//========================================================================== // // Character Animation Script Z O M B I E S // // 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 // moveStatus set movestatus moving = walk AND run // weaponclasses set weaponclass autofire = mg AND smg // playerAnimTypes set playerAnimType grenadeonly = all NOT m203 NOT briefcase #ADD_VEHICLE sitting_jeep tank drivers 1 gunners 1 #ADD_VEHICLE huey default drivers 1 gunners 2 passengers 6 #ADD_VEHICLE pbr default drivers 1 gunners 4 passengers 0 //========================================================================== // 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 // // : playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movestatus, underhand, leaning, weapon_position, perk, cac, riotshieldnext // // : // // playerAnimType: // position: behind, infront, right, left // enemy_weapon: // underwater: // mounted: mg42 // movestatus: // underhand: // leaning: right, left // weaponclass: rifle, sniper, smg, mg, pistol, grenade, rocketlauncher, flamethrower, turret, non-player // weapon_position: hip, ads // direction: not, left, right - will never be left or right while moving backward // perk: laststand, grenadedeath // attachment: bayonet // riotshieldnext: // cac: // // NOTES: // - The player walks when they are ADS, so they can not ADS while running. // ANIMATIONS STATE COMBAT { idle { // LASTSTAND perk laststand, stance prone { both pb_laststand_idle } perk laststand, stance crouch { both pb_laststand_idle } perk laststand { both pb_laststand_idle } // TURNED playerAnimType turned, stance prone { both pb_zombie_crawl_idle } playerAnimType turned, stance crouch { both pb_zombie_crawl_idle } playerAnimType turned { both pb_zombie_idle } // REMOTE CONTROL // playerAnimType remotecontrol, stance prone // { // both pb_rc_prone_idle // } // playerAnimType remotecontrol, stance crouch // { // both pb_rc_crouch_idle // } // playerAnimType remotecontrol // { // both pb_rc_stand_idle // } // SCREECHER playerAnimType screecher, stance prone { torso pb_rifle_prone_screecher_struggle } playerAnimType screecher, stance crouch { torso pb_rifle_crouch_screecher_struggle } playerAnimType screecher { torso pb_rifle_stand_screecher_struggle } // RADIO (perk bottle) playerAnimType radio { torso p_zombie_perkacola_drink weaponTimeScale blendOutTime 48 } // TABLET playerAnimType tablet, stance prone { torso pt_bowie_prone_putaway //both pb_tablet_prone_idle } playerAnimType tablet, stance crouch { torso pt_bowie_crouch_putaway //both pb_tablet_crouch_idle } playerAnimType tablet { torso pt_bowie_stand_putaway //torso pt_dw_full_putaway //both pb_tablet_stand_idle } // REVIVER playerAnimType reviver, stance prone { torso p_prone_revive_reviving } playerAnimType reviver, stance crouch { torso p_crouch_revive_reviving } playerAnimType reviver { torso p_revive_reviving } // HATCHET playerAnimType hatchet, stance prone { both pb_tomahawk_prone_idle } playerAnimType hatchet, stance crouch { both pb_tomahawk_crouch_idle } playerAnimType hatchet { both pb_tomahawk_stand_idle } // RIOTSHIELD playerAnimType riotshield, weapon_position raised, stance crouch { both pb_riotshield_crouch_deploy_idle } playerAnimType riotshield, weapon_position raised { both pb_riotshield_stand_deploy_idle } playerAnimType riotshield, stance crouch { both pb_riotshield_crouch_idle } playerAnimType riotshield { both pb_riotshield_stand_idle } // BRIEFCASE BOMB playerAnimType briefcase, stance prone { both pb_prone_bombplant } playerAnimType briefcase, stance crouch { both pb_crouch_bombplant } playerAnimType briefcase { both pb_stand_bombplant } // MINIGUN playerAnimType minigun, stance crouch { both pb_minigun_crouch_idle } playerAnimType minigun { both pb_minigun_stand_idle } // HOLD playerAnimType hold, stance prone { both pb_prone_hold grenadeAnim } playerAnimType hold, stance crouch { both pb_crouch_hold_idle grenadeAnim } playerAnimType hold { both pb_hold_idle grenadeAnim } // ZIPLINE //playerAnimType zipline //{ // both pb_zipline_loop //} // CREATE A CLASS //playerAnimType dualwield, cac //{ // both pb_dw_stand_cac_idle //} //playerAnimType ballisticknife, cac //{ // both pb_b_knife_cac_idle //} //weaponclass mg, cac //{ // both pb_lmg_stand_cac_idle //} //weaponclass spread, cac //{ // both pb_shot_stand_cac_idle //} //playerAnimType m203, cac // China lake //{ // both pb_shot_stand_cac_idle //} //weaponclass smg, cac //{ // both pb_uzi_stand_cac_idle //} //playerAnimType sniper_fastads AND rearclipsniper_fastads, cac //{ // both pb_sniper_stand_cac_idle //} //weaponclass rifle, cac //{ // both pb_rifle_stand_cac_idle //} //weaponclass pistol, cac //{ // both pb_pistol_stand_cac_idle //} //weaponclass rocketlauncher, cac //{ // both pb_rpg_stand_cac_idle //} //BALLISTIC KNIFE playerAnimType ballisticknife, stance prone { both pb_b_knife_prone_idle } playerAnimType ballisticknife, stance crouch { both pb_b_knife_crouch_idle } playerAnimType ballisticknife { both pb_b_knife_stand_idle } //SINGLE KNIFE playerAnimType singleknife AND none, stance prone { both pb_knife_prone_idle } playerAnimType singleknife AND none, stance crouch { both pb_knife_crouch_idle } playerAnimType singleknife AND none { both pb_knife_stand_idle } // DUALWIELD playerAnimType dualwield, stance prone { both pb_prone_dw_idle_v1 } playerAnimType dualwield, stance crouch { both pb_crouch_dw_idle_v1 } playerAnimType dualwield { both pb_dw_botharms_idle_v1 } // STAFF playerAnimType staff, stance prone { both pb_staff_prone_idle } playerAnimType staff, stance crouch { both pb_staff_crouch_idle } playerAnimType staff { both pb_staff_stand_idle } // PISTOL weaponclass pistol AND pistol_spread, weapon_position ads, stance prone { both pb_prone_aim_ads_pistol } weaponclass pistol AND pistol_spread, stance prone { both pb_prone_aim_pistol } weaponclass pistol AND pistol_spread, weapon_position ads, stance crouch { both pb_crouch_ads_pistol } weaponclass pistol AND pistol_spread, stance crouch { both pb_crouch_alert_pistol } weaponclass pistol AND pistol_spread, weapon_position ads { both pb_stand_ads_pistol } weaponclass pistol AND pistol_spread { both pb_stand_alert_pistol } // RPG weaponclass rocketlauncher, stance prone { both pb_prone_aim_RPG } weaponclass rocketlauncher, weapon_position ads, stance crouch { both pb_crouch_ads_RPG } weaponclass rocketlauncher, stance crouch { both pb_crouch_alert_RPG } weaponclass rocketlauncher, weapon_position ads { both pb_stand_ads_RPG } weaponclass rocketlauncher { both pb_stand_alert_RPG } // GRENADE weaponclass grenade, playerAnimType grenadeonly, stance prone { both pb_grenade_prone_idle grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, stance crouch { both pb_grenade_crouch_idle grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_stand_idle grenadeAnim } weaponclass grenade, playerAnimType riotshield { both pb_riotshield_pullpin_grenade } // DEFAULT weapon_position ads, stance prone { both pb_prone_aim_ads } stance prone { both pb_prone_aim } weapon_position ads, stance crouch { both pb_crouch_ads } stance crouch // two handed rifle type weapon { both pb_crouch_alert } weapon_position ads { both pb_stand_ads } perk female { both pb_fem_rifle_stand_idle } default // two handed rifle type weapon { both pb_stand_alert } } // STUMBLE stumble { //// RIOTSHIELD //playerAnimType riotshield, stance crouch, direction left //{ // both pb_riot_crouch_stumble_l //} //playerAnimType riotshield, stance crouch, direction right //{ // both pb_riot_crouch_stumble_r //} //playerAnimType riotshield, stance crouch, direction backward //{ // both pb_riot_crouch_stumble_b //} //playerAnimType riotshield, stance crouch, direction forward //{ // both pb_riot_crouch_stumble_f //} //playerAnimType riotshield, direction left //{ // both pb_riot_stumble_l //} //playerAnimType riotshield, direction right //{ // both pb_riot_stumble_r //} //playerAnimType riotshield, direction backward //{ // both pb_riot_stumble_b //} //playerAnimType riotshield, direction forward //{ // both pb_riot_stumble_f //} // TURNED playerAnimType turned, direction right { both pb_zombie_run_right } playerAnimType turned, direction left { both pb_zombie_run_left } playerAnimType turned { both pb_zombie_run_v1 both pb_zombie_run_v2 } // HOLD playerAnimType hold, direction left { both pb_hold_stumble_left grenadeAnim } playerAnimType hold, direction right { both pb_hold_stumble_right grenadeAnim } playerAnimType hold, direction backward { both pb_hold_stumble_back grenadeAnim } playerAnimType hold, direction forward { both pb_hold_stumble_forward grenadeAnim } // DUAL WIELD playerAnimType dualwield AND ballisticknife, direction left { both pb_dw_stumble_left } playerAnimType dualwield AND ballisticknife, direction right { both pb_dw_stumble_right } playerAnimType dualwield AND ballisticknife, direction backward { both pb_dw_stumble_back } playerAnimType dualwield AND ballisticknife, direction forward { both pb_dw_stumble_forward } // WEAPONLESS KNIFE playerAnimType singleknife, direction left { both pb_knife_stand_stumble_run_l } playerAnimType singleknife, direction right { both pb_knife_stand_stumble_run_r } playerAnimType singleknife, direction backward { both pb_knife_stand_stumble_run_b } playerAnimType singleknife { both pb_knife_stand_stumble_run_f } // STAFF playerAnimType staff, direction left { both pb_staff_stumble_left } playerAnimType staff, direction right { both pb_staff_stumble_right } playerAnimType staff, direction backward { both pb_staff_stumble_back } playerAnimType staff { both pb_staff_stumble_forward } // PISTOL weaponclass pistol AND pistol_spread, direction left { both pb_stumble_pistol_left } weaponclass pistol AND pistol_spread, direction right { both pb_stumble_pistol_right } weaponclass pistol AND pistol_spread, direction backward { both pb_stumble_pistol_back } weaponclass pistol AND pistol_spread, direction forward { both pb_stumble_pistol_forward } // GRENADE weaponclass grenade, direction left, playerAnimType grenadeonly { both pb_stumble_grenade_left grenadeAnim } weaponclass grenade, direction right, playerAnimType grenadeonly { both pb_stumble_grenade_right grenadeAnim } weaponclass grenade, direction backward, playerAnimType grenadeonly { both pb_stumble_grenade_back grenadeAnim } weaponclass grenade, direction forward, playerAnimType grenadeonly { both pb_stumble_grenade_forward grenadeAnim } // DEFAULT direction left { both pb_stumble_left } direction right { both pb_stumble_right } direction backward { both pb_stumble_back } default { both pb_stumble_forward } } // STUMBLE WALK stumble_walk { // RIOTSHIELD //playerAnimType riotshield, direction left //{ // both pb_riot_stumble_walk_l //} //playerAnimType riotshield, direction right //{ // both pb_riot_stumble_walk_r //} //playerAnimType riotshield, direction backward //{ // both pb_riot_stumble_walk_b //} //playerAnimType riotshield, direction forward //{ // both pb_riot_stumble_walk_f //} // TURNED playerAnimType turned, stance prone { both pb_zombie_crawl_slow } playerAnimType turned, stance crouch { both pb_zombie_crawl_slow } playerAnimType turned, direction backward { both pb_zombie_walk_back } playerAnimType turned { both pb_zombie_walk_v1 both pb_zombie_walk_v2 } // HOLD playerAnimType hold, direction left { both pb_hold_stumble_walk_left grenadeAnim } playerAnimType hold, direction right { both pb_hold_stumble_walk_right grenadeAnim } playerAnimType hold, direction backward { both pb_hold_stumble_walk_back grenadeAnim } playerAnimType hold, direction forward { both pb_hold_stumble_walk_forward grenadeAnim } // DUAL WIELD playerAnimType dualwield AND ballisticknife, direction left { both pb_dw_stumble_walk_left } playerAnimType dualwield AND ballisticknife, direction right { both pb_dw_stumble_walk_right } playerAnimType dualwield AND ballisticknife, direction backward { both pb_dw_stumble_walk_back } playerAnimType dualwield AND ballisticknife, direction forward { both pb_dw_stumble_walk_forward } // WEAPONLESS KNIFE playerAnimType singleknife, direction left { both pb_knife_stand_stumble_walk_l } playerAnimType singleknife, direction right { both pb_knife_stand_stumble_walk_r } playerAnimType singleknife, direction backward { both pb_knife_stand_stumble_walk_b } playerAnimType singleknife { both pb_knife_stand_stumble_walk_f } // STAFF playerAnimType staff, direction left { both pb_staff_stumble_walk_left } playerAnimType staff, direction right { both pb_staff_stumble_walk_right } playerAnimType staff, direction backward { both pb_staff_stumble_walk_back } playerAnimType staff { both pb_staff_stumble_walk_forward } // PISTOL, GRENADE weaponclass pistol AND pistol_spread AND grenade, direction left, playerAnimType grenadeonly { both pb_stumble_pistol_walk_left } weaponclass pistol AND pistol_spread AND grenade, direction right, playerAnimType grenadeonly { both pb_stumble_pistol_walk_right } weaponclass pistol AND pistol_spread AND grenade, direction backward, playerAnimType grenadeonly { both pb_stumble_pistol_walk_back } weaponclass pistol AND pistol_spread AND grenade, direction forward, playerAnimType grenadeonly { both pb_stumble_pistol_walk_forward } // DEFAULT direction left { both pb_stumble_walk_left } direction right { both pb_stumble_walk_right } direction backward { both pb_stumble_walk_back } default { both pb_stumble_walk_forward } } // STUMBLE SPRINT stumble_sprint { // RIOTSHIELD //playerAnimType riotshield //{ // both pb_riotshield_sprint //} // DEFAULT playerAnimType turned { both pb_zombie_sprint_v6 both pb_zombie_sprint_v7 both pb_zombie_sprint_v8 both pb_zombie_sprint_v9 both pb_zombie_sprint_v10 both pb_zombie_sprint_v11 } default { both pb_stumble_forward } } shuffle { direction forward { both pb_rifle_stand_shuffle_f } direction backward, { both pb_rifle_stand_shuffle_b } direction left { both pb_rifle_stand_shuffle_l } direction right { both pb_rifle_stand_shuffle_r } } walk { // LASTSTAND perk laststand, direction forward { both pb_laststand_crawl_forward } perk laststand, direction backward { both pb_laststand_crawl_back } perk laststand, direction right { both pb_laststand_crawl_right } perk laststand, direction left { both pb_laststand_crawl_left } // TURNED playerAnimType turned, stance prone { both pb_zombie_crawl_slow } playerAnimType turned, stance crouch { both pb_zombie_crawl_slow } playerAnimType turned, direction backward { both pb_zombie_walk_back } playerAnimType turned { both pb_zombie_walk_v1 both pb_zombie_walk_v2 } // RIOTSHIELD playerAnimType riotshield, direction left { both pb_riotshield_walk_left } playerAnimType riotshield, direction right { both pb_riotshield_walk_right } playerAnimType riotshield, direction backward { both pb_riotshield_walk_back } playerAnimType riotshield { both pb_riotshield_walk_forward } // HOLD // Prone playerAnimType hold, direction left, stance prone { both pb_prone_crawl_left_hold grenadeAnim } playerAnimType hold, direction right, stance prone { both pb_prone_crawl_right_hold grenadeAnim } playerAnimType hold, direction backward, stance prone { both pb_prone_crawl_back_hold grenadeAnim } playerAnimType hold, stance prone { both pb_prone_crawl_hold grenadeAnim } // Stand playerAnimType hold, direction left { both pb_hold_run_left grenadeAnim } playerAnimType hold, direction right { both pb_hold_run_right grenadeAnim } playerAnimType hold, direction backward { both pb_hold_run_back grenadeAnim } playerAnimType hold { both pb_hold_run grenadeAnim } // DUALWIELD // Prone playerAnimType dualwield AND ballisticknife, direction left, stance prone { both pb_prone_dw_crawl_left } playerAnimType dualwield AND ballisticknife, direction right, stance prone { both pb_prone_dw_crawl_right } playerAnimType dualwield AND ballisticknife, direction backward, stance prone { both pb_prone_dw_crawl_back } playerAnimType dualwield AND ballisticknife, stance prone { both pb_prone_dw_crawl_forward } // SINGLE KNIFE // Prone playerAnimType singleknife AND none, direction left, stance prone { both pb_knife_prone_crawl_left } playerAnimType singleknife AND none, direction right, stance prone { both pb_knife_prone_crawl_right } playerAnimType singleknife AND none, direction backward, stance prone { both pb_knife_prone_crawl_back } playerAnimType singleknife AND none, stance prone { both pb_knife_prone_crawl_forward } // Stand playerAnimType dualwield, direction left { both pb_dw_walk_left } playerAnimType dualwield, direction right { both pb_dw_walk_right } playerAnimType dualwield, direction backward { both pb_dw_walk_back } playerAnimType dualwield { both pb_dw_walk_forward } // BALLISTIC KNIFE playerAnimType ballisticknife, direction left { both pb_b_knife_walk_left } playerAnimType ballisticknife, direction right { both pb_b_knife_walk_right } playerAnimType ballisticknife, direction backward { both pb_b_knife_walk_back } playerAnimType ballisticknife { both pb_b_knife_walk_forward } // SINGLE KNIFE playerAnimType singleknife AND none, direction left { both pb_knife_walk_left } playerAnimType singleknife AND none, direction right { both pb_knife_walk_right } playerAnimType singleknife AND none, direction backward { both pb_knife_walk_back } playerAnimType singleknife AND none { both pb_knife_walk_forward } // MINIGUN // Stand playerAnimType minigun, direction left { both pb_minigun_stand_walk_left } playerAnimType minigun, direction right { both pb_minigun_stand_walk_right } playerAnimType minigun, direction backward { both pb_minigun_stand_walk_back } playerAnimType minigun { both pb_minigun_stand_walk } // STAFF // Prone playerAnimType staff, direction left, stance prone { both pb_staff_prone_crawl_l } playerAnimType staff, direction right, stance prone { both pb_staff_prone_crawl_r } playerAnimType staff, direction backward, stance prone { both pb_staff_prone_crawl_b } playerAnimType staff, stance prone { both pb_staff_prone_crawl_f } // Crouch playerAnimType staff, direction left, stance crouch { both pb_staff_crouch_walk_l } playerAnimType staff, direction right, stance crouch { both pb_staff_crouch_walk_r } playerAnimType staff, direction backward, stance crouch { both pb_staff_crouch_walk_b } playerAnimType staff, stance prone { both pb_staff_crouch_walk_f } // Stand playerAnimType staff, direction left { both pb_staff_stand_walk_l } playerAnimType staff, direction right { both pb_staff_stand_walk_r } playerAnimType staff, direction backward { both pb_staff_stand_walk_b } playerAnimType staff { both pb_staff_stand_walk_f } // RPG // Prone weaponclass rocketlauncher, direction left, stance prone { both pb_rpg_prone_crawl_left } weaponclass rocketlauncher, direction right, stance prone { both pb_rpg_prone_crawl_right } weaponclass rocketlauncher, direction backward, stance prone { both pb_rpg_prone_crawl_backward } weaponclass rocketlauncher, stance prone { both pb_rpg_prone_crawl_forward } // Crouch weaponclass rocketlauncher, direction left, stance crouch { both pb_crouch_walk_left_RPG } weaponclass rocketlauncher, direction right, stance crouch { both pb_crouch_walk_right_RPG } weaponclass rocketlauncher, direction backward, stance crouch { both pb_crouch_walk_back_RPG } weaponclass rocketlauncher, stance crouch { both pb_crouch_walk_forward_RPG } // Stand weaponclass rocketlauncher, direction left { both pb_walk_left_RPG_ads } weaponclass rocketlauncher, direction right { both pb_walk_right_RPG_ads } weaponclass rocketlauncher, direction backward { both pb_walk_back_RPG_ads } weaponclass rocketlauncher { both pb_walk_forward_RPG_ads } // PISTOL // Prone weaponclass pistol AND pistol_spread, direction left, stance prone { both pb_prone_pistol_crawl_left } weaponclass pistol AND pistol_spread, direction right, stance prone { both pb_prone_pistol_crawl_right } weaponclass pistol AND pistol_spread, direction backward, stance prone { both pb_prone_crawl_pistol_back } weaponclass pistol AND pistol_spread, stance prone { both pb_prone_crawl_pistol } // Crouch weaponclass pistol AND pistol_spread, direction left, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_left_pistol } weaponclass pistol AND pistol_spread, direction right, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_right_pistol } weaponclass pistol AND pistol_spread, direction backward, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_back_pistol } weaponclass pistol AND pistol_spread, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_forward_pistol } // Stand weaponclass pistol AND pistol_spread, direction left { both pb_combatwalk_left_loop_pistol } weaponclass pistol AND pistol_spread, direction right { both pb_combatwalk_right_loop_pistol } weaponclass pistol AND pistol_spread, direction backward { both pb_combatwalk_back_loop_pistol } weaponclass pistol AND pistol_spread { both pb_combatwalk_forward_loop_pistol } // GRENADE // Prone weaponclass grenade, direction left, playerAnimType grenadeonly, stance prone { both pb_prone_grenade_crawl_left grenadeAnim } weaponclass grenade, direction right, playerAnimType grenadeonly, stance prone { both pb_prone_grenade_crawl_right grenadeAnim } weaponclass grenade, direction backward, playerAnimType grenadeonly, stance prone { both pb_prone_grenade_crawl_back grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, stance prone { both pb_prone_grenade_crawl grenadeAnim } // Stand weaponclass grenade, direction left, playerAnimType grenadeonly { both pb_combatrun_left_loop_grenade grenadeAnim } weaponclass grenade, direction right, playerAnimType grenadeonly { both pb_combatrun_right_loop_grenade grenadeAnim } weaponclass grenade, direction backward, playerAnimType grenadeonly { both pb_combatrun_back_loop_grenade grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { both pb_combatrun_forward_loop_stickgrenade grenadeAnim } // DEFAULT // Prone direction left, stance prone { both pb_prone_crawl_left } direction right, stance prone { both pb_prone_crawl_right } direction backward, stance prone { both pb_prone_crawl_back } direction forward, stance prone { both pb_prone_crawl } // Crouch direction left, stance crouch { both pb_crouch_shoot_run_left } direction right, stance crouch { both pb_crouch_shoot_run_right } direction backward, stance crouch { both pb_crouch_shoot_run_back } direction forward, stance crouch // two handed rifle type weapon { both pb_crouch_shoot_run_forward } // Stand direction left { both pb_stand_shoot_walk_left } direction right { both pb_stand_shoot_walk_right } direction backward { both pb_stand_shoot_walk_back } default // two handed rifle type weapon { both pb_stand_shoot_walk_forward } } sprint { // TURNED playerAnimType turned { //both pb_zombie_sprint_fast both pb_zombie_sprint_v6 both pb_zombie_sprint_v7 both pb_zombie_sprint_v8 both pb_zombie_sprint_v9 both pb_zombie_sprint_v10 both pb_zombie_sprint_v11 } playerAnimType riotshield { both pb_riotshield_sprint } // HOLD playerAnimType hold { both pb_sprint_hold grenadeAnim blendOutTime 200 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_sprint blendOutTime 200 } // SINGLE KNIFE playerAnimType singleknife AND none { both pb_knife_sprint blendOutTime 200 } // STAFF playerAnimType staff { both pb_staff_stand_sprint blendOutTime 200 } // RPG weaponclass rocketlauncher { both pb_sprint_RPG blendOutTime 200 } // PISTOL weaponclass pistol AND pistol_spread { both pb_sprint_pistol blendOutTime 200 } // SMG weaponclass smg { both pb_smg_sprint blendOutTime 200 } // MG weaponclass mg { both pb_lmg_sprint blendOutTime 200 } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_sprint blendOutTime 200 } default { both pb_sprint blendOutTime 200 } } //swim //{ // // DEFAULT // movestatus stationary // { // both p_swim_tread // } // direction left // { // both p_swim_left // } // direction right // { // both p_swim_right // } // direction backward // { // both p_swim_tread // } // default // { // both p_swim_forward // } //} run { // LASTSTAND perk laststand, direction forward { both pb_laststand_crawl_forward } perk laststand, direction backward { both pb_laststand_crawl_back } perk laststand, direction right { both pb_laststand_crawl_right } perk laststand, direction left { both pb_laststand_crawl_left } // TURNED playerAnimType turned, direction right { both pb_zombie_run_right } playerAnimType turned, direction left { both pb_zombie_run_left } playerAnimType turned { both pb_zombie_run_v1 both pb_zombie_run_v2 } // RIOTSHIELD playerAnimType riotshield, direction left, stance crouch { both pb_riotshield_crouch_walk_l } playerAnimType riotshield, direction right, stance crouch { both pb_riotshield_crouch_walk_r } playerAnimType riotshield, direction backward, stance crouch { both pb_riotshield_crouch_walk_b } playerAnimType riotshield, stance crouch { both pb_riotshield_crouch_walk_f } playerAnimType riotshield, direction backward { both pb_riotshield_run_back } playerAnimType riotshield, direction forward { both pb_riotshield_run_forward } playerAnimType riotshield, direction left { both pb_riotshield_run_left } playerAnimType riotshield, direction right { both pb_riotshield_run_right } // HOLD // Crouch playerAnimType hold, direction left, stance crouch { both pb_crouch_hold_run_left grenadeAnim } playerAnimType hold, direction right, stance crouch { both pb_crouch_hold_run_right grenadeAnim } playerAnimType hold, direction backward, stance crouch { both pb_crouch_hold_run_back grenadeAnim } playerAnimType hold, stance crouch { both pb_crouch_hold_run grenadeAnim } // Stand playerAnimType hold, direction left { both pb_hold_run_left grenadeAnim } playerAnimType hold, direction right { both pb_hold_run_right grenadeAnim } playerAnimType hold, direction backward { both pb_hold_run_back grenadeAnim } playerAnimType hold { both pb_hold_run grenadeAnim } // DUALWIELD // Crouch playerAnimType dualwield, direction left, stance crouch { both pb_crouch_dw_run_left } playerAnimType dualwield, direction right, stance crouch { both pb_crouch_dw_run_right } playerAnimType dualwield, direction backward, stance crouch { both pb_crouch_dw_run_back } playerAnimType dualwield, stance crouch { both pb_crouch_dw_run_forward } // Stand playerAnimType dualwield, direction left { both pb_dw_run_left } playerAnimType dualwield, direction right { both pb_dw_run_right } playerAnimType dualwield, direction backward { both pb_dw_run_back } playerAnimType dualwield, slope up { both pb_dw_stand_run_slopeup } playerAnimType dualwield, slope down { both pb_dw_stand_run_slopedown } playerAnimType dualwield { both pb_dw_run_forward } // BALLISTIC KNIFE // Crouch playerAnimType ballisticknife, direction left, stance crouch { both pb_b_knife_crouch_run_left } playerAnimType ballisticknife, direction