnimType pistol, strafing right { both pb_crouch_run_right_pistol } playerAnimType hold, strafing left { both pb_crouch_hold_run_left } playerAnimType hold, strafing right { both pb_crouch_hold_run_right } playerAnimType hold { both pb_crouch_hold_run } playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield { both pb_crouch_run_left_grenade } playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield { both pb_crouch_run_left_grenade } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_crouch_run_left_grenade } playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield { both pb_crouch_run_right_grenade } playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield { both pb_crouch_run_right_grenade } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_crouch_run_right_grenade } playerAnimType pistol { both pb_crouch_run_forward_pistol } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_crouch_run_forward_grenade } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_crouch_run_forward_grenade } playerAnimType grenade, playerAnimType all NOT m203 { both pb_crouch_run_forward_grenade } strafing left { both pb_crouch_run_left } strafing right { both pb_crouch_run_right } default { both pb_crouch_run_forward } } runcrbk { playerAnimType none { both pb_crouch_run_back_grenade } playerAnimType riotshield, strafing left { both pb_crouch_walk_left_shield } playerAnimType riotshield, strafing right { both pb_crouch_walk_right_shield } playerAnimType riotshield { both pb_crouch_walk_back_shield } playerAnimType rocketlauncher { both pb_crouch_run_back_RPG } strafing left, akimbo { both pb_crouch_walk_left_akimbo } playerAnimType pistol, strafing left { both pb_crouch_run_left_pistol } strafing right, akimbo { both pb_crouch_walk_right_akimbo } playerAnimType pistol, strafing right { both pb_crouch_run_right_pistol } playerAnimType hold { both pb_crouch_hold_run_back } playerAnimType throwingknife, strafing left, playerAnimTypePrimary riotshield { both pb_crouch_run_left_grenade } playerAnimType grenade, strafing left, playerAnimTypePrimary riotshield { both pb_crouch_run_left_grenade } playerAnimType grenade, strafing left, playerAnimType all NOT m203 { both pb_crouch_run_left_grenade } playerAnimType throwingknife, strafing right, playerAnimTypePrimary riotshield { both pb_crouch_run_right_grenade } playerAnimType grenade, strafing right, playerAnimTypePrimary riotshield { both pb_crouch_run_right_grenade } playerAnimType grenade, strafing right, playerAnimType all NOT m203 { both pb_crouch_run_right_grenade } akimbo { both pb_crouch_walk_back_akimbo } playerAnimType pistol { both pb_crouch_run_back_pistol } playerAnimType throwingknife, playerAnimTypePrimary riotshield { both pb_crouch_run_back_grenade } playerAnimType grenade, playerAnimTypePrimary riotshield { both pb_crouch_run_back_grenade } playerAnimType grenade, playerAnimType all NOT m203 { both pb_crouch_run_back_grenade } strafing left { both pb_crouch_run_left } strafing right { both pb_crouch_run_right } default { both pb_crouch_run_back } } climbup { default { // Can't play the chicken dance here as a temp because it has no movement speed both pb_climbup } } climbdown { default { // Can't play the chicken dance here as a temp because it has no movement speed both pb_climbdown } } turnrightcr { movetype idlecr AND turnrightcr { legs pl_crouchturn_90right } } turnleftcr { movetype idlecr AND turnleftcr { legs pl_crouchturn_90left } } //========== // PI - DAY : Mantle animations mantle_up_57 { fastmantle { both mp_mantle_up_57_fr } default { both mp_mantle_up_57 } } mantle_up_51 { fastmantle { both mp_mantle_up_51_fr } default { both mp_mantle_up_51 } } mantle_up_45 { fastmantle { both mp_mantle_up_45_fr } default { both mp_mantle_up_45 } } mantle_up_39 { fastmantle { both mp_mantle_up_39_fr } default { both mp_mantle_up_39 } } mantle_up_33 { fastmantle { both mp_mantle_up_33_fr } default { both mp_mantle_up_33 } } mantle_up_27 { fastmantle { legs mp_mantle_up_27_fr } default { legs mp_mantle_up_27 } } mantle_up_21 { fastmantle { legs mp_mantle_up_21_fr } default { legs mp_mantle_up_21 } } mantle_over_high { fastmantle { both mp_mantle_over_high_fr } default { both mp_mantle_over_high } } mantle_over_mid { fastmantle { both mp_mantle_over_mid_fr } default { both mp_mantle_over_mid } } mantle_over_low { fastmantle { legs mp_mantle_over_low_fr } default { legs mp_mantle_over_low } } } //========================================================================== // EVENTS // // format: // // // { // [DEFAULT / [], ...] // { // [sound ] // [sound ] // ... // } // } // // legend: // // : pain, death, fireweapon, jump, jumpbk, land, dropweapon, // raiseweapon, reload, crouch_to_prone, shellshock, stunned // prone_to_crouch, meleeattack // // NOTE: for gameplay anims (weapons firing, reload, etc) that show no legs movement // only the torso should animation from here, leave the legs doing what their // locomotive anims want them to do // EVENTS fireweapon { // LAPTOP playerAnimType laptop { // Ignore event while using laptop } // MG42 mounted mg42 { // Ignore the fireweapon event while on a turret } playerAnimType rocketlauncher, movetype laststand { torso pt_laststand_fire_RPG } playerAnimTypePrimary riotshield, movetype laststand { // Ignore the fireweapon event while on a turret } movetype laststand, akimbo { torso pt_laststand_fire_akimbo } movetype laststand { torso pt_laststand_fire } // GRENADES playerAnimType hold, movetype prone { torso pt_hold_prone_throw } playerAnimType hold, movetype idlecr { torso pt_hold_throw } playerAnimType hold { torso pt_hold_throw } playerAnimType grenade, movetype prone, playerAnimType all NOT m203 // All prone { torso pt_prone_grenade_throw } playerAnimType grenade, movetype idlecr, playerAnimTypePrimary riotshield { torso pt_shield_grenade_throw } playerAnimType grenade, movetype idlecr, playerAnimType all NOT m203 // Crouch, still { torso pt_crouch_grenade_throw } playerAnimType grenade, movetype crouching, playerAnimTypePrimary riotshield { torso pt_shield_grenade_throw } playerAnimType grenade, movetype crouching, playerAnimType all NOT m203 // Crouch, moving { torso pt_crouch_grenade_throw } playerAnimType grenade, movetype moving, playerAnimTypePrimary riotshield { torso pt_shield_grenade_throw } playerAnimType grenade, playerAnimTypePrimary riotshield { torso pt_shield_grenade_throw } playerAnimType grenade, movetype idle, playerAnimType all NOT m203 // Stand still { both pb_stand_grenade_throw blendtime 10 } playerAnimType grenade, playerAnimType all NOT m203 // Stand, moving { torso pt_stand_grenade_throw blendtime 10 } // PISTOLS AKIMBO movetype prone, akimbo { torso pt_prone_shoot_akimbo } movetype moving, akimbo { // Play no special firing animation } movetype crouching, akimbo { torso pt_crouch_shoot_akimbo } akimbo { torso pt_stand_shoot_akimbo } // PISTOLS playerAnimType pistol, movetype prone { torso pt_prone_shoot_pistol } playerAnimType pistol, movetype moving { // Play no special firing animation } playerAnimType pistol, movetype crouching, weapon_position ads { torso pt_crouch_shoot_ads_pistol } playerAnimType pistol, movetype crouching { torso pt_crouch_shoot_pistol } playerAnimType pistol, weapon_position ads { torso pb_stand__shoot_ads_pistol } playerAnimType pistol { torso pt_stand_shoot_pistol } // MG & SMG weaponclass autofire, movetype prone { torso pt_prone_shoot_auto duration 150 } weaponclass autofire, movetype moving { // Play no special firing animation } weaponclass autofire, movetype crouching, weapon_position ads { torso pt_crouch_shoot_auto_ads duration 150 } weaponclass autofire, movetype crouching { torso pt_crouch_shoot_auto duration 150 } playerAnimType mg, weapon_position ads { torso pt_stand_shoot_ads_mg } weaponclass autofire, weapon_position ads { torso pt_stand_shoot_auto_ads duration 150 } playerAnimType mg { torso pt_stand_shoot_mg } weaponclass autofire { torso pt_stand_shoot_auto duration 150 } // PROJECTILE WEAPONS (assume ads since you can't fire these from the hip) playerAnimType rocketlauncher, movetype moving { // Play no special firing animation } playerAnimType rocketlauncher, movetype crouching { torso pt_crouch_shoot_ads } playerAnimType rocketlauncher, movetype prone { torso pt_prone_shoot_RPG } playerAnimType rocketlauncher { torso pt_stand_shoot_RPG } // THROWN WEAPONS (knife) playerAnimType throwingknife, movetype moving, playerAnimTypePrimary riotshield { torso pt_shield_knife_throw } playerAnimType throwingknife, movetype moving { torso pt_stand_throw_knife } playerAnimType throwingknife, movetype crouching, playerAnimTypePrimary riotshield { torso pt_shield_knife_throw } playerAnimType throwingknife, movetype crouching { torso pt_stand_throw_knife } playerAnimType throwingknife, movetype prone { torso pt_prone_throw_knife } playerAnimType throwingknife, playerAnimTypePrimary riotshield { torso pt_shield_knife_throw } playerAnimType throwingknife { torso pt_stand_throw_knife } //bolt (RIFLES) playerAnimType sniper, movetype prone { torso pt_prone_shoot_auto } playerAnimType sniper, movetype moving { // Play no special firing animation } playerAnimType sniper, movetype crouching, weapon_position ads { torso pt_crouch_shoot_ads } playerAnimType sniper, movetype crouching { torso pt_crouch_shoot } playerAnimType sniper, weapon_position ads { torso pt_rifle_fire_ads } playerAnimType sniper { torso pt_rifle_fire } // DEFAULT (RIFLES) playerAnimType other, movetype prone { torso pt_prone_shoot_auto } movetype prone { torso pt_prone_shoot_auto } movetype moving { // Play no special firing animation } movetype crouching, weapon_position ads { torso pt_crouch_shoot_ads } movetype crouching { torso pt_crouch_shoot } weapon_position ads { torso pt_stand_shoot_ads } default { torso pt_stand_shoot } } prone_to_crouch { riotshieldnext { both pb_prone2crouch_shield } movetype moving { both pb_prone2crouchrun } default { both pb_prone2crouch } } crouch_to_prone { default { both pb_crouch2prone } } meleeattack { playerAnimType pistol AND grenade, movetype prone, playerAnimType all NOT m203 { torso pt_melee_prone_pistol } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { torso pt_melee_prone_pistol } playerAnimType riotshield { torso pt_melee_shield } movetype prone { torso pt_melee_prone } movetype laststand { both pt_laststand_melee } movetype crouching { torso pt_melee_crouch_left2left torso pt_melee_crouch_left2right torso pt_melee_crouch_right2left } default { torso pt_melee_right2right_1 duration 400 torso pt_melee_right2right_2 duration 400 torso pt_melee_right2left duration 300 torso pt_melee_left2left_1 duration 400 torso pt_melee_left2right duration 300 } } knife_melee { movetype prone { torso pt_melee_prone_pistol } movetype laststand { both pt_laststand_melee } default { torso pt_melee_pistol_1 } } knife_melee_charge { movetype prone { torso pt_melee_prone_pistol } movetype laststand { both