IL-GSC/BO1/PC/ZM/mp/playeranim.script
2024-02-18 17:32:07 -05:00

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//==========================================================================
//
// 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 <state description>
// {
// <movement type>
// {
// [DEFAULT / <condition type> [<condition value>], ...]
// {
// <both/legs/torso/turret> <animation> [sound <filename>]
// <both/legs/torso/turret> <animation> [sound <filename>]
// ...
// }
// }
// }
//
// legend:
//
// <state description>: relaxed, alert, combat
//
// <movement type>: idle, idlecr, idleprone,
// walk, walkbk, walkcr, walkcrbk, walkprone, walkpronebk.
// run, runbk, runcr, runcrbk,
// straferight, strafeleft, turnright, turnleft
//
// <condition type>: playerAnimType, weaponclass, position, enemy_weapon, underwater, mounted, movestatus, underhand, leaning, weapon_position, perk, cac
//
// <condition value>:
//
// playerAnimType: <weapon Player Anim Type in gdt>
// position: behind, infront, right, left
// enemy_weapon: <see weapon pickup names>
// underwater: <no values>
// mounted: mg42
// movestatus: <see movement types>
// underhand: <no values>
// 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: <no values>
//
// 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:
//
// <event description>
// {
// [DEFAULT / <condition type> [<condition value>], ...]
// {
// <both/legs/torso> <animation> [sound <filename>]
// <both/legs/torso> <animation> [sound <filename>]
// ...
// }
// }
//
// legend:
//
// <event description>: 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
}