right, stance crouch { both pb_b_knife_crouch_run_right } playerAnimType ballisticknife, direction backward, stance crouch { both pb_b_knife_crouch_run_back } playerAnimType ballisticknife, stance crouch { both pb_b_knife_crouch_run_forward } // Stand playerAnimType ballisticknife, direction left { both pb_b_knife_run_left } playerAnimType ballisticknife, direction right { both pb_b_knife_run_right } playerAnimType ballisticknife, direction backward { both pb_b_knife_run_back } playerAnimType ballisticknife { both pb_b_knife_run_forward } // SINGLE KNIFE // Crouch playerAnimType singleknife AND none, direction left, stance crouch { both pb_knife_crouch_run_left } playerAnimType singleknife AND none, direction right, stance crouch { both pb_knife_crouch_run_right } playerAnimType singleknife AND none, direction backward, stance crouch { both pb_knife_crouch_run_back } playerAnimType singleknife AND none, stance crouch { both pb_knife_crouch_run_forward } // Stand playerAnimType singleknife AND none, direction left { both pb_knife_run_left } playerAnimType singleknife AND none, direction right { both pb_knife_run_right } playerAnimType singleknife AND none, direction backward { both pb_knife_run_back } playerAnimType singleknife AND none { both pb_knife_run_forward } // MINIGUN // Crouch playerAnimType minigun, direction left, stance crouch { both pb_minigun_crouch_run_left } playerAnimType minigun, direction right, stance crouch { both pb_minigun_crouch_run_right } playerAnimType minigun, direction backward, stance crouch { both pb_minigun_crouch_run_back } playerAnimType minigun, stance crouch { both pb_minigun_crouch_run_forward } // Stand playerAnimType minigun, direction left { both pb_minigun_stand_run_left } playerAnimType minigun, direction right { both pb_minigun_stand_run_right } playerAnimType minigun, direction backward { both pb_minigun_stand_run_back } playerAnimType minigun { both pb_minigun_stand_run } // STAFF // Crouch playerAnimType staff, direction left, stance crouch { both pb_staff_crouch_run_l } playerAnimType staff, direction right, stance crouch { both pb_staff_crouch_run_r } playerAnimType staff, direction backward, stance crouch { both pb_staff_crouch_run_b } playerAnimType staff, stance crouch { both pb_staff_crouch_run_f } // Stand playerAnimType staff, direction left { both pb_staff_stand_run_l } playerAnimType staff, direction right { both pb_staff_stand_run_r } playerAnimType staff, direction backward { both pb_staff_stand_run_b } playerAnimType staff { both pb_staff_stand_run_f } // RPG // Crouch weaponclass rocketlauncher, direction left, stance crouch { both pb_crouch_run_left_RPG } weaponclass rocketlauncher, direction right, stance crouch { both pb_crouch_run_right_RPG } weaponclass rocketlauncher, direction backward, stance crouch { both pb_crouch_run_back_RPG } weaponclass rocketlauncher, stance crouch { both pb_crouch_run_forward_RPG } // Stand weaponclass rocketlauncher, direction left { both pb_combatrun_left_RPG } weaponclass rocketlauncher, direction right { both pb_combatrun_right_RPG } weaponclass rocketlauncher, direction backward { both pb_combatrun_back_RPG } weaponclass rocketlauncher { both pb_combatrun_forward_RPG } // PISTOL // Crouch weaponclass pistol AND pistol_spread, direction left, stance crouch { both pb_crouch_run_left_pistol } weaponclass pistol AND pistol_spread, direction right, stance crouch { both pb_crouch_run_right_pistol } weaponclass pistol AND pistol_spread, direction backward, stance crouch { both pb_crouch_run_back_pistol } weaponclass pistol AND pistol_spread, stance crouch { both pb_crouch_run_forward_pistol } // Stand weaponclass pistol AND pistol_spread, direction left { both pb_combatrun_left_loop_pistol } weaponclass pistol AND pistol_spread, direction right { both pb_combatrun_right_loop_pistol } weaponclass pistol AND pistol_spread, direction backward { both pb_combatrun_back_loop_pistol } weaponclass pistol AND pistol_spread, slope up { both pb_pistol_stand_run_slopeup } weaponclass pistol AND pistol_spread, slope down { both pb_pistol_stand_run_slopedown } weaponclass pistol AND pistol_spread { both pb_pistol_run_fast } // GRENADE // Crouch weaponclass grenade, direction left, playerAnimType grenadeonly, stance crouch { both pb_crouch_run_left_grenade grenadeAnim } weaponclass grenade, direction right, playerAnimType grenadeonly, stance crouch { both pb_crouch_run_right_grenade grenadeAnim } weaponclass grenade, direction backward, playerAnimType grenadeonly, stance crouch { both pb_crouch_run_back_grenade grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, stance crouch { both pb_crouch_run_forward_grenade grenadeAnim } // Stand weaponclass grenade, direction left, playerAnimType grenadeonly { both pb_combatrun_left_loop_grenade grenadeAnim } weaponclass grenade, direction right, playerAnimType grenadeonly { both pb_combatrun_right_loop_grenade grenadeAnim } weaponclass grenade, direction backward, playerAnimType grenadeonly { both pb_combatrun_back_loop_grenade grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { both pb_combatrun_forward_loop_stickgrenade grenadeAnim } // DEFAULT // Crouch direction left, stance crouch { both pb_crouch_run_left } direction right, stance crouch { both pb_crouch_run_right } direction backward, stance crouch { both pb_crouch_run_back } stance crouch { both pb_crouch_run_forward } // Stand direction left { both pb_combatrun_left_loop } direction right { both pb_combatrun_right_loop } direction backward { both pb_combatrun_back_loop } slope up { both pb_rifle_stand_run_slopeup } slope down { both pb_rifle_stand_run_slopedown } default { both pb_combatrun_forward_loop } } climbup { // DEFAULT default { // Can't play the chicken dance here as a temp because it has no movement speed both pb_climbup } } climbdown { // DEFAULT default { // Can't play the chicken dance here as a temp because it has no movement speed both pb_climbdown } } turnright { // TURNED playerAnimType turned { both pb_zombie_stand_turn_r90 } // LAST STAND perk laststand { both pb_laststand_turn_r90 } // NONE playerAnimType briefcase, stance prone { both pb_briefcase_prone_turn_r90 } playerAnimType briefcase, stance crouch { both pb_briefcase_crouch_turn_r90 } playerAnimType briefcase { both pb_briefcase_stand_turn_r90 } playerAnimType zipline { both pb_zipline_loop } // RIOTSHIELD playerAnimType riotshield, stance crouch { both pb_riotshield_crouch_turn_90r } playerAnimType riotshield { both pb_riotshield_stand_turn_90r } // HOLD playerAnimType hold, stance prone { both pb_hold_prone_turn_90right grenadeAnim } playerAnimType hold, stance crouch { both pb_hold_crouchturn_90right grenadeAnim } playerAnimType hold { both pb_hold_turn_90right grenadeAnim } // RADIO playerAnimType radio { torso p_zombie_perkacola_drink weaponTimeScale blendOutTime 48 } // TABLET playerAnimType tablet, stance prone { torso pt_bowie_prone_putaway } playerAnimType tablet, stance crouch { torso pt_bowie_crouch_putaway } playerAnimType tablet { torso pt_bowie_stand_putaway } // TABLET // playerAnimType tablet, stance prone // { // both pb_tablet_prone_idle // } // playerAnimType tablet, stance crouch // { // both pb_tablet_crouch_idle // } // playerAnimType tablet // { // both pb_tablet_stand_idle // } // REMOTE CONTROL // playerAnimType remotecontrol, stance prone // { // both pb_rc_prone_idle // } // playerAnimType remotecontrol, stance crouch // { // both pb_rc_crouch_idle // } // playerAnimType remotecontrol // { // both pb_rc_stand_idle // } // DUAL WIELD playerAnimType dualwield AND ballisticknife, stance prone { both pb_dw_prone_turn_90right } playerAnimType dualwield AND ballisticknife, stance crouch { both pb_dw_crouchturn_90right } playerAnimType dualwield AND ballisticknife { both pb_dw_turn_90right } // SINGLE KNIFE playerAnimType singleknife AND none, stance prone { both pb_knife_prone_turn_90right } playerAnimType singleknife AND none, stance crouch { both pb_knife_crouch_turn_90right } playerAnimType singleknife AND none { both pb_knife_stand_turn_90right } // MINIGUN playerAnimType minigun, stance crouch { both pb_minigun_crouch_turn_90right } playerAnimType minigun { both pb_minigun_stand_turn_90right } // STAFF playerAnimType staff, stance prone { both pb_staff_prone_turn_r } playerAnimType staff, stance crouch { both pb_staff_crouch_turn_r } playerAnimType staff { both pb_staff_stand_turn_r } // RPG weaponclass rocketlauncher, stance prone { both pb_rpg_prone_turn90R } weaponclass rocketlauncher, stance crouch { both pb_rpg_crouch_turn90R } weaponclass rocketlauncher { both pb_rpg_stand_turn90R } // GRENADE weaponclass grenade, playerAnimType grenadeonly, stance prone { both pb_grenade_prone_turn_90right grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, stance crouch { both pb_grenade_crouchturn_90right grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_turn_90right grenadeAnim } // PISTOL weaponclass pistol AND pistol_spread, stance prone { both pb_pistol_prone_turn_90right } weaponclass pistol AND pistol_spread, stance crouch { both pb_pistol_crouchturn_90right } weaponclass pistol AND pistol_spread { both pb_pistol_turn_90right } // DEFAULT stance prone { both pb_prone_turn_90right } stance crouch { both pb_crouchturn_90right } perk female { both pb_fem_rifle_stand_turn_90right } default { both pb_turn_90right } } turnleft { // TURNED playerAnimType turned { both pb_zombie_stand_turn_l90 } // LAST STAND perk laststand { both pb_laststand_turn_l90 } // NONE playerAnimType briefcase, stance prone { both pb_briefcase_prone_turn_l90 } playerAnimType briefcase, stance crouch { both pb_briefcase_crouch_turn_l90 } playerAnimType briefcase { both pb_briefcase_stand_turn_l90 } playerAnimType zipline { both pb_zipline_loop } // RIOTSHIELD playerAnimType riotshield, stance crouch { both pb_riotshield_crouch_turn_90l } playerAnimType riotshield { both pb_riotshield_stand_turn_90l } // HOLD playerAnimType hold, stance prone { both pb_hold_prone_turn_90left grenadeAnim } playerAnimType hold, stance crouch { both pb_hold_crouchturn_90left grenadeAnim } playerAnimType hold { both pb_hold_turn_90left grenadeAnim } // RADIO playerAnimType radio { torso p_zombie_perkacola_drink weaponTimeScale blendOutTime 48 } // TABLET playerAnimType tablet, stance prone { torso pt_bowie_prone_putaway } playerAnimType tablet, stance crouch { torso pt_bowie_crouch_putaway } playerAnimType tablet { torso pt_bowie_stand_putaway } // TABLET // playerAnimType tablet, stance prone // { // both pb_tablet_prone_idle // } // playerAnimType tablet, stance crouch // { // both pb_tablet_crouch_idle // } // playerAnimType tablet // { // both pb_tablet_stand_idle // } // REMOTE CONTROL // playerAnimType remotecontrol, stance prone // { // both pb_rc_prone_idle // } // playerAnimType remotecontrol, stance crouch // { // both pb_rc_crouch_idle // } // playerAnimType remotecontrol // { // both pb_rc_stand_idle // } // DUAL WIELD playerAnimType dualwield AND ballisticknife, stance prone { both pb_dw_prone_turn_90left } playerAnimType dualwield AND ballisticknife, stance crouch { both pb_dw_crouchturn_90left } playerAnimType dualwield AND ballisticknife { both pb_dw_turn_90left } // SINGLE KNIFE playerAnimType singleknife AND none, stance prone { both pb_knife_prone_turn_90left } playerAnimType singleknife AND none, stance crouch { both pb_knife_crouch_turn_90left } playerAnimType singleknife AND none { both pb_knife_stand_turn_90left } // MINIGUN playerAnimType minigun, stance crouch { both pb_minigun_crouch_turn_90left } playerAnimType minigun { both pb_minigun_stand_turn_90left } // STAFF playerAnimType staff, stance prone { both pb_staff_prone_turn_l } playerAnimType staff, stance crouch { both pb_staff_crouch_turn_l } playerAnimType staff { both pb_staff_stand_turn_l } // RPG weaponclass rocketlauncher, stance prone { both pb_rpg_prone_turn90L } weaponclass rocketlauncher, stance crouch { both pb_rpg_crouch_turn90L } weaponclass rocketlauncher { both pb_rpg_stand_turn90L } // GRENADE weaponclass grenade, playerAnimType grenadeonly, stance prone { both pb_grenade_prone_turn_90left grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, stance crouch { both pb_grenade_crouchturn_90left grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_turn_90left grenadeAnim } // PISTOL weaponclass pistol AND pistol_spread, stance prone { both pb_pistol_prone_turn_90left } weaponclass pistol AND pistol_spread, stance crouch { both pb_pistol_crouchturn_90left } weaponclass pistol AND pistol_spread { both pb_pistol_turn_90left } // DEFAULT stance prone { both pb_prone_turn_90left } stance crouch { both pb_crouchturn_90left } perk female { both pb_fem_rifle_stand_turn_90left } default { both pb_turn_90left } } //========== // PI - DAY : Mantle animations mantle_up_57 { //perk fastmantle //{ // both mp_mantle_up_57_fast animrate 2.5 //} // DEFAULT default { both mp_mantle_up_57 } } mantle_up_51 { //perk fastmantle //{ // both mp_mantle_up_51_fast animrate 2.5 //} // DEFAULT default { both mp_mantle_up_51 } } mantle_up_45 { //perk fastmantle //{ // both mp_mantle_up_45_fast animrate 2.5 //} // DEFAULT default { both mp_mantle_up_45 } } mantle_up_39 { //perk fastmantle //{ // both mp_mantle_up_39_fast animrate 2.5 //} // DEFAULT default { both mp_mantle_up_39 } } mantle_up_33 { //perk fastmantle //{ // both mp_mantle_up_33_fast animrate 2.5 //} // DEFAULT default { both mp_mantle_up_33 } } mantle_up_27 { //perk fastmantle //{ // legs mp_mantle_up_27_fast animrate 2.5 //} // DEFAULT default { legs mp_mantle_up_27 } } mantle_up_21 { //perk fastmantle //{ // legs mp_mantle_up_21_fast animrate 2.5 //} // DEFAULT default { legs mp_mantle_up_21 } } mantle_over_high { //perk fastmantle //{ // both mp_mantle_over_high_fast animrate 2.5 //} // DEFAULT default { both mp_mantle_over_high } } mantle_over_mid { //perk fastmantle //{ // both mp_mantle_over_mid_fast animrate 2.5 //} // DEFAULT default { both mp_mantle_over_mid } } mantle_over_low { //perk fastmantle //{ // legs mp_mantle_over_low_fast animrate 2.5 //} // DEFAULT default { legs mp_mantle_over_low } } dtp_move { // HOLD playerAnimType hold { both pb_hold_dive_prone grenadeAnim animrate 1 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_dive_prone animrate 1 } // STAFF playerAnimType staff { both pb_staff_dive2prone animrate 1 } // PISTOL weaponclass pistol AND pistol_spread { both pb_dive_prone_pistol animrate 1 } // RPG weaponclass rocketlauncher { both pb_rpg_dive_prone } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_dive_prone animrate 1 } // DEFAULT default { both pb_dive_prone animrate 1 } } slide_move { // DEFAULT direction left { both pb_terrain_slide } direction right { both pb_terrain_slide } default { both pb_terrain_slide } } } //========================================================================== // EVENTS // // format: // // // { // [DEFAULT / [], ...] // { // [sound ] // [sound ] // ... // } // } // // legend: // // : pain, death, fireweapon, jump, jumpbk, land, dropweapon, // raiseweapon, reload, crouch_to_prone, shellshock // 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 { // TURNED playerAnimType turned { torso pt_zombie_attack_right } playerAnimType riotshield, stance crouch { torso pt_riotshield_crouch_deploy_fire } playerAnimType riotshield { torso pt_riotshield_stand_deploy_fire } // LASTSTAND perk laststand { torso pt_laststand_fire } // REVIVER playerAnimType reviver { torso p_revive_reviving } // DUAL WIELD playerAnimType dualwield, movestatus moving { // play no animations to prevent blend problems } playerAnimType dualwield, stance prone { torso pt_prone_dw_botharms_fire } playerAnimType dualwield, stance crouch { torso pt_crouch_dw_botharms_fire } playerAnimType dualwield { torso pt_dw_botharms_fire } // M1216 playerAnimType g11, weaponclass spread, stance stand { torso pt_m1216_stand_fire } // HOLD playerAnimType hold, stance prone { torso pt_hold_prone_throw grenadeAnim } playerAnimType hold { torso pt_hold_throw grenadeAnim } // SNIPER - NEEDS INVESTIGATION! playerAnimType sniper_fastads AND rearclipsniper_fastads, stance prone, weapon_position ads { torso pt_prone_ads_shoot_auto } playerAnimType sniper_fastads AND rearclipsniper_fastads, stance prone { torso pt_rifle_fire_prone } playerAnimType sniper_fastads AND rearclipsniper_fastads, movestatus moving { // Play no special firing animation } playerAnimType sniper_fastads AND rearclipsniper_fastads, stance crouch, weapon_position ads { torso pt_crouch_shoot_ads } playerAnimType sniper_fastads AND rearclipsniper_fastads, stance crouch { torso pt_crouch_shoot } playerAnimType sniper_fastads AND rearclipsniper_fastads, weapon_position ads { torso pt_rifle_fire_ads } playerAnimType sniper_fastads AND rearclipsniper_fastads { torso pt_rifle_fire } // CHINA LAKE playerAnimType m203, stance prone { torso pt_prone_shoot_auto } playerAnimType m203 { torso pt_stand_shoot_shotgun } // NOPUMP playerAnimType nopump, stance prone { torso pt_prone_shoot } playerAnimType nopump, movestatus moving { // No special animation } playerAnimType nopump, stance crouch, weapon_position ads { torso pt_crouch_shoot_ads } playerAnimType nopump, stance crouch { torso pt_crouch_shoot } playerAnimType nopump, weapon_position ads { torso pt_stand_shoot_ads } playerAnimType nopump { torso pt_stand_shoot } //BALLISTIC KNIFE playerAnimType ballisticknife, stance prone { torso pt_b_knife_prone_fire } playerAnimType ballisticknife, stance crouch { torso pt_b_knife_crouch_fire } playerAnimType ballisticknife { torso pt_b_knife_stand_fire } // HATCHET playerAnimType hatchet, stance prone { torso pt_tomahawk_prone_throw } playerAnimType hatchet, stance crouch { torso pt_tomahawk_crouch_throw } playerAnimType hatchet { torso pt_tomahawk_stand_throw } // SAIGA12 playerAnimType other, weaponclass spread, stance prone, weapon_position ads { torso pt_prone_ads_shoot } playerAnimType other, weaponclass spread, stance prone { torso pt_prone_shoot } playerAnimType other, weaponclass spread, stance crouch, weapon_position ads { torso pt_crouch_shoot_ads } playerAnimType other, weaponclass spread, stance crouch { torso pt_crouch_shoot } playerAnimType other, weaponclass spread, weapon_position ads { torso pt_stand_shoot_ads } playerAnimType other, weaponclass spread { torso pt_stand_shoot } // OTHER weaponclass spread, stance prone { torso pt_prone_shoot_auto } weaponclass spread { torso pt_stand_shoot_shotgun } // MINIGUN playerAnimType minigun, movestatus moving { // Play no special firing animation } playerAnimType minigun, stance crouch { torso pt_minigun_crouch_fire blendTime 200 } playerAnimType minigun { torso pt_minigun_stand_fire blendTime 200 } // STAFF playerAnimType staff, stance prone { torso pt_staff_prone_fire } playerAnimType staff, stance crouch { torso pt_staff_crouch_fire } playerAnimType staff { torso pt_staff_stand_fire } // PISTOLS weaponclass pistol AND pistol_spread, stance prone, weapon_position ads { torso pt_prone_ads_shoot_pistol } weaponclass pistol AND pistol_spread, stance prone { torso pt_prone_shoot_pistol } weaponclass pistol AND pistol_spread, movestatus moving { // Play no special firing animation } weaponclass pistol AND pistol_spread, stance crouch, weapon_position ads { torso pt_crouch_shoot_ads_pistol } weaponclass pistol AND pistol_spread, stance crouch { torso pt_crouch_shoot_pistol } weaponclass pistol AND pistol_spread, weapon_position ads { torso pt_stand_shoot_ads_pistol } weaponclass pistol AND pistol_spread { torso pt_stand_shoot_pistol } // MG, SMG weaponclass autofire, stance prone, weapon_position ads { torso pt_prone_ads_shoot_auto blendTime 200 duration 150 } weaponclass autofire, stance prone { torso pt_prone_shoot_auto blendTime 200 duration 150 } weaponclass autofire, movestatus moving { // Play no special firing animation } weaponclass autofire, stance crouch, weapon_position ads { torso pt_crouch_shoot_auto_ads blendTime 200 duration 150 } weaponclass autofire, stance crouch { torso pt_crouch_shoot_auto blendTime 200 duration 150 } weaponclass autofire, weapon_position ads { torso pt_stand_shoot_auto_ads blendTime 200 duration 150 } weaponclass autofire { torso pt_stand_shoot_auto duration 150 } // RPG (assume ads since you can't fire these from the hip) weaponclass rocketlauncher, movestatus moving { // Play no special firing animation } weaponclass rocketlauncher, stance prone { torso pt_prone_shoot_RPG } weaponclass rocketlauncher, stance crouch { torso pt_stand_shoot_RPG } weaponclass rocketlauncher { torso pt_stand_shoot_RPG } // GRENADE weaponclass grenade, stance prone, playerAnimType grenadeonly // All prone { torso pt_prone_grenade_throw grenadeAnim blendTime 133 } weaponclass grenade, stance crouch, playerAnimType grenadeonly // Crouch, moving { torso pt_crouch_grenade_throw grenadeAnim blendTime 133 } weaponclass grenade, playerAnimType grenadeonly // Stand, moving { torso pt_grenade_stand_throw blendtime 133 grenadeAnim weaponTimeScale } // DEFAULT stance prone, weapon_position ads { torso pt_prone_ads_shoot } stance prone { torso pt_prone_shoot } movestatus moving { // Play no special firing animation } stance crouch, weapon_position ads { torso pt_crouch_shoot_ads } stance crouch { torso pt_crouch_shoot } weapon_position ads { torso pt_stand_shoot_ads } perk female { torso pt_fem_rifle_stand_fire } default { torso pt_stand_shoot } } prone_to_crouch { // NONE nextPlayerAnimType briefcase { both pb_briefcase_prone2crouch allowMovementInterrupt } playerAnimType riotshield { both pb_riotshield_prone2crouch } // HOLD nextPlayerAnimType hold, movestatus moving, direction backward { both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt } nextPlayerAnimType hold, movestatus moving { both pb_hold_prone2crouchrun grenadeAnim duration 626 blendouttime 33 } nextPlayerAnimType hold { both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt } // DUALWIELD nextPlayerAnimType dualwield AND ballisticknife, movestatus moving, direction backward { both pb_dw_prone2crouch allowMovementInterrupt } nextPlayerAnimType dualwield AND ballisticknife, movestatus moving { both pb_dw_prone2crouchrun duration 626 blendouttime 33 } nextPlayerAnimType dualwield AND ballisticknife { both pb_dw_prone2crouch allowMovementInterrupt } // STAFF nextPlayerAnimType staff, movestatus moving, direction backward { both pb_staff_prone2crouch allowMovementInterrupt } nextPlayerAnimType staff, movestatus moving { both pb_staff_prone2crouchrun duration 626 blendouttime 33 } nextPlayerAnimType staff { both pb_staff_prone2crouch allowMovementInterrupt } // RPG nextWeaponclass rocketlauncher, movestatus stationary { both pb_rpg_prone2crouch allowMovementInterrupt } // GRENADE nextWeaponclass grenade, playerAnimType grenadeonly, movestatus moving, direction backward { both pb_grenade_prone2crouch allowMovementInterrupt } nextWeaponclass grenade, playerAnimType grenadeonly , movestatus moving { both pb_grenade_prone2crouchrun duration 626 blendouttime 33 } nextWeaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2crouch allowMovementInterrupt } // PISTOL nextWeaponclass pistol AND pistol_spread, movestatus moving, direction backward { both pb_prone2crouch_pistol allowMovementInterrupt } nextWeaponclass pistol AND pistol_spread, movestatus moving { both pb_prone2crouchrun_pistol duration 626 blendouttime 33 } nextWeaponclass pistol AND pistol_spread { both pb_prone2crouch_pistol allowMovementInterrupt } // RIFLE nextWeaponclass rifle, movestatus moving, direction backward { both pb_prone2crouchrun_back duration 700 blendouttime 67 } nextWeaponclass rifle, movestatus moving, direction right { both pb_prone2crouchrun_right duration 667 blendouttime 67 } nextWeaponclass rifle, movestatus moving, direction left { both pb_prone2crouchrun_left duration 467 blendouttime 67 } nextWeaponclass rifle, movestatus moving { both pb_prone2crouchrun duration 600 blendouttime 170 } nextWeaponclass rifle { both pb_prone2crouch allowMovementInterrupt } // HOLD playerAnimType hold, movestatus moving, direction backward { both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt } playerAnimType hold, movestatus moving { both pb_hold_prone2crouchrun grenadeAnim duration 626 blendouttime 33 } playerAnimType hold { both pb_hold_prone2crouch grenadeAnim allowMovementInterrupt } // DUALWIELD playerAnimType dualwield AND ballisticknife, movestatus moving, direction backward { both pb_dw_prone2crouch allowMovementInterrupt } playerAnimType dualwield AND ballisticknife, movestatus moving { both pb_dw_prone2crouchrun duration 626 blendouttime 33 } playerAnimType dualwield AND ballisticknife { both pb_dw_prone2crouch allowMovementInterrupt } // SINGLE KNIFE playerAnimType singleknife AND none, movestatus moving, direction backward { both pb_knife_prone2crouch allowMovementInterrupt } playerAnimType singleknife AND none, movestatus moving { both pb_knife_prone2crouchrun duration 626 blendouttime 33 } playerAnimType singleknife AND none { both pb_knife_prone2crouch allowMovementInterrupt } // STAFF playerAnimType staff { both pb_staff_prone2crouch allowMovementInterrupt } // RPG weaponclass rocketlauncher, movestatus stationary { both pb_rpg_prone2crouch allowMovementInterrupt } // GRENADE weaponclass grenade, playerAnimType grenadeonly, movestatus moving, direction backward { both pb_grenade_prone2crouch allowMovementInterrupt } weaponclass grenade, playerAnimType grenadeonly , movestatus moving { both pb_grenade_prone2crouchrun duration 626 blendouttime 33 } weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2crouch allowMovementInterrupt } // PISTOL weaponclass pistol AND pistol_spread, movestatus moving, direction backward { both pb_prone2crouch_pistol allowMovementInterrupt } weaponclass pistol AND pistol_spread, movestatus moving { both pb_prone2crouchrun_pistol duration 626 blendouttime 33 } weaponclass pistol AND pistol_spread { both pb_prone2crouch_pistol allowMovementInterrupt } // DEFAULT movestatus moving, direction backward { both pb_prone2crouchrun_back duration 700 blendouttime 67 } movestatus moving, direction right { both pb_prone2crouchrun_right duration 667 blendouttime 67 } movestatus moving, direction left { both pb_prone2crouchrun_left duration 467 blendouttime 67 } movestatus moving { both pb_prone2crouchrun duration 600 blendouttime 170 } default { both pb_prone2crouch allowMovementInterrupt } } prone_to_stand { // HOLD nextPlayerAnimType hold, movestatus moving { both pb_hold_prone2sprint grenadeAnim blendouttime 33 } nextPlayerAnimType hold { both pb_hold_prone2stand grenadeAnim allowMovementInterrupt } // DUALWIELD nextPlayerAnimType dualwield AND ballisticknife, movestatus