//========================================================================== // // Character Animation Script M U L T I P L A Y E R // // All player states should have animations sutable for a two handed rifle type weapon. // // This defines the animations and events that might occur at different times // for this character. State changes, and random behaviour during idle/alert // states will look here for default behaviour, if that character doesn't have // something specific in their scripts for that level. // //========================================================================== // playerAnimType: // Set in "Player Anim Type" in the weapon gdt file. // Full list specified in playeranimtypes.txt. // Asset manager choices specified in weapon gdf files. //========================================================================== // DEFINES // // These can be used to simplify the scripting, by defining replacement strings DEFINES // 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 // // : // // 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 // cac: // // NOTES: // - The player walks when they are ADS, so they can not ADS while running. // ANIMATIONS STATE COMBAT { idle { //#FOR_ALL_VEHICLES // vehicle_name %vehicle_name, vehicle_seat_to gunner1 // { // both %vehicle_name + Gunner_aim turretanim // } //#END_FOR_ALL_VEHICLES vehicle_name sitting_jeep, vehicle_seat_to driver { both sitting_jeepgunner_aim turretanim } vehicle_name huey, vehicle_seat_to driver { both sitting_jeepgunner_aim turretanim } // vehicle_name huey, vehicle_seat_to gunner1 // { // both hueygunner1_aim turretanim // } // vehicle_name huey, vehicle_seat_to gunner2 // { // both hueygunner2_aim turretanim // } vehicle_name huey, vehicle_seat_to passenger1 { both hueypassenger1_aim turretanim } vehicle_name huey, vehicle_seat_to passenger2 { both hueypassenger2_aim turretanim } vehicle_name huey, vehicle_seat_to passenger3 { both hueypassenger3_aim turretanim } vehicle_name huey, vehicle_seat_to passenger4 { both hueypassenger4_aim turretanim } vehicle_name huey, vehicle_seat_to passenger5 { both hueypassenger5_aim turretanim } vehicle_name huey, vehicle_seat_to passenger6 { both hueypassenger6_aim turretanim } vehicle_name pbr, vehicle_seat_to driver { both pbrdriver turretanim } //vehicle_name pbr, vehicle_seat_to gunner1 //{ // both pbrgunner1_aim turretanim //} //vehicle_name pbr, vehicle_seat_to gunner2 //{ // both pbrgunner2_aim turretanim //} //vehicle_name pbr, vehicle_seat_to gunner3 //{ // both pbrgunner1_aim turretanim //} //vehicle_name pbr, vehicle_seat_to gunner4 //{ // both pbrgunner2_aim turretanim //} mounted mg42, stance prone { both proneSAWgunner_aim turretanim } mounted mg42, stance crouch { both crouchSAWgunner_aim turretanim } mounted mg42 { both standSAWgunner_aim turretanim } // LASTSTAND perk laststand, stance prone { both pb_laststand_idle } perk laststand, stance crouch { both pb_laststand_idle } perk laststand { both pb_laststand_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 } // RADIO playerAnimType radio, stance prone { both p_handheldradio_prone_idle } playerAnimType radio, stance crouch { both p_handheldradio_crouch_idle } playerAnimType radio { both p_handheldradio_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 } // NONE playerAnimType none, stance prone { both pb_prone_bombplant } playerAnimType none, stance crouch { both pb_crouch_bombplant } playerAnimType none { both pb_stand_bombplant } // 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 } playerAnimType hold, stance crouch { both pb_crouch_hold_idle } playerAnimType hold { both pb_hold_idle } // 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 AND rearclipsniper, 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 } // 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 } // PISTOL weaponclass pistol, weapon_position ads, stance prone { both pb_prone_aim_ads_pistol } weaponclass pistol, stance prone { both pb_prone_aim_pistol } weaponclass pistol, weapon_position ads, stance crouch { both pb_crouch_ads_pistol } weaponclass pistol, stance crouch { both pb_crouch_alert_pistol } weaponclass pistol, weapon_position ads { both pb_stand_ads_pistol } weaponclass pistol { 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 } // 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 } default // two handed rifle type weapon { both pb_stand_alert } } // STUMBLE stumble { // HOLD playerAnimType hold, direction left { both pb_hold_stumble_left } playerAnimType hold, direction right { both pb_hold_stumble_right } playerAnimType hold, direction backward { both pb_hold_stumble_back } playerAnimType hold, direction forward { both pb_hold_stumble_forward } // 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 } // PISTOL weaponclass pistol, direction left { both pb_stumble_pistol_left } weaponclass pistol, direction right { both pb_stumble_pistol_right } weaponclass pistol, direction backward { both pb_stumble_pistol_back } weaponclass pistol, 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 { // HOLD playerAnimType hold, direction left { both pb_hold_stumble_walk_left } playerAnimType hold, direction right { both pb_hold_stumble_walk_right } playerAnimType hold, direction backward { both pb_hold_stumble_walk_back } playerAnimType hold, direction forward { both pb_hold_stumble_walk_forward } // 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 } // PISTOL, GRENADE weaponclass pistol AND grenade, direction left, playerAnimType grenadeonly { both pb_stumble_pistol_walk_left } weaponclass pistol AND grenade, direction right, playerAnimType grenadeonly { both pb_stumble_pistol_walk_right } weaponclass pistol AND grenade, direction backward, playerAnimType grenadeonly { both pb_stumble_pistol_walk_back } weaponclass pistol 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 { // DEFAULT 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 } // NONE // Crouch playerAnimType none, stance crouch { both pb_crouch_walk_forward_unarmed } // Stand playerAnimType none { both pb_stand_shoot_walk_forward_unarmed } // HOLD // Prone playerAnimType hold, direction left, stance prone { both pb_prone_crawl_left_hold } playerAnimType hold, direction right, stance prone { both pb_prone_crawl_right_hold } playerAnimType hold, direction backward, stance prone { both pb_prone_crawl_back_hold } playerAnimType hold, stance prone { both pb_prone_crawl_hold } // Stand playerAnimType hold, direction left { both pb_hold_run_left } playerAnimType hold, direction right { both pb_hold_run_right } playerAnimType hold, direction backward { both pb_hold_run_back } playerAnimType hold { both pb_hold_run } // 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 } // 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 } // 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 } // 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, direction left, stance prone { both pb_prone_pistol_crawl_left } weaponclass pistol, direction right, stance prone { both pb_prone_pistol_crawl_right } weaponclass pistol, direction backward, stance prone { both pb_prone_crawl_pistol_back } weaponclass pistol, stance prone { both pb_prone_crawl_pistol } // Crouch weaponclass pistol, direction left, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_left_pistol } weaponclass pistol, direction right, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_right_pistol } weaponclass pistol, direction backward, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_back_pistol } weaponclass pistol, playerAnimType grenadeonly, stance crouch { both pb_crouch_walk_forward_pistol } // Stand weaponclass pistol, direction left { both pb_combatwalk_left_loop_pistol } weaponclass pistol, direction right { both pb_combatwalk_right_loop_pistol } weaponclass pistol, direction backward { both pb_combatwalk_back_loop_pistol } weaponclass pistol { 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 { // NONE playerAnimType none { both pb_sprint blendOutTime 200 } // HOLD playerAnimType hold { both pb_sprint_hold blendOutTime 200 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_sprint blendOutTime 200 } // RPG weaponclass rocketlauncher { both pb_sprint_RPG blendOutTime 200 } // PISTOL weaponclass pistol { both pb_sprint_pistol 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 } // NONE // Crouch playerAnimType none, direction backward, stance crouch { both pb_crouch_run_back_grenade } playerAnimType none, stance crouch { both pb_crouch_run_forward_grenade } // Stand playerAnimType none, direction backward { both pb_combatrun_back_loop_grenade } playerAnimType none { both pb_pistol_run_fast } // HOLD // Crouch playerAnimType hold, direction left, stance crouch { both pb_crouch_hold_run_left } playerAnimType hold, direction right, stance crouch { both pb_crouch_hold_run_right } playerAnimType hold, direction backward, stance crouch { both pb_crouch_hold_run_back } playerAnimType hold, stance crouch { both pb_crouch_hold_run } // Stand playerAnimType hold, direction left { both pb_hold_run_left } playerAnimType hold, direction right { both pb_hold_run_right } playerAnimType hold, direction backward { both pb_hold_run_back } playerAnimType hold { both pb_hold_run } // 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 } // 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 } // 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, direction left, stance crouch { both pb_crouch_run_left_pistol } weaponclass pistol, direction right, stance crouch { both pb_crouch_run_right_pistol } weaponclass pistol, direction backward, stance crouch { both pb_crouch_run_back_pistol } weaponclass pistol, stance crouch { both pb_crouch_run_forward_pistol } // Stand weaponclass pistol, direction left { both pb_combatrun_left_loop_pistol } weaponclass pistol, direction right { both pb_combatrun_right_loop_pistol } weaponclass pistol, direction backward { both pb_combatrun_back_loop_pistol } weaponclass pistol, slope up { both pb_pistol_stand_run_slopeup } weaponclass pistol, slope down { both pb_pistol_stand_run_slopedown } weaponclass pistol { 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 { // 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 } // HOLD playerAnimType hold, stance prone { both pb_hold_prone_turn_90right } playerAnimType hold, stance crouch { both pb_hold_crouchturn_90right } playerAnimType hold { both pb_hold_turn_90right } // RADIO playerAnimType radio, stance prone { both p_handheldradio_prone_idle } playerAnimType radio, stance crouch { both p_handheldradio_crouch_idle } playerAnimType radio { both p_handheldradio_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 } // MINIGUN playerAnimType minigun, stance crouch { both pb_minigun_crouch_turn_90right } playerAnimType minigun { both pb_minigun_stand_turn_90right } // 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, stance prone { both pb_pistol_prone_turn_90right } weaponclass pistol, stance crouch { both pb_pistol_crouchturn_90right } weaponclass pistol { both pb_pistol_turn_90right } // DEFAULT stance prone { both pb_prone_turn_90right } stance crouch { both pb_crouchturn_90right } default { both pb_turn_90right } } turnleft { // 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 } // HOLD playerAnimType hold, stance prone { both pb_hold_prone_turn_90left } playerAnimType hold, stance crouch { both pb_hold_crouchturn_90left } playerAnimType hold { both pb_hold_turn_90left } // RADIO playerAnimType radio, stance prone { both p_handheldradio_prone_idle } playerAnimType radio, stance crouch { both p_handheldradio_crouch_idle } playerAnimType radio { both p_handheldradio_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 } // MINIGUN playerAnimType minigun, stance crouch { both pb_minigun_crouch_turn_90left } playerAnimType minigun { both pb_minigun_stand_turn_90left } // 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, stance prone { both pb_pistol_prone_turn_90left } weaponclass pistol, stance crouch { both pb_pistol_crouchturn_90left } weaponclass pistol { both pb_pistol_turn_90left } // DEFAULT stance prone { both pb_prone_turn_90left } stance crouch { both pb_crouchturn_90left } default { both pb_turn_90left } } //========== // PI - DAY : Mantle animations mantle_up_57 { // DEFAULT default { both mp_mantle_up_57 } } mantle_up_51 { // DEFAULT default { both mp_mantle_up_51 } } mantle_up_45 { // DEFAULT default { both mp_mantle_up_45 } } mantle_up_39 { // DEFAULT default { both mp_mantle_up_39 } } mantle_up_33 { // DEFAULT default { both mp_mantle_up_33 } } mantle_up_27 { // DEFAULT default { legs mp_mantle_up_27 } } mantle_up_21 { // DEFAULT default { legs mp_mantle_up_21 } } mantle_over_high { // DEFAULT default { both mp_mantle_over_high } } mantle_over_mid { // DEFAULT default { both mp_mantle_over_mid } } mantle_over_low { // DEFAULT default { legs mp_mantle_over_low } } dtp_move { // HOLD playerAnimType hold { both pb_hold_dive_prone animrate 1 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_dive_prone animrate 1 } // PISTOL weaponclass pistol { both pb_dive_prone_pistol animrate 1 } // RPG weaponclass rocketlauncher { both pb_rpg_dive_prone } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_dive_prone_pistol 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 { vehicle_name huey { // Ignore the fireweapon event while on a turret } // MG42 mounted mg42 { // Ignore the fireweapon event while on a turret } // 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 } // HOLD playerAnimType hold, stance prone { torso pt_hold_prone_throw } playerAnimType hold { torso pt_hold_throw } // SNIPER - NEEDS INVESTIGATION! playerAnimType sniper AND rearclipsniper, stance prone, weapon_position ads { torso pt_prone_ads_shoot_auto } playerAnimType sniper AND rearclipsniper, stance prone { torso pt_rifle_fire_prone } playerAnimType sniper AND rearclipsniper, movestatus moving { // Play no special firing animation } playerAnimType sniper AND rearclipsniper, stance crouch, weapon_position ads { torso pt_crouch_shoot_ads } playerAnimType sniper AND rearclipsniper, stance crouch { torso pt_crouch_shoot } playerAnimType sniper AND rearclipsniper, weapon_position ads { torso pt_rifle_fire_ads } playerAnimType sniper AND rearclipsniper { 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 } // 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 } // PISTOLS weaponclass pistol, stance prone, weapon_position ads { torso pt_prone_ads_shoot_pistol } weaponclass pistol, stance prone { torso pt_prone_shoot_pistol } weaponclass pistol, movestatus moving { // Play no special firing animation } weaponclass pistol, stance crouch, weapon_position ads { torso pt_crouch_shoot_ads_pistol } weaponclass pistol, stance crouch { torso pt_crouch_shoot_pistol } weaponclass pistol, weapon_position ads { torso pt_stand_shoot_ads_pistol } weaponclass pistol { 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 } default { torso pt_stand_shoot } } prone_to_crouch { // NONE nextPlayerAnimType briefcase { both pb_briefcase_prone2crouch allowMovementInterrupt } // HOLD nextPlayerAnimType hold, movestatus moving, direction backward { both pb_hold_prone2crouch allowMovementInterrupt } nextPlayerAnimType hold, movestatus moving { both pb_hold_prone2crouchrun duration 626 blendouttime 33 } nextPlayerAnimType hold { both pb_hold_prone2crouch 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 } // 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, movestatus moving, direction backward { both pb_prone2crouch_pistol allowMovementInterrupt } nextWeaponclass pistol, movestatus moving { both pb_prone2crouchrun_pistol duration 626 blendouttime 33 } nextWeaponclass pistol { 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 allowMovementInterrupt } playerAnimType hold, movestatus moving { both pb_hold_prone2crouchrun duration 626 blendouttime 33 } playerAnimType hold { both pb_hold_prone2crouch 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 } // 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, movestatus moving, direction backward { both pb_prone2crouch_pistol allowMovementInterrupt } weaponclass pistol, movestatus moving { both pb_prone2crouchrun_pistol duration 626 blendouttime 33 } weaponclass pistol { 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 blendouttime 33 } nextPlayerAnimType hold { both pb_hold_prone2stand allowMovementInterrupt } // DUALWIELD nextPlayerAnimType dualwield AND ballisticknife, movestatus moving { both pb_dw_prone2sprint blendouttime 33 } nextPlayerAnimType dualwield AND ballisticknife { both pb_dw_prone2stand allowMovementInterrupt } // GRENADE nextWeaponclass grenade, playerAnimType grenadeonly, movestatus moving { both pb_grenade_prone2sprint blendouttime 33 } nextWeaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2stand allowMovementInterrupt } // PISTOL nextWeaponclass pistol, movestatus moving { both pb_prone2sprint_pistol blendouttime 33 } nextWeaponclass pistol { 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 blendouttime 33 } playerAnimType hold { both pb_hold_prone2stand allowMovementInterrupt } // DUALWIELD playerAnimType dualwield AND ballisticknife, movestatus moving { both pb_dw_prone2sprint blendouttime 33 } playerAnimType dualwield AND ballisticknife { both pb_dw_prone2stand allowMovementInterrupt } // GRENADE weaponclass grenade, playerAnimType grenadeonly, movestatus moving { both pb_grenade_prone2sprint blendouttime 33 } weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2stand allowMovementInterrupt } // PISTOL weaponclass pistol, movestatus moving { both pb_prone2sprint_pistol blendouttime 33 } weaponclass pistol { 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 blendouttime 33 } // DUALWIELD nextPlayerAnimType dualwield AND ballisticknife { both pb_dw_prone2sprint blendouttime 33 } // GRENADE nextWeaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2sprint blendouttime 33 } // PISTOL nextWeaponclass pistol { both pb_prone2sprint_pistol