// file("pc\actors\Scientst\xxx\sci_idl4.ske",100,on,100,_AIclassscientist); //only the classscientist can operate console, operating console
file("pc\actors\chot\xxx\MWrPshBt.ske",100,off,100,-1,_DIRcombatmode);//-1 means non-class specific, if in combat mode and you press action, use this anim
file("pc\actors\chot\xxx\ATchButn.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassCopSkeleton);
nrintframes(4);
break(off);
connections(CopIdle);
}
action(CopPickup)
{
file("pc\actors\chot\xxx\Mpickupg.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassCopSkeleton);
nrintframes(4);
break(off);
connections(CopIdle);
}
action(CopPickupChest)
{
file("pc\actors\chot\xxx\MpickupF.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassCopSkeleton);
nrintframes(4);
break(off);
connections(CopIdle);
}
action(CopPickupCrouch)
{
file("pc\actors\Chot\xxx\MCrPikUp.ske",100,off);
trigger(_allDIR);
AIClass(_AIClassCopSkeleton);
nrintframes(4);
break(off);
connections(CopCrouchIdle);
}
action(CopPossesed)
{
file("pc\actors\chot\xxx\MPoss3A.ske",100,on);
trigger(_allDIR);
AIClass(_AIClassCopSkeleton);
nrintframes(4);//number of interpolation frames
break(off);//unbreakable by any means
soundlevel(0);
connections(CopPossesed2);//with break(off) will not check connections until end of anim
}
action(CopPossesed2)
{
file("pc\actors\Chot\xxx\MPoss3B.ske",100,on);//if number after 'on' (100,on,"100") this number will control animation speed in percent
trigger(_DIRNotEndOfAnim);
break(on);//AI can break out, with break(on) it checks connection