moving { both pb_dw_prone2sprint blendouttime 33 } nextPlayerAnimType dualwield AND ballisticknife { both pb_dw_prone2stand allowMovementInterrupt } // SINGLE KNIFE nextPlayerAnimType singleknife AND none, movestatus moving { both pb_knife_prone2sprint blendouttime 33 } nextPlayerAnimType singleknife AND none { both pb_knife_prone2stand allowMovementInterrupt } // STAFF nextPlayerAnimType staff, movestatus moving { both pb_staff_prone2run } nextPlayerAnimType staff { both pb_staff_prone2stand allowMovementInterrupt } // GRENADE nextWeaponclass grenade, playerAnimType grenadeonly, movestatus moving { both pb_grenade_prone2sprint blendouttime 33 } nextWeaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2stand allowMovementInterrupt } movestatus moving, direction backward { both pb_prone2crouchrun_back duration 700 blendouttime 67 } // PISTOL nextWeaponclass pistol AND pistol_spread, movestatus moving { both pb_prone2sprint_pistol blendouttime 33 } nextWeaponclass pistol AND pistol_spread { both pb_prone2stand_pistol allowMovementInterrupt } // RIFLE nextWeaponclass rifle, movestatus moving { both pb_prone2sprint blendouttime 33 } nextWeaponclass rifle { both pb_prone2stand allowMovementInterrupt } // HOLD playerAnimType hold, movestatus moving { both pb_hold_prone2sprint grenadeAnim blendouttime 33 } playerAnimType hold { both pb_hold_prone2stand grenadeAnim allowMovementInterrupt } // DUALWIELD playerAnimType dualwield AND ballisticknife, movestatus moving { both pb_dw_prone2sprint blendouttime 33 } playerAnimType dualwield AND ballisticknife { both pb_dw_prone2stand allowMovementInterrupt } // SINGLE KNIFE playerAnimType singleknife AND none, movestatus moving { both pb_knife_prone2sprint blendouttime 33 } playerAnimType singleknife AND none { both pb_knife_prone2stand allowMovementInterrupt } // STAFF playerAnimType staff, movestatus moving { both pb_staff_prone2sprint } playerAnimType staff { both pb_staff_prone2stand allowMovementInterrupt } // GRENADE weaponclass grenade, playerAnimType grenadeonly, movestatus moving { both pb_grenade_prone2sprint blendouttime 33 } weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2stand allowMovementInterrupt } movestatus moving, direction backward { both pb_prone2crouchrun_back duration 700 blendouttime 67 } // PISTOL weaponclass pistol AND pistol_spread, movestatus moving { both pb_prone2sprint_pistol blendouttime 33 } weaponclass pistol AND pistol_spread { both pb_prone2stand_pistol allowMovementInterrupt } // DEFAULT movestatus moving { both pb_prone2sprint blendouttime 33 } default { both pb_prone2stand allowMovementInterrupt } } prone_to_sprint { // HOLD nextPlayerAnimType hold { both pb_hold_prone2sprint grenadeAnim blendouttime 33 } // DUALWIELD nextPlayerAnimType dualwield AND ballisticknife { both pb_dw_prone2sprint blendouttime 33 } // SINGLE KNIFE nextPlayerAnimType singleknife AND none { both pb_knife_prone2sprint blendouttime 33 } // STAFF nextPlayerAnimType staff { both pb_staff_prone2run blendouttime 33 } // GRENADE nextWeaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2sprint blendouttime 33 } // PISTOL nextWeaponclass pistol AND pistol_spread { both pb_prone2sprint_pistol blendouttime 33 } // RIFLE nextWeaponclass rifle { both pb_prone2sprint blendouttime 33 } // HOLD playerAnimType hold { both pb_hold_prone2sprint grenadeAnim blendouttime 33 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_prone2sprint blendouttime 33 } // SINGLE KNIFE playerAnimType singleknife AND none { both pb_knife_prone2sprint blendouttime 33 } // STAFF playerAnimType staff { both pb_staff_prone2run blendouttime 33 } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2sprint blendouttime 33 } // PISTOL weaponclass pistol AND pistol_spread { both pb_prone2sprint_pistol blendouttime 33 } // DEFAULT default { both pb_prone2sprint blendouttime 33 } } crouch_to_prone { // NONE nextPlayerAnimType briefcase { both pb_briefcase_crouch2prone } // HOLD nextPlayerAnimType hold { both pb_hold_crouch2prone grenadeAnim } // DUAL WIELD nextPlayerAnimType dualwield AND ballisticknife { both pb_dw_crouch2prone } // SINGLE KNIFE nextPlayerAnimType singleknife AND none { both pb_knife_crouch2prone } // STAFF nextPlayerAnimType staff { both pb_staff_crouch2prone } // RPG nextWeaponclass rocketlauncher { both pb_rpg_crouch2prone } // GRENADE nextWeaponclass grenade, playerAnimType grenadeonly { both pb_grenade_crouch2prone } // PISTOL nextWeaponclass pistol AND pistol_spread { both pb_crouch2prone_pistol } // DEFAULT nextWeaponclass rifle { both pb_crouch2prone } // HOLD playerAnimType hold { both pb_hold_crouch2prone grenadeAnim } // DUAL WIELD playerAnimType dualwield AND ballisticknife { both pb_dw_crouch2prone } // SINGLE KNIFE playerAnimType singleknife AND none { both pb_knife_crouch2prone } // STAFF playerAnimType staff { both pb_staff_crouch2prone } // RPG weaponclass rocketlauncher { both pb_rpg_crouch2prone } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_crouch2prone } // PISTOL weaponclass pistol AND pistol_spread { both pb_crouch2prone_pistol } // DEFAULT default { both pb_crouch2prone } } crouch_to_stand { default { // No Animation } } stand_to_crouch { default { // No Animation } } stand_to_laststand { perk turned { both pb_zombie_death_v1 both pb_zombie_death_v2 } default { both pb_stand2laststand } } crouch_to_laststand { default { both pb_crouch2laststand } } prone_to_laststand { default { both pb_prone2laststand } } laststand_to_stand { default { both pb_laststand2stand blendOutTime 200 } } laststand_to_crouch { default { both pb_laststand2crouch } } laststand_to_prone { default { both pb_laststand2prone } } meleeattack { // TURNED playerAnimType turned { torso pt_zombie_attack_right } // GRENADE weaponclass grenade, stance prone { torso pt_grenade_prone_melee_swipe } weaponclass grenade, stance crouch { torso pt_grenade_crouch_melee_swipe } weaponclass grenade { torso pt_grenade_stand_melee_swipe } // PISTOL, GRENADE weaponclass pistol AND pistol_spread AND grenade, stance prone, playerAnimType grenadeonly { torso pt_melee_prone_pistol } weaponclass pistol AND pistol_spread AND grenade { torso pt_melee_pistol_1 duration 400 torso pt_melee_pistol_2 duration 350 torso pt_melee_pistol_3 duration 550 torso pt_melee_pistol_4 duration 400 } playerAnimType riotshield { torso pt_riotshield_melee } // DEFAULT stance prone { torso pt_melee_prone } stance crouch { torso pt_melee_crouch_left2left torso pt_melee_crouch_left2right torso pt_melee_crouch_right2left } perk female { torso pt_fem_rifle_stand_knife_swipe } 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 } } meleeleft { // TURNED playerAnimType turned { torso pt_zombie_attack_left } // DEFAULT stance prone { torso pt_melee_prone } stance crouch { 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 { // ONE INCH PUNCH perk oneinchpunch, playerAnimType hold, stance stand { torso pt_one_inch_punch_stand_hold } perk oneinchpunch, playerAnimType staff, stance stand { torso pt_one_inch_punch_stand_staff } perk oneinchpunch, stance stand { torso pt_one_inch_punch_stand } // TURNED playerAnimType turned { torso pt_zombie_attack_right } // LASTSTAND perk laststand { torso p_revive_down_melee_swipe } // GRENADE weaponclass grenade, stance prone { torso pt_grenade_prone_melee_swipe } weaponclass grenade, stance crouch { torso pt_grenade_crouch_melee_swipe } weaponclass grenade { torso pt_grenade_stand_melee_swipe } // HOLD // *** LDS - NEED TO ADD PRONE ANIMS FOR HOLD WEAPONS playerAnimType hold, stance prone { torso pt_hold_melee_prone grenadeAnim } playerAnimType hold { torso pt_melee_hold_1 grenadeAnim } // BALLISTIC KNIFE playerAnimType ballisticknife, stance prone { torso pt_b_knife_prone_melee } playerAnimType ballisticknife, stance crouch { torso pt_b_knife_crouch_melee } playerAnimType ballisticknife { torso pt_b_knife_stand_melee } // SINGLE KNIFE playerAnimType singleknife, stance prone { torso pt_knife_prone_melee_swipe } playerAnimType singleknife, stance crouch { torso pt_knife_crouch_melee_swipe } playerAnimType singleknife { torso pt_knife_stand_melee_swipe } // DUALWIELD playerAnimType dualwield, stance prone { torso pt_dw_prone_melee } playerAnimType dualwield { torso pt_dw_stand_melee_swipe blendTime 17 blendOutTime 17 } // STAFF playerAnimType staff, stance prone { torso pt_staff_prone_melee } playerAnimType staff, stance crouch { torso pt_staff_crouch_melee } playerAnimType staff { torso pt_staff_stand_melee } // RPG weaponclass rocketlauncher, stance prone { torso p_knife_prone_bazooka_swipe } weaponclass rocketlauncher, stance crouch { torso p_knife_crouch_bazooka_swipe } weaponclass rocketlauncher { torso p_knife_stand_bazooka_swipe } // PISTOL weaponclass pistol AND pistol_spread, stance prone { torso p_knife_prone_pistol_swipe } weaponclass pistol AND pistol_spread, stance crouch { torso p_knife_crouch_pistol_swipe } weaponclass pistol AND pistol_spread { torso p_knife_stand_pistol_swipe } // DEFAULT stance prone { torso p_knife_prone_rifle_swipe } stance crouch { torso p_knife_crouch_rifle_swipe } perk female { torso pt_fem_rifle_stand_knife_swipe } default { torso p_knife_stand_rifle_swipe } } knife_melee_charge { // ONE INCH PUNCH perk oneinchpunch, playerAnimType hold, stance stand { both pb_one_inch_punch_charge_hold } perk oneinchpunch, playerAnimType staff, stance stand { both pb_one_inch_punch_charge_staff } perk oneinchpunch, stance stand { both pb_one_inch_punch_charge } // TURNED playerAnimType turned { torso pt_zombie_attack_right } // HOLD playerAnimType hold, stance prone { torso pt_hold_melee_prone grenadeAnim } playerAnimType hold { torso pt_melee_hold_2 grenadeAnim } // DUALWIELD playerAnimType dualwield AND ballisticknife, stance prone { torso pt_dw_prone_melee } playerAnimType dualwield AND ballisticknife { torso pt_dw_stand_melee_stick } // SINGLE KNIFE playerAnimType singleknife, stance prone { torso pt_knife_prone_melee_thrust } playerAnimType singleknife, stance crouch { torso pt_knife_crouch_melee_thrust } playerAnimType singleknife { torso pt_knife_stand_melee_thrust } // STAFF playerAnimType staff, stance prone { torso pt_staff_prone_melee_charge } playerAnimType staff, stance crouch { torso pt_staff_crouch_melee_charge } playerAnimType staff { torso pt_staff_stand_melee_charge } // RPG weaponclass rocketlauncher, stance prone { torso p_knife_prone_bazooka } weaponclass rocketlauncher, stance crouch { torso p_knife_crouch_bazooka } weaponclass rocketlauncher { torso p_knife_stand_bazooka } // PISTOL weaponclass pistol AND pistol_spread, stance prone { torso p_knife_prone_pistol } weaponclass pistol AND pistol_spread, stance crouch { torso p_knife_crouch_pistol } weaponclass pistol AND pistol_spread { torso p_knife_stand_pistol } // DEFAULT stance prone { torso p_knife_prone_rifle } stance crouch { torso p_knife_crouch_rifle } default { torso p_knife_stand_rifle } } dropweapon { riotshieldnext { torso pt_putaway2shield_raise weaponTimeScale } // RIOTSHIELD playerAnimType riotshield, stance crouch { torso pt_riotshield_crouch_putaway weaponTimeScale } playerAnimType riotshield { torso pt_riotshield_stand_putaway weaponTimeScale } // HOLD stance prone, playerAnimType hold { torso pt_satchel_prone_putaway grenadeAnim weaponTimeScale } playerAnimType hold { torso pt_satchel_stand_putaway grenadeAnim weaponTimeScale } // DUALWIELD playerAnimType dualwield AND ballisticknife, stance prone { torso pt_prone_dw_putaway weaponTimeScale } playerAnimType dualwield AND ballisticknife, stance crouch { torso pt_crouch_dw_putaway weaponTimeScale } playerAnimType dualwield AND ballisticknife { torso pt_dw_full_putaway weaponTimeScale } // SINGLE KNIFE playerAnimType singleknife AND none, stance prone { torso pt_knife_prone_putaway weaponTimeScale } playerAnimType singleknife AND none, stance crouch { torso pt_knife_crouch_putaway weaponTimeScale } playerAnimType singleknife AND none { torso pt_knife_stand_putaway weaponTimeScale } // BRIEFCASE BOMB playerAnimType briefcase, stance prone { torso pt_rc_prone_putaway weaponTimeScale } playerAnimType briefcase, stance crouch { torso pt_rc_crouch_putaway weaponTimeScale } playerAnimType briefcase { torso pt_rc_stand_putaway weaponTimeScale } // MINIGUN playerAnimType minigun, stance crouch { torso pt_minigun_crouch_putaway weaponTimeScale } playerAnimType minigun { torso pt_minigun_stand_putaway weaponTimeScale } // REMOTE CONTROL // playerAnimType remotecontrol, stance prone // { // torso pt_rc_prone_putaway weaponTimeScale // } // playerAnimType remotecontrol, stance crouch // { // torso pt_rc_crouch_putaway weaponTimeScale // } // playerAnimType remotecontrol // { // torso pt_rc_stand_putaway weaponTimeScale // } // RADIO playerAnimType radio, stance prone { torso pt_radio_prone_putaway weaponTimeScale blendOutTime 48 } playerAnimType radio, stance crouch { torso pt_radio_crouch_putaway weaponTimeScale blendOutTime 48 } playerAnimType radio { torso pt_radio_stand_putaway weaponTimeScale blendOutTime 48 } // TABLET playerAnimType tablet, stance prone { torso pt_tablet_prone_putaway weaponTimeScale blendOutTime 48 } playerAnimType tablet, stance crouch { torso pt_tablet_crouch_putaway weaponTimeScale blendOutTime 48 } playerAnimType tablet { torso pt_tablet_stand_putaway weaponTimeScale blendOutTime 48 } // ZIPLINE playerAnimType zipline { torso pb_zipline_release } // STAFF playerAnimType staff, stance prone { torso pt_staff_prone_putaway weaponTimeScale } playerAnimType staff, stance crouch { torso pt_staff_crouch_putaway weaponTimeScale } playerAnimType staff { torso pt_staff_stand_putaway weaponTimeScale } // RPG weaponclass rocketlauncher, stance prone { torso pt_rpg_prone_putaway weaponTimeScale } weaponclass rocketlauncher { torso pt_rpg_stand_putaway weaponTimeScale } // PISTOL weaponclass pistol AND pistol_spread, stance prone { torso pt_pistol_prone_putaway weaponTimeScale } weaponclass pistol AND pistol_spread, stance crouch { torso pt_pistol_crouch_putaway weaponTimeScale } weaponclass pistol AND pistol_spread { torso pt_pistol_stand_putaway weaponTimeScale } // DEFAULT stance prone { torso pt_rifle_prone_putaway weaponTimeScale } stance crouch { torso pt_rifle_crouch_putaway weaponTimeScale } default { torso pt_rifle_stand_putaway weaponTimeScale } } raiseweapon { // RIOTSHIELD playerAnimType riotshield, stance crouch { torso pt_riotshield_crouch_raise weaponTimeScale } playerAnimType riotshield { torso pt_riotshield_stand_raise weaponTimeScale } // HOLD playerAnimType hold, stance prone { torso pt_satchel_prone_raise grenadeAnim weaponTimeScale blendTime 125 } playerAnimType hold { torso pt_satchel_stand_raise grenadeAnim weaponTimeScale blendTime 125 } // DUALWIELD playerAnimType dualwield AND ballisticknife, stance prone { torso pt_prone_dw_raise weaponTimeScale } playerAnimType dualwield AND ballisticknife, stance crouch { torso pt_crouch_dw_raise weaponTimeScale } playerAnimType dualwield AND ballisticknife { torso pt_dw_full_pullout weaponTimeScale } // SINGLE KNIFE playerAnimType singleknife AND none, stance prone { torso pt_knife_prone_raise weaponTimeScale } playerAnimType singleknife AND none, stance crouch { torso pt_knife_crouch_raise weaponTimeScale } playerAnimType singleknife AND none { torso pt_knife_stand_raise weaponTimeScale } // BRIEFCASE BOMB playerAnimType briefcase, stance prone { } playerAnimType briefcase, stance crouch { } playerAnimType briefcase { } // REVIVER playerAnimType reviver { // No animation } // MINIGUN playerAnimType minigun, stance crouch { torso pt_minigun_crouch_raise weaponTimeScale } playerAnimType minigun { torso pt_minigun_stand_raise weaponTimeScale } // REMOTE CONTROL // playerAnimType remotecontrol, stance prone // { // torso pt_rc_prone_raise weaponTimeScale // } // playerAnimType remotecontrol, stance crouch // { // torso pt_rc_crouch_raise weaponTimeScale // } // playerAnimType remotecontrol // { // torso pt_rc_stand_raise weaponTimeScale // } // RADIO playerAnimType radio { torso p_zombie_perkacola_drink } // TABLET playerAnimType tablet, stance prone { torso pt_tablet_prone_raise weaponTimeScale blendTime 48 } playerAnimType tablet, stance crouch { torso pt_tablet_crouch_raise weaponTimeScale blendTime 48 } playerAnimType tablet { torso pt_tablet_stand_raise weaponTimeScale blendTime 48 } // HATCHET playerAnimType hatchet, stance prone { torso pt_tomahawk_prone_pullout } playerAnimType hatchet, stance crouch { torso pt_tomahawk_crouch_pullout } playerAnimType hatchet { torso pt_tomahawk_stand_pullout } // ZIPLINE playerAnimType zipline { torso pb_zipline_grab } // STAFF playerAnimType staff, stance prone { torso pt_staff_prone_raise weaponTimeScale } playerAnimType staff, stance crouch { torso pt_staff_crouch_raise weaponTimeScale } playerAnimType staff { torso pt_staff_stand_raise weaponTimeScale } // RPG weaponclass rocketlauncher, stance prone { torso pt_rpg_prone_raise weaponTimeScale } weaponclass rocketlauncher { torso pt_rpg_stand_raise weaponTimeScale } // PISTOL weaponclass pistol AND pistol_spread, stance prone { torso pt_pistol_prone_raise weaponTimeScale } weaponclass pistol AND pistol_spread, stance crouch { torso pt_pistol_crouch_raise weaponTimeScale } weaponclass pistol AND pistol_spread { torso pt_pistol_stand_raise weaponTimeScale } // GRENADE weaponclass grenade, playerAnimType grenadeonly, stance prone { torso pt_grenade_prone_prime grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, stance crouch { torso pt_grenade_crouch_prime grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { torso pt_grenade_stand_prime } // DEFAULT stance prone { torso pt_rifle_prone_raise weaponTimeScale } stance crouch { torso pt_rifle_crouch_raise weaponTimeScale } perk female { torso pt_fem_rifle_stand_raise } default { torso pt_rifle_stand_raise weaponTimeScale } } //firstraiseweapon //{ // // RIOTSHIELD // playerAnimType riotshield, stance stand // { // torso pt_riot_stand_firstraise weaponTimeScale // } // // DUALWIELD // playerAnimType dualwield, stance stand // { // torso pt_dw_stand_firstraise weaponTimeScale // } // // BALLISTIC KNIFE // playerAnimType ballisticknife, stance stand // { // torso pt_b_knife_stand_firstraise weaponTimeScale // } // // SINGLE KNIFE // playerAnimType singleknife // { // torso pt_knife_stand_firstraise weaponTimeScale // } // playerAnimType minigun, stance stand // { // torso pt_minigun_stand_firstraise weaponTimeScale // } // weaponclass rocketlauncher, stance stand // { // torso pt_rpg_stand_firstraise weaponTimeScale // } // // REVOLVER // weaponclass pistol_spread, stance stand // { // torso pt_judge_stand_firstraise // } // // PISTOL // weaponclass pistol, stance stand // { // torso pt_pistol_stand_firstraise weaponTimeScale // } // // CROSSBOW // playerAnimType crossbow, stance stand // { // torso pt_crossbow_stand_firstraise weaponTimeScale // } // // SHOTGUN // weaponclass spread, stance stand // { // torso pt_shot_stand_firstraise weaponTimeScale // } // // SNIPER // playerAnimType sniper_fastads, stance stand // { // torso pt_sniper_stand_firstraise weaponTimeScale // } // // LMG // weaponclass mg, stance stand // { // torso pt_lmg_stand_firstraise weaponTimeScale // } // // SMG // weaponclass smg, stance stand // { // torso pt_smg_stand_firstraise weaponTimeScale // } // // RIFLE // weaponclass rifle, stance stand // { // torso pt_rifle_stand_firstraise weaponTimeScale // } // perk female // { // torso pt_fem_rifle_stand_firstraise // } // // DEFAULT // default // { // } //} reload { // LASTSTAND perk laststand { torso pt_laststand_reload } // BALLISTIC KNIFE playerAnimType ballisticknife, stance prone { torso pt_b_knife_prone_reload } playerAnimType ballisticknife, stance crouch { torso pt_b_knife_crouch_reload } playerAnimType ballisticknife { torso pt_b_knife_stand_reload } // GRIMREAPER ANIM TYPE IS GRENADE LAUNCHER MULTI-NADE RELOAD //playerAnimType grimreaper, stance prone //{ // torso pt_m202_prone_reload //} //playerAnimType grimreaper, stance crouch //{ // torso pt_m202_crouch_reload //} //playerAnimType grimreaper //{ // torso pt_m202_stand_reload //} // DUALWIELD playerAnimType dualwield, stance prone { torso pt_prone_dw_botharms_reload } playerAnimType dualwield, stance crouch { torso pt_crouch_dw_botharms_reload } playerAnimType dualwield { torso pt_dw_botharms_reload } // CROSSBOW playerAnimType crossbow, stance prone { torso pt_crossbow_prone_reload } playerAnimType crossbow, stance crouch { torso pt_crossbow_crouch_reload } playerAnimType crossbow { torso pt_crossbow_stand_reload } // MINIGUN playerAnimType minigun, stance crouch { torso pt_minigun_crouch_reload } playerAnimType minigun { torso pt_minigun_stand_reload } // UNDERBARREL GRENADE LAUNCHER playerAnimType m203, stance prone { torso pt_rifle_prone_reload_gl } playerAnimType m203, stance crouch { torso pt_rifle_crouch_reload_gl } playerAnimType m203 { torso pt_rifle_stand_reload_gl } // REARCLIP playerAnimType rearclip AND rearclipsniper_fastads, stance prone { torso pt_rifle_prone_reload_rearclip } playerAnimType rearclip AND rearclipsniper_fastads, stance crouch { torso pt_rifle_crouch_reload_rearclip } playerAnimType rearclip AND rearclipsniper_fastads, perk female { torso pt_fem_rifle_stand_reload_rearclip } playerAnimType rearclip AND rearclipsniper_fastads { torso pt_rifle_stand_reload_rearclip } // HANDLECLIP playerAnimType handleclip, stance prone { torso pt_rifle_prone_reload_handleclip } playerAnimType handleclip, stance crouch { torso pt_rifle_crouch_reload_handleclip } playerAnimType handleclip, perk female { torso pt_fem_rifle_stand_reload_handleclip } playerAnimType handleclip { torso pt_rifle_stand_reload_handleclip } // LMG playerAnimType beltfed, stance prone { torso pt_lmg_prone_reload } playerAnimType beltfed, stance crouch { torso pt_lmg_crouch_reload } playerAnimType beltfed { torso pt_lmg_stand_reload } // M1216 playerAnimType g11, weaponclass spread, stance prone { torso pt_m1216_prone_reload } playerAnimType g11, weaponclass spread, stance crouch { torso pt_m1216_crouch_reload } playerAnimType g11, weaponclass spread { torso pt_m1216_stand_reload } // SAIGA playerAnimType other, weaponclass spread, stance prone { torso pt_reload_prone_auto } playerAnimType other, weaponclass spread, stance crouch { torso pt_reload_crouch_rifle } playerAnimType other, weaponclass spread, perk female { torso pt_fem_rifle_stand_reload } playerAnimType other, weaponclass spread { torso pt_reload_stand_rifle } // Judge weaponclass pistol_spread, stance prone { torso pt_judge_prone_reload } weaponclass pistol_spread, stance crouch { torso pt_judge_crouch_reload } weaponclass pistol_spread { torso pt_judge_stand_reload } // M1216 playerAnimType g11, weaponclass spread, stance prone { torso pt_m1216_prone_reload } playerAnimType g11, weaponclass spread, stance crouch { torso pt_m1216_crouch_reload } playerAnimType g11, weaponclass spread { torso pt_m1216_stand_reload } // G11 playerAnimType g11, stance prone { torso pt_g11_prone_reload } playerAnimType g11, stance crouch { torso pt_g11_crouch_reload } playerAnimType g11 { torso pt_g11_stand_reload } // STAFF playerAnimType staff { // No reload animation } // SMG weaponclass smg, stance prone { torso pt_reload_prone_auto } weaponclass smg, movestatus stationary, stance crouch { torso pt_reload_stand_auto_mp40 } weaponclass smg, stance crouch { torso pt_reload_crouchwalk } weaponclass smg { torso pt_reload_stand_auto_mp40 } // MG weaponclass mg, stance prone { torso pt_reload_prone_auto } weaponclass mg, movestatus stationary, stance crouch { torso pt_reload_crouch_rifle } weaponclass mg, stance crouch { torso pt_reload_crouchwalk } weaponclass mg { torso pt_reload_stand_auto } // PISTOL weaponclass pistol AND pistol_spread, movestatus stationary, stance crouch { torso pt_reload_crouch_pistol } weaponclass pistol AND pistol_spread, stance crouch { torso pt_reload_crouchwalk_pistol } weaponclass pistol AND pistol_spread, stance prone { torso pt_reload_prone_pistol } weaponclass pistol AND pistol_spread { torso pt_reload_stand_pistol } // SPREAD weaponclass spread, stance prone { torso pt_shot_prone_reload } weaponclass spread, stance crouch { torso pt_shot_crouch_reload } weaponclass spread { torso pt_shot_stand_reload } // RPG weaponclass rocketlauncher, stance prone { torso pt_reload_prone_RPG } weaponclass rocketlauncher { torso pt_reload_stand_RPG } // DEFAULT stance prone { torso pt_reload_prone_auto } movestatus stationary, stance crouch { torso pt_reload_crouch_rifle } stance crouch { torso pt_reload_crouch_rifle } perk female { torso pt_fem_rifle_stand_reload } default { torso pt_reload_stand_rifle } } run_to_idle { // TURNED playerAnimType turned { } playerAnimType minigun, prevdirection backward { legs pb_minigun_stand_run_b_2_idle duration 5 blendtime 100 } playerAnimType minigun, prevdirection left { legs pb_minigun_stand_run_l_2_idle duration 5 blendtime 100 } playerAnimType minigun, prevdirection right { legs pb_minigun_stand_run_r_2_idle duration 5 blendtime 100 } playerAnimType minigun { legs pb_minigun_stand_run2idle duration 5 blendtime 100 } // STAFF playerAnimType staff { // No animation } // GRENADES weaponclass grenade, prevdirection backward { legs pb_grenade_stand_run_b_2_idle duration 5 blendtime 100 } weaponclass grenade, prevdirection left { legs pb_grenade_stand_run_l_2_idle duration 5 blendtime 100 } weaponclass grenade, prevdirection right { legs pb_grenade_stand_run_r_2_idle duration 5 blendtime 100 } weaponclass grenade { legs pb_grenade_stand_run2idle duration 5 blendtime 100 } playerAnimType hold, prevdirection backward { legs pb_hold_stand_run_b_2_idle grenadeAnim duration 5 blendtime 100 } playerAnimType hold, prevdirection left { legs pb_hold_stand_run_l_2_idle grenadeAnim duration 5 blendtime 100 } playerAnimType hold, prevdirection right { legs pb_hold_stand_run_r_2_idle grenadeAnim duration 5 blendtime 100 } playerAnimType hold { legs pb_hold_stand_run2idle grenadeAnim duration 5 blendtime 100 } playerAnimType singleknife AND none, prevdirection backward { legs pb_knife_stand_run_b_2_idle duration 5 blendtime 100 } playerAnimType singleknife AND none, prevdirection left { legs pb_knife_stand_run_l_2_idle duration 5 blendtime 100 } playerAnimType singleknife AND none, prevdirection right { legs pb_knife_stand_run_r_2_idle duration 5 blendtime 100 } playerAnimType singleknife AND none { legs pb_knife_stand_run2idle duration 5 blendtime 100 } playerAnimType dualwield AND ballisticknife, prevdirection backward { legs pb_dw_stand_run_b_2_idle duration 5 blendtime 100 } playerAnimType dualwield AND ballisticknife, prevdirection left { legs pb_dw_stand_run_l_2_idle duration 5 blendtime 