blendouttime 33 } // RIFLE nextWeaponclass rifle { both pb_prone2sprint blendouttime 33 } // HOLD playerAnimType hold { both pb_hold_prone2sprint blendouttime 33 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_prone2sprint blendouttime 33 } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_prone2sprint blendouttime 33 } // PISTOL weaponclass pistol { 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 } // DUAL WIELD nextPlayerAnimType dualwield AND ballisticknife { both pb_dw_crouch2prone } // RPG nextWeaponclass rocketlauncher { both pb_rpg_crouch2prone } // GRENADE nextWeaponclass grenade, playerAnimType grenadeonly { both pb_grenade_crouch2prone } // PISTOL nextWeaponclass pistol { both pb_crouch2prone_pistol } // DEFAULT nextWeaponclass rifle { both pb_crouch2prone } // HOLD playerAnimType hold { both pb_hold_crouch2prone } // DUAL WIELD playerAnimType dualwield AND ballisticknife { both pb_dw_crouch2prone } // RPG weaponclass rocketlauncher { both pb_rpg_crouch2prone } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_grenade_crouch2prone } // PISTOL weaponclass pistol { both pb_crouch2prone_pistol } // DEFAULT default { both pb_crouch2prone } } crouch_to_stand { // HOLD playerAnimType hold, movestatus moving { // Play no animation, just blend } playerAnimType hold { both pb_hold_crouch2stand } // DUAL WIELD playerAnimType dualwield AND ballisticknife, movestatus moving { // Play no animation, just blend } playerAnimType dualwield AND ballisticknife { both pb_dw_crouch2stand } // PISTOL weaponclass pistol, movestatus moving { // Play no animation, just blend } weaponclass pistol { both pb_pistol_crouch2stand } // DEFAULT movestatus moving { // Play no animation, just blend } default { both pb_rifle_crouch2stand } } stand_to_crouch { // HOLD playerAnimType hold, movestatus moving { // Play no animation, just blend } playerAnimType hold { both pb_hold_stand2crouch } // DUAL WIELD playerAnimType dualwield AND ballisticknife, movestatus moving { // Play no animation, just blend } playerAnimType dualwield AND ballisticknife { both pb_dw_stand2crouch } // PISTOL weaponclass pistol, movestatus moving { // Play no animation, just blend } weaponclass pistol { both pb_pistol_stand2crouch } // DEFAULT movestatus moving { // Play no animation, just blend } default { both pb_rifle_stand2crouch } } stand_to_laststand { 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 { // PISTOL, GRENADE weaponclass pistol AND grenade, stance prone, playerAnimType grenadeonly { torso pt_melee_prone_pistol } weaponclass pistol 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 } // 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 { // LASTSTAND perk laststand { torso p_revive_down_melee_swipe } // HOLD // *** LDS - NEED TO ADD PRONE ANIMS FOR HOLD WEAPONS playerAnimType hold, stance prone { torso pt_hold_melee_prone } playerAnimType hold { torso pt_melee_hold_1 } // 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 } // DUALWIELD playerAnimType dualwield, stance prone { torso pt_dw_prone_melee } playerAnimType dualwield { torso pt_dw_stand_melee_swipe blendTime 17 blendOutTime 17 } // 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, stance prone { torso p_knife_prone_pistol_swipe } weaponclass pistol, stance crouch { torso p_knife_crouch_pistol_swipe } weaponclass pistol { torso p_knife_stand_pistol_swipe } // DEFAULT stance prone { torso p_knife_prone_rifle_swipe } stance crouch { torso p_knife_crouch_rifle_swipe } default { torso p_knife_stand_rifle_swipe } } knife_melee_charge { // HOLD playerAnimType hold, stance prone { torso pt_hold_melee_prone } playerAnimType hold { torso pt_melee_hold_2 } // DUALWIELD playerAnimType dualwield AND ballisticknife, stance prone { torso pt_dw_prone_melee } playerAnimType dualwield AND ballisticknife { torso pt_dw_stand_melee_stick } // 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, stance prone { torso p_knife_prone_pistol } weaponclass pistol, stance crouch { torso p_knife_crouch_pistol } weaponclass pistol { 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 { // HOLD stance prone, playerAnimType hold { torso pt_satchel_prone_putaway weaponTimeScale } playerAnimType hold { torso pt_satchel_stand_putaway 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 } // 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 } // RPG weaponclass rocketlauncher, stance prone { torso pt_rpg_prone_putaway weaponTimeScale } weaponclass rocketlauncher { torso pt_rpg_stand_putaway