#include maps\_utility; #include common_scripts\utility; #using_animtree( "generic_human" ); init() { // drone type specific stuff level.drone_anims[ "allies" ][ "stand" ][ "idle" ] = %casual_stand_idle; level.drone_anims[ "allies" ][ "stand" ][ "run" ] = %run_lowready_F_relative; level.drone_anims[ "allies" ][ "stand" ][ "death" ] = %exposed_death; //allies level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 0 ] = %covercrouch_hide_idle; level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 1 ] = %covercrouch_twitch_1; level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 2 ] = %covercrouch_twitch_2; level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 3 ] = %covercrouch_twitch_3; level.drone_anims[ "allies" ][ "covercrouch" ][ "idle" ][ 4 ] = %covercrouch_hide_look; level.drone_anims[ "allies" ][ "covercrouch" ][ "hide_2_aim" ] = %covercrouch_hide_2_aim; level.drone_anims[ "allies" ][ "covercrouch" ][ "aim_2_hide" ] = %covercrouch_aim_2_hide; level.drone_anims[ "allies" ][ "covercrouch" ][ "reload" ] = %covercrouch_reload_hide; level.drone_anims[ "allies" ][ "covercrouch" ][ "fire" ] = %covercrouch_aim5; level.drone_anims[ "allies" ][ "covercrouch" ][ "death" ] = %covercrouch_death_1; //level.drone_anims[ "allies" ][ "covercrouch" ][ "arrival" ] = %covercrouch_run_in_M; level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 0 ] = %coverstand_hide_idle; level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 1 ] = %coverstand_look_quick; level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 2 ] = %coverstand_look_quick_v2; level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 3 ] = %coverstand_hide_idle_twitch04; level.drone_anims[ "allies" ][ "coverstand" ][ "idle" ][ 4 ] = %coverstand_hide_idle_twitch05; level.drone_anims[ "allies" ][ "coverstand" ][ "hide_2_aim" ] = %coverstand_hide_2_aim; level.drone_anims[ "allies" ][ "coverstand" ][ "aim_2_hide" ] = %coverstand_aim_2_hide; level.drone_anims[ "allies" ][ "coverstand" ][ "reload" ] = %coverstand_reloadA; level.drone_anims[ "allies" ][ "coverstand" ][ "fire" ] = %exposed_aim_5; level.drone_anims[ "allies" ][ "coverstand" ][ "death" ] = %coverstand_death_left; //level.drone_anims[ "allies" ][ "coverstand" ][ "arrival" ] = %coverstand_trans_IN_M; level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 0 ] = %corner_standL_alert_idle; level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 1 ] = %corner_standL_alert_twitch01; level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 2 ] = %corner_standL_alert_twitch02; level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 3 ] = %corner_standL_alert_twitch03; level.drone_anims[ "allies" ][ "coverleftstand" ][ "idle" ][ 4 ] = %corner_standL_alert_twitch04; level.drone_anims[ "allies" ][ "coverleftstand" ][ "hide_2_aim" ] = %corner_standL_trans_alert_2_B_v2; level.drone_anims[ "allies" ][ "coverleftstand" ][ "aim_2_hide" ] = %corner_standL_trans_B_2_alert_v2; level.drone_anims[ "allies" ][ "coverleftstand" ][ "reload" ] = %corner_standL_reload_v1; level.drone_anims[ "allies" ][ "coverleftstand" ][ "fire" ] = %exposed_aim_5; level.drone_anims[ "allies" ][ "coverleftstand" ][ "death" ] = %corner_standL_deathB; //level.drone_anims[ "allies" ][ "coverleftstand" ][ "arrival" ] = %corner_standL_trans_IN_2; level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 0 ] = %corner_standR_alert_idle; level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 1 ] = %corner_standR_alert_twitch01; level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 2 ] = %corner_standR_alert_twitch02; level.drone_anims[ "allies" ][ "coverrightstand" ][ "idle" ][ 3 ] = %corner_standR_alert_twitch04; level.drone_anims[ "allies" ][ "coverrightstand" ][ "hide_2_aim" ] = %corner_standR_trans_alert_2_B; level.drone_anims[ "allies" ][ "coverrightstand" ][ "aim_2_hide" ] = %corner_standR_trans_B_2_alert; level.drone_anims[ "allies" ][ "coverrightstand" ][ "reload" ] = %corner_standR_reload_v1; level.drone_anims[ "allies" ][ "coverrightstand" ][ "fire" ] = %exposed_aim_5; level.drone_anims[ "allies" ][ "coverrightstand" ][ "death" ] = %corner_standR_deathB; //level.drone_anims[ "allies" ][ "coverrightstand" ][ "arrival" ] = %corner_standR_trans_IN_2; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 0 ] = %CornerCrR_alert_idle; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 1 ] = %CornerCrR_alert_twitch_v1; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 2 ] = %CornerCrR_alert_twitch_v2; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "idle" ][ 3 ] = %CornerCrR_alert_twitch_v3; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "hide_2_aim" ] = %CornerCrR_alert_2_lean; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "aim_2_hide" ] = %CornerCrR_lean_2_alert; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "reload" ] = %CornerCrR_reloadA; level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "death" ] = %exposed_crouch_death_fetal; //level.drone_anims[ "allies" ][ "coverrightcrouch" ][ "arrival" ] = %CornerCrR_trans_IN_M; level.drone_anims[ "allies" ][ "coverguard" ][ "idle" ][ 0 ] = %exposed_crouch_idle_twitch_v2; level.drone_anims[ "allies" ][ "coverguard" ][ "idle" ][ 1 ] = %exposed_crouch_idle_twitch_v3; level.drone_anims[ "allies" ][ "coverguard" ][ "reload" ] = %exposed_crouch_reload; level.drone_anims[ "allies" ][ "coverguard" ][ "fire" ] = %exposed_crouch_aim_5; level.drone_anims[ "allies" ][ "coverguard" ][ "death" ] = %exposed_crouch_death_fetal; //level.drone_anims[ "allies" ][ "coverguard" ][ "arrival" ] = %run_2_crouch_F; level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 0 ] = %prone_reaction_A; level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 1 ] = %prone_twitch_ammocheck; level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 2 ] = %prone_twitch_scan; level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 3 ] = %prone_twitch_look; level.drone_anims[ "allies" ][ "coverprone" ][ "idle" ][ 4 ] = %prone_twitch_lookup; level.drone_anims[ "allies" ][ "coverprone" ][ "hide_2_aim" ] = %prone_2_crouch; level.drone_anims[ "allies" ][ "coverprone" ][ "aim_2_hide" ] = %crouch_2_prone; level.drone_anims[ "allies" ][ "coverprone" ][ "reload" ] = %prone_reload; level.drone_anims[ "allies" ][ "coverprone" ][ "fire" ] = %prone_fire_1; level.drone_anims[ "allies" ][ "coverprone" ][ "fire_exposed" ] = %exposed_crouch_aim_5; //special case for when prone guys occassionally stand up to fire level.drone_anims[ "allies" ][ "coverprone" ][ "death" ] = %saw_gunner_prone_death; //level.drone_anims[ "allies" ][ "coverprone" ][ "arrival" ] = %crouchrun2prone_straight; //axis level.drone_anims[ "axis" ][ "stand" ][ "idle" ] = %casual_stand_idle; level.drone_anims[ "axis" ][ "stand" ][ "run" ] = %run_lowready_F_relative; level.drone_anims[ "axis" ][ "stand" ][ "death" ] = %exposed_death; level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 0 ] = %covercrouch_hide_idle; level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 1 ] = %covercrouch_twitch_1; level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 2 ] = %covercrouch_twitch_2; level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 3 ] = %covercrouch_twitch_3; level.drone_anims[ "axis" ][ "covercrouch" ][ "idle" ][ 4 ] = %covercrouch_hide_look; level.drone_anims[ "axis" ][ "covercrouch" ][ "hide_2_aim" ] = %covercrouch_hide_2_aim; level.drone_anims[ "axis" ][ "covercrouch" ][ "aim_2_hide" ] = %covercrouch_aim_2_hide; level.drone_anims[ "axis" ][ "covercrouch" ][ "reload" ] = %covercrouch_reload_hide; level.drone_anims[ "axis" ][ "covercrouch" ][ "fire" ] = %covercrouch_aim5; level.drone_anims[ "axis" ][ "covercrouch" ][ "death" ] = %covercrouch_death_1; //level.drone_anims[ "axis" ][ "covercrouch" ][ "arrival" ] = %covercrouch_run_in_M; level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 0 ] = %coverstand_hide_idle; level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 1 ] = %coverstand_look_quick; level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 2 ] = %coverstand_look_quick_v2; level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 3 ] = %coverstand_hide_idle_twitch04; level.drone_anims[ "axis" ][ "coverstand" ][ "idle" ][ 4 ] = %coverstand_hide_idle_twitch05; level.drone_anims[ "axis" ][ "coverstand" ][ "hide_2_aim" ] = %coverstand_hide_2_aim; level.drone_anims[ "axis" ][ "coverstand" ][ "aim_2_hide" ] = %coverstand_aim_2_hide; level.drone_anims[ "axis" ][ "coverstand" ][ "reload" ] = %coverstand_reloadA; level.drone_anims[ "axis" ][ "coverstand" ][ "fire" ] = %exposed_aim_5; level.drone_anims[ "axis" ][ "coverstand" ][ "death" ] = %coverstand_death_left; //level.drone_anims[ "axis" ][ "coverstand" ][ "arrival" ] = %coverstand_trans_IN_M; level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 0 ] = %corner_standL_alert_idle; level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 1 ] = %corner_standL_alert_twitch01; level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 2 ] = %corner_standL_alert_twitch02; level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 3 ] = %corner_standL_alert_twitch03; level.drone_anims[ "axis" ][ "coverleftstand" ][ "idle" ][ 4 ] = %corner_standL_alert_twitch04; level.drone_anims[ "axis" ][ "coverleftstand" ][ "hide_2_aim" ] = %corner_standL_trans_alert_2_B_v2; level.drone_anims[ "axis" ][ "coverleftstand" ][ "aim_2_hide" ] = %corner_standL_trans_B_2_alert_v2; level.drone_anims[ "axis" ][ "coverleftstand" ][ "reload" ] = %corner_standL_reload_v1; level.drone_anims[ "axis" ][ "coverleftstand" ][ "fire" ] = %exposed_aim_5; level.drone_anims[ "axis" ][ "coverleftstand" ][ "death" ] = %corner_standL_deathB; //level.drone_anims[ "axis" ][ "coverleftstand" ][ "arrival" ] = %corner_standL_trans_IN_2; level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 0 ] = %corner_standR_alert_idle; level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 1 ] = %corner_standR_alert_twitch01; level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 2 ] = %corner_standR_alert_twitch02; level.drone_anims[ "axis" ][ "coverrightstand" ][ "idle" ][ 3 ] = %corner_standR_alert_twitch04; level.drone_anims[ "axis" ][ "coverrightstand" ][ "hide_2_aim" ] = %corner_standR_trans_alert_2_B; level.drone_anims[ "axis" ][ "coverrightstand" ][ "aim_2_hide" ] = %corner_standR_trans_B_2_alert; level.drone_anims[ "axis" ][ "coverrightstand" ][ "reload" ] = %corner_standR_reload_v1; level.drone_anims[ "axis" ][ "coverrightstand" ][ "fire" ] = %exposed_aim_5; level.drone_anims[ "axis" ][ "coverrightstand" ][ "death" ] = %corner_standR_deathB; //level.drone_anims[ "axis" ][ "coverrightstand" ][ "arrival" ] = %corner_standR_trans_IN_2; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 0 ] = %CornerCrR_alert_idle; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 1 ] = %CornerCrR_alert_twitch_v1; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 2 ] = %CornerCrR_alert_twitch_v2; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "idle" ][ 3 ] = %CornerCrR_alert_twitch_v3; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "hide_2_aim" ] = %CornerCrR_alert_2_lean; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "aim_2_hide" ] = %CornerCrR_lean_2_alert; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "reload" ] = %CornerCrR_reloadA; level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "death" ] = %exposed_crouch_death_fetal; //level.drone_anims[ "axis" ][ "coverrightcrouch" ][ "arrival" ] = %CornerCrR_trans_IN_M; level.drone_anims[ "axis" ][ "coverguard" ][ "idle" ][ 0 ] = %exposed_crouch_idle_twitch_v2; level.drone_anims[ "axis" ][ "coverguard" ][ "idle" ][ 1 ] = %exposed_crouch_idle_twitch_v3; level.drone_anims[ "axis" ][ "coverguard" ][ "reload" ] = %exposed_crouch_reload; level.drone_anims[ "axis" ][ "coverguard" ][ "fire" ] = %exposed_crouch_aim_5; level.drone_anims[ "axis" ][ "coverguard" ][ "death" ] = %exposed_crouch_death_fetal; //level.drone_anims[ "axis" ][ "coverguard" ][ "arrival" ] = %run_2_crouch_F; level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 0 ] = %prone_reaction_A; level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 1 ] = %prone_twitch_ammocheck; level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 2 ] = %prone_twitch_scan; level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 3 ] = %prone_twitch_look; level.drone_anims[ "axis" ][ "coverprone" ][ "idle" ][ 4 ] = %prone_twitch_lookup; level.drone_anims[ "axis" ][ "coverprone" ][ "hide_2_aim" ] = %prone_2_crouch; level.drone_anims[ "axis" ][ "coverprone" ][ "aim_2_hide" ] = %crouch_2_prone; level.drone_anims[ "axis" ][ "coverprone" ][ "reload" ] = %prone_reload; level.drone_anims[ "axis" ][ "coverprone" ][ "fire" ] = %prone_fire_1; level.drone_anims[ "axis" ][ "coverprone" ][ "fire_exposed" ] = %exposed_crouch_aim_5; //special case for when prone guys occassionally stand up to fire level.drone_anims[ "axis" ][ "coverprone" ][ "death" ] = %saw_gunner_prone_death; //level.drone_anims[ "axis" ][ "coverprone" ][ "arrival" ] = %crouchrun2prone_straight; //team3 (?) level.drone_anims[ "team3" ][ "stand" ][ "idle" ] = %casual_stand_idle; level.drone_anims[ "team3" ][ "stand" ][ "run" ] = %run_lowready_F_relative; level.drone_anims[ "team3" ][ "stand" ][ "death" ] = %exposed_death; //muzzleflashes, etc level._effect[ "ak47_muzzleflash" ] = loadfx( "muzzleflashes/ak47_flash_wv" ); level._effect[ "m16_muzzleflash" ] = loadfx( "muzzleflashes/m16_flash_wv" ); // init the generic drone script maps\_drone::initGlobals(); }