68 lines
3.3 KiB
Plaintext
68 lines
3.3 KiB
Plaintext
main()
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{
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humans();
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dogs();
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}
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#using_animtree( "generic_human" );
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humans()
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{
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// every stealth level has this anim and it's required by stealth behavior
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level.scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn;
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level.scr_anim[ "generic" ][ "_stealth_patrol_jog" ] = %patrol_jog;
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level.scr_anim[ "generic" ][ "_stealth_patrol_walk" ] = %patrol_bored_patrolwalk;
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level.scr_anim[ "generic" ][ "_stealth_combat_jog" ] = %combat_jog;
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level.scr_anim[ "generic" ][ "_stealth_patrol_cqb" ] = %walk_CQB_F;
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if ( !isdefined( level.scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] ) )
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{
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level.scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] = %patrol_boredwalk_lookcycle_A;
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level.scr_anim[ "generic" ][ "_stealth_patrol_search_b" ] = %patrol_boredwalk_lookcycle_B;
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}
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level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ] = %exposed_idle_twitch_v4;
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level.scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %patrol_bored_react_walkstop_short;
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level.scr_anim[ "generic" ][ "_stealth_look_around" ][ 0 ] = %patrol_bored_react_look_v1;
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level.scr_anim[ "generic" ][ "_stealth_look_around" ][ 1 ] = %patrol_bored_react_look_v2;
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level.scr_anim[ "generic" ][ "_stealth_behavior_saw_corpse" ] = %exposed_idle_twitch_v4;
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//1 is the animation that looks the best at the closest range (fast reaction )...and slower
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//reactions get added down the line
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level.scr_anim[ "generic" ][ "_stealth_behavior_generic1" ] = %patrol_bored_react_look_advance;
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level.scr_anim[ "generic" ][ "_stealth_behavior_generic2" ] = %patrol_bored_react_look_retreat;
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level.scr_anim[ "generic" ][ "_stealth_behavior_generic3" ] = %patrol_bored_react_walkstop;
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level.scr_anim[ "generic" ][ "_stealth_behavior_generic4" ] = %patrol_bored_react_walkstop_short;
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//find a body FROM a walk jog or run
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//level.scr_anim[ "generic" ][ "_stealth_find_walk" ] = %patrol_boredwalk_find;
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level.scr_anim[ "generic" ][ "_stealth_find_jog" ] = %patrol_boredjog_find;
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//level.scr_anim[ "generic" ][ "_stealth_find_run" ] = %patrol_boredrun_find;
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level.scr_anim[ "generic" ][ "_stealth_find_stand" ] = %patrol_bored_react_look_v2;
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//FRIENDLY STUFF
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level.scr_anim[ "generic" ][ "_stealth_prone_idle" ][ 0 ] = %prone_aim_idle;
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level.scr_anim[ "generic" ][ "_stealth_prone_stop" ] = %prone_crawl_2_prone;
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level.scr_anim[ "generic" ][ "_stealth_prone_start" ] = %prone_2_prone_crawl;
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level.scr_anim[ "generic" ][ "_stealth_prone_2_run_roll" ] = %hunted_pronehide_2_stand_v4;
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}
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#using_animtree( "dog" );
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dogs()
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{
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level.scr_anim[ "generic" ][ "_stealth_dog_sleeping" ][ 0 ] = %german_shepherd_sleeping;
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level.scr_anim[ "generic" ][ "_stealth_dog_stop" ] = %german_shepherd_run_stop;
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level.scr_anim[ "generic" ][ "_stealth_dog_find" ] = %german_shepherd_run_flashbang;
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level.scr_anim[ "generic" ][ "_stealth_dog_howl" ] = %german_shepherd_attackidle_bark;
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level.scr_anim[ "generic" ][ "_stealth_dog_saw_corpse" ] = %german_shepherd_attackidle_bark;
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level.scr_anim[ "generic" ][ "_stealth_dog_growl" ] = %german_shepherd_attackidle_growl;
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level.scr_anim[ "generic" ][ "_stealth_dog_wakeup_fast" ] = %german_shepherd_wakeup_fast;
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level.scr_anim[ "generic" ][ "_stealth_dog_wakeup_slow" ] = %german_shepherd_wakeup_slow;
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}
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