weaponTimeScale } // PISTOL weaponclass pistol, stance prone { torso pt_pistol_prone_putaway weaponTimeScale } weaponclass pistol, stance crouch { torso pt_pistol_crouch_putaway weaponTimeScale } weaponclass pistol { 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 { // HOLD playerAnimType hold, stance prone { torso pt_satchel_prone_raise weaponTimeScale blendTime 125 } playerAnimType hold { torso pt_satchel_stand_raise 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 } // 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, stance prone { torso pt_radio_prone_raise weaponTimeScale blendTime 48 } playerAnimType radio, stance crouch { torso pt_radio_crouch_raise weaponTimeScale blendTime 48 } playerAnimType radio { torso pt_radio_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 } // RPG weaponclass rocketlauncher, stance prone { torso pt_rpg_prone_raise weaponTimeScale } weaponclass rocketlauncher { torso pt_rpg_stand_raise weaponTimeScale } // PISTOL weaponclass pistol, stance prone { torso pt_pistol_prone_raise weaponTimeScale } weaponclass pistol, stance crouch { torso pt_pistol_crouch_raise weaponTimeScale } weaponclass pistol { 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 } default { torso pt_rifle_stand_raise weaponTimeScale } } 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 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 } // CHINA LAKE playerAnimType m203, stance prone { torso pt_shot_prone_reload } playerAnimType m203, stance crouch { torso pt_shot_crouch_reload } playerAnimType m203 { torso pt_shot_stand_reload } // REARCLIP playerAnimType rearclip AND rearclipsniper, stance prone { torso pt_rifle_prone_reload_rearclip } playerAnimType rearclip AND rearclipsniper, stance crouch { torso pt_rifle_crouch_reload_rearclip } playerAnimType rearclip AND rearclipsniper { torso pt_rifle_stand_reload_rearclip } // 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 } // 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 } // 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, movestatus stationary, stance crouch { torso pt_reload_crouch_pistol } weaponclass pistol, stance crouch { torso pt_reload_crouchwalk_pistol } weaponclass pistol, stance prone { torso pt_reload_prone_pistol } weaponclass pistol { 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 } default { torso pt_reload_stand_rifle } } jump { // NONE playerAnimType none, direction backward { legs pb_standjump_takeoff duration 5 blendtime 100 } playerAnimType none, movestatus moving { legs pb_runjump_takeoff duration 5 blendtime 100 } playerAnimType none { legs pb_standjump_takeoff duration 5 blendtime 100 } // HOLD playerAnimType hold, direction backward { legs pb_standjump_takeoff_satchel duration 5 blendtime 100 } playerAnimType hold { legs pb_standjump_takeoff_satchel 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 } // 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 } // 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, direction backward { legs pb_standjump_takeoff_pistol duration 5 blendtime 100 } weaponclass pistol, movestatus run { legs pb_runjump_takeoff_pistol duration 5 blendtime 100 } weaponclass pistol { 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 } movestatus run { legs pb_runjump_takeoff duration 5 blendtime 100 } default { legs pb_standjump_takeoff duration 5 blendtime 100 } } land { // HOLD playerAnimType hold { legs pb_standjump_land_satchel duration 100 blendtime 5 } // DUAL WIELD playerAnimType dualwield AND ballisticknife { legs pb_dw_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 } // 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, movestatus run { legs pb_runjump_land_pistol duration 100 blendtime 5 } weaponclass pistol, playerAnimType grenadeonly { legs pb_standjump_land_pistol duration 100 blendtime 50 } // DEFAULT 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 } // MINIGUN playerAnimType minigun { // No animation } // HOLD playerAnimType hold, stance prone { torso pb_hold_prone_shellshock blendtime 50 } playerAnimType hold, stance crouch { torso pb_crouch_shellshock_hold blendtime 50 } playerAnimType hold { torso pb_stand_shellshock_hold 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 } // 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 } // VEHICLE vehicle_name huey, dmgdirection right { // under development } vehicle_name huey, dmgdirection left { // under development } vehicle_name huey, dmgdirection back { // under development } vehicle_name huey, dmgdirection front { // under development } // MINIGUN playerAnimType minigun { // No animation } // RADIO playerAnimType radio { // No animation } // BRIEFCASE playerAnimType briefcase { // No animation } // HOLD // Prone playerAnimType hold, dmgdirection right, stance prone { torso pt_hold_prone_flinch_right } playerAnimType hold, dmgdirection left, stance prone { torso pt_hold_prone_flinch_left } playerAnimType hold, dmgdirection back, stance prone { torso pt_hold_prone_flinch_back } playerAnimType hold, dmgdirection front, stance prone { torso pt_hold_prone_flinch_forward } // Crouch playerAnimType hold, dmgdirection right, stance crouch { torso pt_hold_crouch_flinch_right } playerAnimType hold, dmgdirection left, stance crouch { torso pt_hold_crouch_flinch_left } playerAnimType hold, dmgdirection back, stance crouch { torso pt_hold_crouch_flinch_back } playerAnimType hold, dmgdirection front, stance crouch { torso pt_hold_crouch_flinch_back } // Stand playerAnimType hold, dmgdirection right { torso pt_hold_stand_flinch_right } playerAnimType hold, dmgdirection left { torso pt_hold_stand_flinch_left } playerAnimType hold, dmgdirection back { torso pt_hold_stand_flinch_back } playerAnimType hold, dmgdirection front { torso pt_hold_stand_flinch_forward } // 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 } // 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, dmgdirection right, stance prone { torso pt_prone_flinch_pistol_right } weaponclass pistol, dmgdirection left, stance prone { torso pt_prone_flinch_pistol_left } weaponclass pistol, dmgdirection back, stance prone { torso pt_prone_flinch_pistol_back } weaponclass pistol, dmgdirection front, stance prone { torso pt_prone_flinch_pistol_forward } // Crouch weaponclass pistol, dmgdirection right, stance crouch { torso pt_crouch_flinch_pistol_right } weaponclass pistol, dmgdirection left, stance crouch { torso pt_crouch_flinch_pistol_left } weaponclass pistol, dmgdirection back, stance crouch { torso pt_crouch_flinch_pistol_back } weaponclass pistol, dmgdirection front, stance crouch { torso pt_crouch_flinch_pistol_back } // Stand weaponclass pistol, dmgdirection right { torso pt_stand_flinch_pistol_right } weaponclass pistol, dmgdirection left { torso pt_stand_flinch_pistol_left } weaponclass pistol, dmgdirection back { torso pt_stand_flinch_pistol_back } weaponclass pistol, 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 { // LASTSTAND perk laststand, dmgType suicide { both pb_laststand_suicide_death } perk laststand { both pb_laststand_death } // MARTYRDOM perk grenadedeath, stance prone { both pb_prone_martyrdom_death } perk grenadedeath, stance crouch { both pb_crouch_martyrdom_death } perk grenadedeath { both pb_stand_martyrdom_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 } // 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 animrate 1 } // DUALWIELD playerAnimType dualwield AND ballisticknife { both pb_dw_dive_prone animrate 1 } // PISTOL weaponclass pistol { both pb_dive_prone_pistol animrate 1 } // RPG weaponclass rocketlauncher { both pb_rpg_dive_prone animrate 1 } // GRENADE weaponclass grenade, playerAnimType grenadeonly { both pb_dive_prone_pistol 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 } // HOLD playerAnimType hold { both pb_hold_dive_prone_land animrate 1 } // PISTOL weaponclass pistol { 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_pistol_dive_prone_land animrate 1 } // DEFAULT default { both pb_dive_prone_land animrate 1 blendtime 133 } } laststand_suicide { default { both pb_laststand_suicide } } flared { // LASTSTAND perk laststand { // No animation } // MINIGUN playerAnimType minigun { // No animation } // RADIO playerAnimType radio { // No animation } // HOLD playerAnimType hold, stance prone { //torso pb_hold_prone_flare_loop } playerAnimType hold, stance crouch { torso pb_hold_crouch_flare_loop } playerAnimType hold { torso pb_hold_stand_flare_loop } // DUALWIELD playerAnimType dualwield AND ballisticknife, stance prone { //torso pb_dw_prone_flare_loop } playerAnimType dualwield AND ballisticknife, stance crouch { torso pb_dw_crouch_flare_loop } playerAnimType dualwield AND ballisticknife { torso pb_dw_stand_flare_loop } // DEFAULT stance prone { //torso pb_rifle_prone_flare_loop } stance crouch { torso pb_rifle_crouch_flare_loop } default { torso pb_rifle_stand_flare_loop } } 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 // 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 }