100 } playerAnimType dualwield AND ballisticknife, prevdirection right { legs pb_dw_stand_run_r_2_idle duration 5 blendtime 100 } playerAnimType dualwield AND ballisticknife { legs pb_dw_stand_run2idle duration 5 blendtime 100 } playerAnimType riotshield, prevdirection backward { legs pb_riot_stand_run_b_2_idle duration 5 blendtime 100 } playerAnimType riotshield, prevdirection left { legs pb_riot_stand_run_l_2_idle duration 5 blendtime 100 } playerAnimType riotshield, prevdirection right { legs pb_riot_stand_run_r_2_idle duration 5 blendtime 100 } playerAnimType riotshield { legs pb_riot_stand_run2idle duration 5 blendtime 100 } weaponclass rocketlauncher, prevdirection backward { legs pb_rpg_stand_run_b_2_idle duration 5 blendtime 100 } weaponclass rocketlauncher, prevdirection left { legs pb_rpg_stand_run_l_2_idle duration 5 blendtime 100 } weaponclass rocketlauncher, prevdirection right { legs pb_rpg_stand_run_r_2_idle duration 5 blendtime 100 } weaponclass rocketlauncher { legs pb_rpg_stand_run2idle duration 5 blendtime 100 } weaponclass pistol AND pistol_spread, prevdirection backward { legs pb_pistol_stand_run_b_2_idle duration 5 blendtime 100 } weaponclass pistol AND pistol_spread, prevdirection left { legs pb_pistol_stand_run_l_2_idle duration 5 blendtime 100 } weaponclass pistol AND pistol_spread, prevdirection right { legs pb_pistol_stand_run_r_2_idle duration 5 blendtime 100 } weaponclass pistol AND pistol_spread { legs pb_pistol_stand_run2idle duration 5 blendtime 100 } // DEFAULT prevdirection backward { legs pb_rifle_stand_run_b_2_idle duration 5 blendtime 100 } prevdirection left { legs pb_rifle_stand_run_l_2_idle duration 5 blendtime 100 } prevdirection right { legs pb_rifle_stand_run_r_2_idle duration 5 blendtime 100 } default { legs pb_rifle_stand_run2idle duration 5 blendtime 100 } } jump { playerAnimType turned { legs pb_zombie_standjump_takeoff duration 5 blendtime 100 } playerAnimType riotshield, movestatus run { legs pb_riotshield_runjump_takeoff duration 5 blendtime 100 } playerAnimType riotshield { legs pb_riotshield_standjump_takeoff duration 5 blendtime 100 } // HOLD playerAnimType hold, direction backward { legs pb_standjump_takeoff_satchel grenadeAnim duration 5 blendtime 100 } playerAnimType hold { legs pb_standjump_takeoff_satchel grenadeAnim duration 5 blendtime 100 } // DUAL WIELD playerAnimType dualwield AND ballisticknife, direction backward { legs pb_dw_standjump_takeoff duration 5 blendtime 100 } playerAnimType dualwield AND ballisticknife { legs pb_dw_standjump_takeoff duration 5 blendtime 100 } // SINGLE KNIFE playerAnimType singleknife AND none, movestatus moving { legs pb_knife_runjump_takeoff duration 5 blendtime 100 } playerAnimType singleknife AND none, direction backward { legs pb_knife_standjump_takeoff duration 5 blendtime 100 } playerAnimType singleknife AND none { legs pb_knife_standjump_takeoff duration 5 blendtime 100 } // MINIGUN playerAnimType minigun, direction backward { legs pb_minigun_standjump_takeoff duration 5 blendtime 100 } playerAnimType minigun, movestatus moving { legs pb_minigun_runjump_takeoff duration 5 blendtime 100 } playerAnimType minigun { legs pb_minigun_standjump_takeoff duration 5 blendtime 100 } // STAFF playerAnimType staff, direction backward { legs pb_staff_standjump_takeoff duration 5 blendtime 100 } playerAnimType staff, movestatus run { legs pb_staff_runjump_takeoff duration 5 blendtime 100 } playerAnimType staff { legs pb_staff_standjump_takeoff duration 5 blendtime 100 } // RPG weaponclass rocketlauncher, direction backward { legs pb_rpg_standjump_takeoff duration 5 blendtime 100 } weaponclass rocketlauncher, movestatus run { legs pb_rpg_runjump_takeoff duration 5 blendtime 100 } weaponclass rocketlauncher { legs pb_rpg_standjump_takeoff duration 5 blendtime 100 } // GRENADE weaponclass grenade, playerAnimType grenadeonly, direction backward { legs pb_grenade_standjump_takeoff duration 5 blendtime 100 grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, movestatus run { legs pb_grenade_runjump_takeoff duration 5 blendtime 100 grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { legs pb_grenade_standjump_takeoff duration 5 blendtime 100 grenadeAnim } // PISTOL weaponclass pistol AND pistol_spread, direction backward { legs pb_standjump_takeoff_pistol duration 5 blendtime 100 } weaponclass pistol AND pistol_spread, movestatus run { legs pb_runjump_takeoff_pistol duration 5 blendtime 100 } weaponclass pistol AND pistol_spread { legs pb_standjump_takeoff_pistol duration 5 blendtime 100 } // RPG weaponclass rocketlauncher, direction backward { legs pb_standjump_takeoff duration 5 blendtime 100 } weaponclass rocketlauncher, movestatus run { legs pb_runjump_takeoff duration 5 blendtime 100 } weaponclass rocketlauncher { legs pb_standjump_takeoff duration 5 blendtime 100 } // DEFAULT direction backward { legs pb_standjump_takeoff duration 5 blendtime 100 } direction left { legs pb_rifle_stand_leftjump_takeoff duration 5 blendtime 100 } direction right { legs pb_rifle_stand_rightjump_takeoff duration 5 blendtime 100 } movestatus run { legs pb_runjump_takeoff duration 5 blendtime 100 } default { legs pb_standjump_takeoff duration 5 blendtime 100 } } land { playerAnimType turned { legs pb_zombie_standjump_land duration 100 blendtime 5 } playerAnimType riotshield, movestatus run { legs pb_riotshield_runjump_land duration 100 blendtime 5 } playerAnimType riotshield { legs pb_riotshield_standjump_land duration 100 blendtime 5 } // HOLD playerAnimType hold { legs pb_standjump_land_satchel grenadeAnim duration 100 blendtime 5 } // DUAL WIELD playerAnimType dualwield AND ballisticknife { legs pb_dw_standjump_land duration 100 blendtime 50 } // SINGLE KNIFE playerAnimType singleknife AND none, movestatus run { legs pb_knife_runjump_land duration 100 blendtime 50 } playerAnimType singleknife AND none { legs pb_knife_standjump_land duration 100 blendtime 50 } // MINIGUN playerAnimType minigun, movestatus run { legs pb_minigun_runjump_land duration 100 blendtime 50 } playerAnimType minigun { legs pb_minigun_standjump_land duration 100 blendtime 50 } // STAFF playerAnimType staff, movestatus run { legs pb_staff_runjump_land duration 100 blendtime 50 } playerAnimType staff { legs pb_staff_standjump_land duration 100 blendtime 50 } // RPG weaponclass rocketlauncher, movestatus run { legs pb_rpg_runjump_land duration 100 blendtime 50 } weaponclass rocketlauncher { legs pb_rpg_standjump_land duration 100 blendtime 50 } // GRENADE weaponclass grenade, playerAnimType grenadeonly, movestatus run { legs pb_grenade_runjump_land duration 100 blendtime 5 grenadeAnim } weaponclass grenade, playerAnimType grenadeonly { legs pb_grenade_standjump_land duration 100 blendtime 50 grenadeAnim } // PISTOL weaponclass pistol AND pistol_spread, movestatus run { legs pb_runjump_land_pistol duration 100 blendtime 5 } weaponclass pistol AND pistol_spread, playerAnimType grenadeonly { legs pb_standjump_land_pistol duration 100 blendtime 50 } // DEFAULT direction left { legs pb_rifle_stand_leftjump_land duration 100 blendtime 50 } direction right { legs pb_rifle_stand_rightjump_land duration 100 blendtime 50 } movestatus run { legs pb_runjump_land duration 100 blendtime 5 } default { legs pb_standjump_land duration 100 blendtime 50 } } shellshock { // LASTSTAND perk laststand { // No animation } // RADIO playerAnimType radio { // No animation } // TABLET playerAnimType tablet { // No animation } // MINIGUN playerAnimType minigun { // No animation } // STAFF playerAnimType staff, stance prone { torso pt_staff_prone_shellshock } playerAnimType staff, stance crouch { torso pt_staff_crouch_shellshock } playerAnimType staff { torso pt_staff_stand_shellshock } // RIOTSHIELD playerAnimType riotshield, stance crouch { torso pb_riotshield_crouch_shellshock } playerAnimType riotshield { torso pb_riotshield_shellshock } // HOLD playerAnimType hold, stance prone { torso pb_hold_prone_shellshock grenadeAnim blendtime 50 } playerAnimType hold, stance crouch { torso pb_crouch_shellshock_hold grenadeAnim blendtime 50 } playerAnimType hold { torso pb_stand_shellshock_hold grenadeAnim blendtime 50 } // DUALWIELD playerAnimType dualwield AND ballisticknife, stance prone { torso pb_dw_prone_shellshock blendtime 50 } playerAnimType dualwield AND ballisticknife, stance crouch { torso pb_dw_crouch_shellshock blendtime 50 } playerAnimType dualwield AND ballisticknife { torso pb_dw_stand_shellshock blendtime 50 } // ZIPLINE playerAnimType zipline { // No animation } // DEFAULT stance prone { torso pb_rifle_prone_shellshock blendtime 50 } stance crouch { torso pb_crouch_shellshock blendtime 50 } default { torso pb_stand_shellshock blendtime 50 } } // FLINCHING flinch { // LASTSTAND perk laststand { // No flinch, since this causes issues in the transition } // TURNED playerAnimType turned { // No animation } // MINIGUN playerAnimType minigun { // No animation } // RIOTSHIELD playerAnimType riotshield { // No animation } riotshieldnext { // No animation } nextplayeranimtype riotshield { // No animation } // RADIO playerAnimType radio { // No animation } // TABLET playerAnimType tablet { // No animation } // BRIEFCASE playerAnimType briefcase { // No animation } // SINGLE KNIFE // Prone playerAnimType singleknife, dmgdirection right, stance prone { torso pt_knife_prone_flinch_right } playerAnimType singleknife, dmgdirection left, stance prone { torso pt_knife_prone_flinch_left } playerAnimType singleknife, dmgdirection back, stance prone { torso pt_knife_prone_flinch_back } playerAnimType singleknife, dmgdirection front, stance prone { torso pt_knife_prone_flinch_forward } // Crouch playerAnimType singleknife, dmgdirection right, stance crouch { torso pt_knife_crouch_flinch_right } playerAnimType singleknife, dmgdirection left, stance crouch { torso pt_knife_crouch_flinch_left } playerAnimType singleknife, dmgdirection back, stance crouch { torso pt_knife_crouch_flinch_back } playerAnimType singleknife, dmgdirection front, stance crouch { torso pt_knife_crouch_flinch_forward } // Stand playerAnimType singleknife, dmgdirection right { torso pt_knife_stand_flinch_right } playerAnimType singleknife, dmgdirection left { torso pt_knife_stand_flinch_left } playerAnimType singleknife, dmgdirection back { torso pt_knife_stand_flinch_back } playerAnimType singleknife, dmgdirection front { torso pt_knife_stand_flinch_forward } // HOLD // Prone playerAnimType hold, dmgdirection right, stance prone { torso pt_hold_prone_flinch_right grenadeAnim } playerAnimType hold, dmgdirection left, stance prone { torso pt_hold_prone_flinch_left grenadeAnim } playerAnimType hold, dmgdirection back, stance prone { torso pt_hold_prone_flinch_back grenadeAnim } playerAnimType hold, dmgdirection front, stance prone { torso pt_hold_prone_flinch_forward grenadeAnim } // Crouch playerAnimType hold, dmgdirection right, stance crouch { torso pt_hold_crouch_flinch_right grenadeAnim } playerAnimType hold, dmgdirection left, stance crouch { torso pt_hold_crouch_flinch_left grenadeAnim } playerAnimType hold, dmgdirection back, stance crouch { torso pt_hold_crouch_flinch_back grenadeAnim } playerAnimType hold, dmgdirection front, stance crouch { torso pt_hold_crouch_flinch_back grenadeAnim } // Stand playerAnimType hold, dmgdirection right { torso pt_hold_stand_flinch_right grenadeAnim } playerAnimType hold, dmgdirection left { torso pt_hold_stand_flinch_left grenadeAnim } playerAnimType hold, dmgdirection back { torso pt_hold_stand_flinch_back grenadeAnim } playerAnimType hold, dmgdirection front { torso pt_hold_stand_flinch_forward grenadeAnim } // DUAL WIELD // Prone playerAnimType dualwield AND ballisticknife, dmgdirection right, stance prone { torso pt_dw_prone_flinch_right } playerAnimType dualwield AND ballisticknife, dmgdirection left, stance prone { torso pt_dw_prone_flinch_left } playerAnimType dualwield AND ballisticknife, dmgdirection back, stance prone { torso pt_dw_prone_flinch_back } playerAnimType dualwield AND ballisticknife, dmgdirection front, stance prone { torso pt_dw_prone_flinch_forward } // Crouch playerAnimType dualwield AND ballisticknife, dmgdirection right, stance crouch { torso pt_dw_crouch_flinch_right } playerAnimType dualwield AND ballisticknife, dmgdirection left, stance crouch { torso pt_dw_crouch_flinch_left } playerAnimType dualwield AND ballisticknife, dmgdirection back, stance crouch { torso pt_dw_crouch_flinch_back } playerAnimType dualwield AND ballisticknife, dmgdirection front, stance crouch { torso pt_dw_crouch_flinch_back } // Stand playerAnimType dualwield AND ballisticknife, dmgdirection right { torso pt_dw_stand_flinch_right } playerAnimType dualwield AND ballisticknife, dmgdirection left { torso pt_dw_stand_flinch_left } playerAnimType dualwield AND ballisticknife, dmgdirection back { torso pt_dw_stand_flinch_back } playerAnimType dualwield AND ballisticknife, dmgdirection front { torso pt_dw_stand_flinch_forward } // REMOTE CONTROL // Prone // playerAnimType remotecontrol, dmgdirection left, stance prone // { // torso pt_rc_prone_flinch_left // } // playerAnimType remotecontrol, dmgdirection right, stance prone // { // torso pt_rc_prone_flinch_right // } // playerAnimType remotecontrol, dmgdirection front, stance prone // { // torso pt_rc_prone_flinch_forward // } // playerAnimType