pt_laststand_melee } default { torso pt_melee_pistol_2 } } dropweapon { riotshieldnext { torso pt_stand_pullout_shield } playerAnimType laptop { // Ignore event while using laptop } movetype prone { torso pt_prone_pullout_pose } playerAnimType riotshield, movetype crouching { torso pt_stand_putaway_shield } movetype crouching { torso pt_crouch_pullout_pose } playerAnimType riotshield { torso pt_stand_putaway_shield } movetype laststand { torso pt_laststand_pullout_pose } default { torso pt_stand_core_pullout } } raiseweapon { // (Boon 07-11-2003) Don't want anything here - just blend into the correct pose. } reload { playerAnimType laptop { // Ignore event while using laptop } playerAnimType rocketlauncher, movetype laststand { torso pt_laststand_reload_RPG } movetype laststand, akimbo { torso pt_laststand_reload_akimbo } movetype laststand { torso pt_laststand_reload } movetype idlecr, akimbo { torso pt_reload_crouch_akimbo } playerAnimType pistol, movetype idlecr { torso pt_reload_crouch_pistol } movetype crouching, akimbo { torso pt_reload_crouch_akimbo } playerAnimType pistol, movetype crouching { torso pt_reload_crouchwalk_pistol } movetype prone, akimbo { torso pt_reload_prone_akimbo } playerAnimType pistol, movetype prone { torso pt_reload_prone_pistol } playerAnimType rocketlauncher, movetype prone { torso pt_reload_prone_RPG } playerAnimType rocketlauncher { torso pt_reload_stand_RPG } akimbo { torso pt_reload_stand_akimbo } playerAnimType pistol { torso pt_reload_stand_pistol } playerAnimType mg { torso pt_reload_stand_mg } playerAnimType smg, movetype prone { torso pt_reload_prone_auto } playerAnimType smg, movetype idlecr { torso pt_reload_stand_auto_mp40 } playerAnimType smg, movetype crouching { torso pt_reload_crouchwalk } playerAnimType smg { torso pt_reload_stand_auto_mp40 } playerAnimType autorifle, movetype prone { torso pt_reload_prone_auto } playerAnimType autorifle, movetype idlecr { torso pt_reload_crouch_rifle } playerAnimType autorifle, movetype crouching { torso pt_reload_crouchwalk } playerAnimType autorifle { torso pt_reload_stand_auto } movetype idlecr { torso pt_reload_crouch_rifle } movetype crouching { torso pt_reload_crouch_rifle } movetype prone { torso pt_reload_prone_auto } default { torso pt_reload_stand_rifle } } // this is only for jumps in the forward direction. see also "jumpbk" below. jump { akimbo { both pb_standjump_takeoff_pistol duration 5 blendtime 100 } playerAnimType none, movetype run { both pb_runjump_takeoff duration 5 blendtime 100 } playerAnimType none { both pb_standjump_takeoff duration 5 blendtime 100 } playerAnimType rocketlauncher, movetype run { both pb_runjump_takeoff duration 5 blendtime 100 } playerAnimType rocketlauncher { both pb_standjump_takeoff duration 5 blendtime 100 } movetype run { both pb_runjump_takeoff duration 5 blendtime 100 } default { both pb_standjump_takeoff duration 5 blendtime 100 } } jumpbk { movetype crouching AND prone { } akimbo { both pb_standjump_takeoff_pistol duration 5 blendtime 100 } playerAnimType none, movetype run { both pb_standjump_takeoff duration 5 blendtime 100 } playerAnimType none { both pb_standjump_takeoff duration 5 blendtime 100 } playerAnimType rocketlauncher, movetype run { both pb_standjump_takeoff duration 5 blendtime 100 } playerAnimType rocketlauncher { both pb_standjump_takeoff duration 5 blendtime 100 } playerAnimType grenade, movetype run, playerAnimType all NOT m203 { both pb_standjump_takeoff duration 5 blendtime 100 } playerAnimType grenade, playerAnimType all NOT m203 { both pb_standjump_takeoff duration 5 blendtime 100 } movetype run { both pb_standjump_takeoff duration 