remotecontrol, dmgdirection back, stance prone // { // torso pt_rc_prone_flinch_back // } // // Crouch // playerAnimType remotecontrol, dmgdirection front, stance crouch // { // torso pt_rc_crouch_flinch_forward // } // playerAnimType remotecontrol, dmgdirection back, stance crouch // { // torso pt_rc_crouch_flinch_back // } // playerAnimType remotecontrol, dmgdirection left, stance crouch // { // torso pt_rc_crouch_flinch_left // } // playerAnimType remotecontrol, dmgdirection right, stance crouch // { // torso pt_rc_crouch_flinch_right // } // // Stand // playerAnimType remotecontrol, dmgdirection front // { // torso pt_rc_stand_flinch_forward // } // playerAnimType remotecontrol, dmgdirection back // { // torso pt_rc_stand_flinch_back // } // playerAnimType remotecontrol, dmgdirection left // { // torso pt_rc_stand_flinch_left // } // playerAnimType remotecontrol, dmgdirection right // { // torso pt_rc_stand_flinch_right // } // ZIPLINE playerAnimType zipline { // No animation } // STAFF // Prone playerAnimType staff, dmgdirection right, stance prone { torso pt_staff_prone_flinch_right } playerAnimType staff, dmgdirection left, stance prone { torso pt_staff_prone_flinch_left } playerAnimType staff, dmgdirection back, stance prone { torso pt_staff_prone_flinch_back } playerAnimType staff, dmgdirection front, stance prone { torso pt_staff_prone_flinch_forward } // Crouch playerAnimType staff, dmgdirection right, stance crouch { torso pt_staff_crouch_flinch_right } playerAnimType staff, dmgdirection left, stance crouch { torso pt_staff_crouch_flinch_left } playerAnimType staff, dmgdirection back, stance crouch { torso pt_staff_crouch_flinch_back } playerAnimType staff, dmgdirection front, stance crouch { torso pt_staff_crouch_flinch_forward } // Stand playerAnimType staff, dmgdirection right { torso pt_staff_stand_flinch_right } playerAnimType staff, dmgdirection left { torso pt_staff_stand_flinch_left } playerAnimType staff, dmgdirection back { torso pt_staff_stand_flinch_back } playerAnimType staff, dmgdirection front { torso pt_staff_stand_flinch_forward } // GRENADE // Prone weaponclass grenade, playerAnimType grenadeonly, dmgdirection right, stance prone { torso pt_prone_flinch_grenade_right grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection left, stance prone { torso pt_prone_flinch_grenade_left grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection back, stance prone { torso pt_prone_flinch_grenade_back grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection front, stance prone { torso pt_prone_flinch_grenade_forward grenadeAnim } // Crouch weaponclass grenade, playerAnimType grenadeonly, dmgdirection right, stance crouch { torso pt_crouch_flinch_grenade_right grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection left, stance crouch { torso pt_crouch_flinch_grenade_left grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection back, stance crouch { torso pt_crouch_flinch_grenade_back grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection front, stance crouch { torso pt_crouch_flinch_grenade_back grenadeAnim } // Stand weaponclass grenade, playerAnimType grenadeonly, dmgdirection right { torso pt_stand_flinch_grenade_right grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection left { torso pt_stand_flinch_grenade_left grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection back { torso pt_stand_flinch_grenade_back grenadeAnim } weaponclass grenade, playerAnimType grenadeonly, dmgdirection front { torso pt_stand_flinch_grenade_forward grenadeAnim } // PISTOL // Prone weaponclass pistol AND pistol_spread, dmgdirection right, stance prone { torso pt_prone_flinch_pistol_right } weaponclass pistol AND pistol_spread, dmgdirection left, stance prone { torso pt_prone_flinch_pistol_left } weaponclass pistol AND pistol_spread, dmgdirection back, stance prone { torso pt_prone_flinch_pistol_back } weaponclass pistol AND pistol_spread, dmgdirection front, stance prone { torso pt_prone_flinch_pistol_forward } // Crouch weaponclass pistol AND pistol_spread, dmgdirection right, stance crouch { torso pt_crouch_flinch_pistol_right } weaponclass pistol AND pistol_spread, dmgdirection left, stance crouch { torso pt_crouch_flinch_pistol_left } weaponclass pistol AND pistol_spread, dmgdirection back, stance crouch { torso pt_crouch_flinch_pistol_back } weaponclass pistol AND pistol_spread, dmgdirection front, stance crouch { torso pt_crouch_flinch_pistol_back } // Stand weaponclass pistol AND pistol_spread, dmgdirection right { torso pt_stand_flinch_pistol_right } weaponclass pistol AND pistol_spread, dmgdirection left { torso pt_stand_flinch_pistol_left } weaponclass pistol AND pistol_spread, dmgdirection back { torso pt_stand_flinch_pistol_back } weaponclass pistol AND pistol_spread, dmgdirection front { torso pt_stand_flinch_pistol_forward } // DEFAULT // Prone dmgdirection right, stance prone { torso pt_prone_flinch_right } dmgdirection left, stance prone { torso pt_prone_flinch_left } dmgdirection back, stance prone { torso pt_prone_flinch_back } dmgdirection front, stance prone { torso pt_prone_flinch_back } // Crouch dmgdirection right, stance crouch { torso pt_crouch_flinch_right } dmgdirection left, stance crouch { torso pt_crouch_flinch_left } dmgdirection back, stance crouch { torso pt_crouch_flinch_back } dmgdirection front, stance crouch { torso pt_crouch_flinch_back } // Stand dmgdirection right { torso pt_stand_flinch_right } dmgdirection left { torso pt_stand_flinch_left } dmgdirection back { torso pt_stand_flinch_back } dmgdirection front { torso pt_stand_flinch_forward } } DEATH { // TURNED playerAnimType turned { both pb_zombie_death_v1 both pb_zombie_death_v2 } // LASTSTAND perk laststand, dmgType suicide { both pb_laststand_suicide_death } default { // No animation, we should never die in zombies } //perk laststand //{ // both pb_laststand_death //} //stance prone //{ // both pb_prone_death_quickdeath //} //// GAS //dmgType gas, stance crouch //{ // both pb_crouch_death_fetal // both pb_crouch_death_falltohands //} //dmgType gas //{ // both pb_stand_death_head_collapse // both pb_stand_death_neckdeath_thrash //} // EXPLOSIVE //dmgType explosive, dmgDirection front //{ // both pb_death_flyback // both pb_death_flatonback // both pb_death_flyback_far // both pb_death_armslegsforward // both pb_death_armslegsforward_b // both pb_death_upontoback //} //dmgType explosive, dmgDirection back //{ // both pb_death_forwardtoface // both pb_death_faceplant //} //dmgType explosive, dmgDirection left //{ // both pb_death_legsout_right // both pb_death_jackiespin_right //} //dmgType explosive, dmgDirection right //{ // both pb_death_legsout_left // both pb_death_jackiespin_left //} //dmgType explosive //{ // both pb_death_jackiespin_inplace // both pb_death_jackiespin_vertical //} // SHOTGUN //dmgType normal_shotgun, dmgDirection front, stance crouch //{ // both pb_crouch_death_shotgun_front //} //dmgType normal_shotgun, dmgDirection back, stance crouch //{ // both pb_crouch_death_shotgun_back //} //dmgType normal_shotgun, dmgDirection left, stance crouch //{ // both pb_crouch_death_shotgun_left //} //dmgType normal_shotgun, dmgDirection right, stance crouch //{ // both pb_crouch_death_shotgun_right //} //dmgType normal_shotgun, dmgDirection front //{ // both pb_death_shotgun_front //} //dmgType normal_shotgun, dmgDirection back //{ // both pb_death_shotgun_back //} //dmgType normal_shotgun, dmgDirection left //{ // both pb_death_shotgun_left //} //dmgType normal_shotgun, dmgDirection right //{ // both pb_death_shotgun_right //} // HEADSHOT //dmgType headshot, dmgDirection front, stance crouch //{ // both pb_crouch_death_headshot_front //} //dmgType headshot, dmgDirection back, stance crouch //{ // both pb_crouch_death_headshot_back //} //dmgType headshot, dmgDirection left, stance crouch //{ // both pb_crouch_death_headshot_left //} //dmgType headshot, dmgDirection right, stance crouch //{ // both pb_crouch_death_headshot_right //} //dmgType headshot, dmgDirection front //{ // both pb_death_headshot_front // both pb_death_headshot_front_v2 //} //dmgType headshot, dmgDirection back //{ // both pb_death_headshot_back //} //dmgType headshot, dmgDirection left //{ // both pb_death_headshot_left //} //dmgType headshot, dmgDirection right //{ // both pb_death_headshot_right //} // MELEE BASH //dmgType meleebash, dmgDirection front, stance crouch //{ // both pb_crouch_death_shieldbash_front //} //dmgType meleebash, dmgDirection back, stance crouch //{ // both pb_crouch_death_shieldbash_back //} //dmgType meleebash, dmgDirection left, stance crouch //{ // both pb_crouch_death_shieldbash_left //} //dmgType meleebash, dmgDirection right, stance crouch //{ // both pb_crouch_death_shieldbash_right //} //dmgType meleebash, dmgDirection front //{ // both pb_death_shieldbash_front //} //dmgType meleebash, dmgDirection back //{ // both pb_death_shieldbash_back //} //dmgType meleebash, dmgDirection left //{ // both pb_death_shieldbash_left //} //dmgType meleebash, dmgDirection right //{ // both pb_death_shieldbash_right //} // MELEE //dmgType melee, dmgDirection front, stance crouch //{ // both pb_crouch_death_melee_front //} //dmgType melee, dmgDirection back, stance crouch //{ // both pb_crouch_death_melee_back //} //dmgType melee, dmgDirection left, stance crouch //{ // both pb_crouch_death_melee_left //} //dmgType melee, dmgDirection right, stance crouch //{ // both pb_crouch_death_melee_right //} //dmgType melee, dmgDirection front //{ // both pb_death_melee_front //} //dmgType melee, dmgDirection back //{ // both pb_death_melee_back // both pb_death_melee_back_v2 //} //dmgType melee, dmgDirection left //{ // both pb_death_melee_left //} //dmgType melee, dmgDirection right //{ // both pb_death_melee_right //} // DEFAULT //movestatus run, stance crouch //{ // both pb_crouchrun_death_drop // both pb_crouchrun_death_crumple //} //stance crouch //{ // 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 //} //movestatus run, direction backward //{ // both pb_death_run_back //} //movestatus run, direction left //{ // both pb_death_run_left //} //movestatus run, direction right //{ // both pb_death_run_right //} //movestatus run //{ // both pb_death_run_forward_crumple // both pb_death_run_onfront // both pb_death_run_stumble //} //default //{ // both pb_stand_death_neckdeath // both pb_stand_death_headchest_topple // both pb_stand_death_frontspin // both pb_stand_death_nervedeath // both pb_stand_death_legs // both pb_stand_death_lowerback // both pb_stand_death_head_collapse // both pb_stand_death_neckdeath_thrash //} } dtp_takeoff { // HOLD playerAnimType hold { both pb_hold_dive_prone grenadeAnim animrate 1 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_dive_prone animrate 1 } // SINGE KNIFE playerAnimType singleknife AND none { both pb_knife_dive_prone animrate 1 } // STAFF playerAnimType staff { both pb_staff_dive2prone animrate 1 } // PISTOL weaponclass pistol AND pistol_spread { both pb_dive_prone_pistol animrate 1 } // RPG weaponclass rocketlauncher { both pb_rpg_dive_prone animrate 1 } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_dive_prone animrate 1 } // DEFAULT default { both pb_dive_prone animrate 1 } } dtp_land { // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_dive_prone_land animrate 1 } // SINGLE KNIFE playerAnimType singleknife AND none { both pb_knife_dive_prone_land animrate 1 } // HOLD playerAnimType hold { both pb_hold_dive_prone_land grenadeAnim animrate 1 } // STAFF playerAnimType staff { both pb_staff_dive2prone_land } // PISTOL weaponclass pistol AND pistol_spread { both pb_pistol_dive_prone_land animrate 1 } // RPG weaponclass rocketlauncher { both pb_rpg_dive_prone_land animrate 1 } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_dive_prone_land animrate 1 } // DEFAULT default { both pb_dive_prone_land animrate 1 blendtime 133 } } laststand_suicide { default { both pb_laststand_suicide } } flared { default { // No animation } } prime_grenade { playerAnimType reviver { // No animation } playerAnimType hold { // No animation, since these don't have a pin } playerAnimType hatchet { // No animation, since these don't have a pin } stance prone { torso pt_grenade_prone_prime grenadeAnim } stance crouch { torso pt_grenade_crouch_prime grenadeAnim } default { torso pt_grenade_stand_prime } } //scriptevent //{ // // DEFAULT // event breach_shoulder // { // both pb_breach_shoulder // } // event breach_slide // { // both pb_breach_slide // } // event breach_lift // { // both pb_breach_lift // } //} forceload { head pf_casual_idle pf_alert_idle pf_firing pf_melee pf_pain pf_death f_attack_zombie_v1 f_attack_zombie_v2 f_attack_zombie_v3 f_attack_zombie_v4 f_attack_zombie_v5 f_death_zombie_v1 f_death_zombie_v2 f_death_zombie_v3 f_death_zombie_v4 f_death_zombie_v5 f_idle_zombie_v1 f_idle_zombie_v2 f_idle_zombie_v3 f_idle_zombie_v4 f_idle_zombie_v5 f_locomotion_zombie_v1 f_locomotion_zombie_v2 f_locomotion_zombie_v3 f_locomotion_zombie_v4 f_locomotion_zombie_v5 // pb_huey_minigun_aim // pb_huey_minigun_aim_down // pb_huey_minigun_aim_up // pb_huey_gunner_aim_60left_level // pb_huey_gunner_aim_60right_level // pb_huey_gunner_aim_60down_60left // pb_huey_gunner_aim_60down_60right // pb_huey_gunner_aim_60up_60left // pb_huey_gunner_aim_60up_60right fake_gunner_aim }