5 blendtime 100 } default { both pb_standjump_takeoff duration 5 blendtime 100 } } land { akimbo { both pb_standjump_land_pistol duration 5 blendtime 100 } movetype run { both pb_runjump_land duration 100 blendtime 50 } playerAnimType pistol AND grenade, playerAnimType all NOT m203 { both pb_standjump_land_pistol duration 5 } default { both pb_standjump_land duration 100 blendtime 50 } } shellshock { movetype prone { } movetype laststand { } akimbo { torso pt_akimbo_shellshock duration 5000 blendtime 50 } playerAnimType riotshield { } movetype moving { torso pb_stand_shellshock duration 5000 blendtime 50 } movetype idle { torso pb_stand_shellshock duration 5000 blendtime 50 } movetype crouching { torso pb_stand_shellshock duration 5000 blendtime 50 } } stunned { movetype prone { } movetype laststand { } akimbo { torso pt_akimbo_shellshock duration 5000 blendtime 50 } playerAnimType riotshield { } movetype moving { torso pb_stand_shellshock duration 1000 blendtime 300 } movetype idle { torso pb_stand_shellshock duration 1000 blendtime 300 } movetype crouching { torso pb_stand_shellshock duration 1000 blendtime 300 } } DEATH { movetype laststand { both pb_laststand_death } movetype prone { both pb_prone_death_quickdeath } movetype idlecr { both pb_crouch_death_headshot_front both pb_crouch_death_clutchchest both pb_crouch_death_flip both pb_crouch_death_fetal both pb_crouch_death_falltohands } damagetype damage_explosion, hitdirection hit_front { both pb_shotgun_death_back2 } damagetype damage_explosion, hitdirection hit_left { both pb_shotgun_death_spinL } damagetype damage_explosion, hitdirection hit_right { both pb_shotgun_death_spinR } damagetype damage_explosion, hitdirection hit_back { both pb_explosion_death_F1 } damagetype damage_explosion_light, hitlocation hit_legs, hitdirection hit_front { both pb_shotgun_death_legs } damagetype damage_explosion_light, hitdirection hit_front { both pb_shotgun_death_back2 both pb_stand_death_chest_blowback } damagetype damage_explosion_light, hitdirection hit_left { both pb_shotgun_death_spinL } damagetype damage_explosion_light, hitdirection hit_right { both pb_shotgun_death_spinR } damagetype damage_explosion_light, hitdirection hit_back { both pb_shotgun_death_front } movetype runbk { both pb_death_run_back } movetype run AND runcr, strafing left { both pb_death_run_left } movetype run AND runcr, strafing right { both pb_death_run_right } movetype runcr { both pb_crouchrun_death_drop both pb_crouchrun_death_crumple } movetype run { both pb_death_run_forward_crumple both pb_death_run_onfront both pb_death_run_stumble } hitlocation hit_head { both pb_stand_death_neckdeath both pb_stand_death_neckdeath_thrash both pb_stand_death_head_straight_back both pb_stand_death_head_collapse both pb_stand_death_tumbleback both pb_stand_death_leg_kickup both pb_stand_death_headshot_slowfall both pb_stand_death_lowerback both pb_stand_death_nervedeath both pb_stand_death_headchest_topple both pb_stand_death_chest_spin } hitlocation hit_neck { both pb_stand_death_neckdeath both pb_stand_death_neckdeath_thrash } default { both pb_stand_death_frontspin both pb_stand_death_legs both pb_stand_death_lowerback both pb_stand_death_chest_spin both pb_stand_death_shoulder_stumble both pb_stand_death_chest_blowback both pb_stand_death_tumbleback both pb_stand_death_kickup both pb_stand_death_stumbleforward both pb_stand_death_leg both pb_stand_death_shoulderback } } pain { movetype prone { both pb_prone_painA_holdchest both pb_prone_painB_holdhead } movetype laststand { } movetype crouching { both pb_crouch_pain_holdStomach } default { both pb_crouch_pain_holdStomach } }