home *** CD-ROM | disk | FTP | other *** search
Text File | 2002-10-21 | 60.1 KB | 1,831 lines |
- setup
- {
- ischaracter
- }
-
- //=============================================================================================
- //=============================================================================================
- //
- // Level-specific animations
- //
- //=============================================================================================
- //=============================================================================================
-
- $path models/human/animation
-
- $include models/human/animation/scripted/balcony.tik
-
- //-------------------------------------
- // Test maps (every animation)
- // Utils is a keyword for Radiant and other tools.
- // DO NOT PUT YOUR LEVEL OR MISSION IN HERE!!! For testing purposes only.
- //-------------------------------------
- includes test utils traf holodeck
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m1l1.tik
- $include models/human/animation/scripted/level_m1l2.tik
- $include models/human/animation/scripted/level_m2l1.tik
- $include models/human/animation/scripted/level_m3l1.tik
- $include models/human/animation/scripted/level_m4l3.tik
- $include models/human/animation/scripted/level_m5l3.tik
-
- // More scripted animations
- $include models/human/animation/scripted/dead_poses.tik
- $include models/human/animation/scripted/fallen.tik
- $include models/human/animation/scripted/crate_carry.tik
- $include models/human/animation/scripted/hiding_cabinet.tik
- $include models/human/animation/scripted/interrogation.tik
- $include models/human/animation/scripted/jeep.tik
- $include models/human/animation/scripted/scientist.tik
- $include models/human/animation/scripted/set_explosive.tik
- $include models/human/animation/scripted/table.tik
- $include models/human/animation/scripted/throw_helmet.tik
- $include models/human/animation/scripted/flak88_animation.tik
- $include models/human/animation/scripted/prisoners.tik
- $include models/human/animation/scripted/lean.tik
- $include models/human/animation/scripted/pilot_capture.tik
- $include models/human/animation/scripted/wallclimb.tik
- $include models/human/animation/scripted/sleep.tik
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/vent.tik
- $include models/human/animation/scripted/alarm.tik
- $include models/human/animation/scripted/tank.tik
- $include models/human/animation/scripted/workers.tik
- $include models/human/animation/scripted/welding.tik
- $include models/human/animation/scripted/level_t0l0.tik
-
- /////////////////
- // TEAM ASSAULT
- /////////////////
-
- // Team Assault scripted animations
- $include models/human/animation/scripted/flak88_new.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- $include models/human/animation/scripted/level_t1l1.tik
- $include models/human/animation/scripted/level_t2l1.tik
- $include models/human/animation/scripted/level_t2l2.tik
- $include models/human/animation/scripted/level_t1l2.tik
- $include models/human/animation/scripted/level_t1l3.tik
- $include models/human/animation/scripted/level_t3l1.tik
- $include models/human/animation/scripted/level_t3l3.tik
- $include models/human/animation/scripted/level_t2l3.tik
- $include models/human/animation/scripted/level_t2l4.tik
-
- // NPC weapon animations
- $include models/human/animation/human_sten.tik
-
- }
-
-
- //-------------------------------------
- // MOHTA Deathmatch and TOW
- //-------------------------------------
-
- includes obj mp
- {
- // NPC weapon animations
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_unarmed.tik
-
- $include models/human/animation/scripted/level_t0l0.tik //victory cheer
- }
-
- includes test
- {
- $include models/human/animation/testanims.tik
- }
-
- // ------------------------------------
- // RAF - add your level name here
- // ------------------------------------
- includes traf room1 //t1l3
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_traf.tik
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- }
-
-
- //-------------------------------------
- // MOHTA Mission 1
- //-------------------------------------
-
- includes t1l1
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t1l1.tik
-
- // More scripted animations
- $include models/human/animation/scripted/opeltruck.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- includes t1l2
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t1l2.tik
-
- // More scripted animations
- $include models/human/animation/scripted/opeltruck.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- includes t1l3
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t1l3.tik
-
- // More scripted animations
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/tank.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- //-------------------------------------
- // MOHTA Mission 2
- //-------------------------------------
-
- includes t2l1
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // More scripted animations
- $include models/human/animation/scripted/dead_poses.tik
- $include models/human/animation/scripted/fallen.tik
- $include models/human/animation/scripted/crate_carry.tik
- $include models/human/animation/scripted/hiding_cabinet.tik
- $include models/human/animation/scripted/interrogation.tik
- $include models/human/animation/scripted/jeep.tik
- $include models/human/animation/scripted/scientist.tik
- $include models/human/animation/scripted/set_explosive.tik
- $include models/human/animation/scripted/table.tik
- $include models/human/animation/scripted/throw_helmet.tik
- $include models/human/animation/scripted/flak88_animation.tik
- $include models/human/animation/scripted/prisoners.tik
- $include models/human/animation/scripted/lean.tik
- $include models/human/animation/scripted/pilot_capture.tik
- $include models/human/animation/scripted/wallclimb.tik
- $include models/human/animation/scripted/sleep.tik
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/vent.tik
- $include models/human/animation/scripted/alarm.tik
- $include models/human/animation/scripted/tank.tik
- $include models/human/animation/scripted/workers.tik
- $include models/human/animation/scripted/welding.tik
-
- /////////////////
- // TEAM ASSAULT
- /////////////////
-
- // Team Assault scripted animations
- $include models/human/animation/scripted/flak88_new.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t1l1.tik
- $include models/human/animation/scripted/level_t2l1.tik
- $include models/human/animation/scripted/level_t2l2.tik
- $include models/human/animation/scripted/level_t1l2.tik
- $include models/human/animation/scripted/level_t1l3.tik
- $include models/human/animation/scripted/level_t3l1.tik
- $include models/human/animation/scripted/level_t3l3.tik
- $include models/human/animation/scripted/level_t2l3.tik
- $include models/human/animation/scripted/level_t2l4.tik
-
- // NPC weapon animations
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t2l1.tik
-
- // More scripted animations
- $include models/human/animation/scripted/tank.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- includes t2l2
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t2l2.tik
-
- // More scripted animations
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/tank.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- includes t2l3
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t2l3.tik
-
- // More scripted animations
- $include models/human/animation/scripted/tank.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- includes t2l4
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t2l4.tik
-
- // More scripted animations
- $include models/human/animation/scripted/tank.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- //-------------------------------------
- // MOHTA Mission 3
- //-------------------------------------
-
- includes t3l1
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t3l1.tik
-
- // More scripted animations
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/tank.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- includes t3l2
- {
- // NPC weapon animations
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_sten.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_t3l2.tik
-
- // More scripted animations
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/tank.tik
-
- // Global scripted animations
- $include models/human/animation/scripted/level_t0l0.tik
- }
-
- //-------------------------------------
- // MOHAA Mission 1
- //-------------------------------------
- // Intro, fight through town, ambush (Mackey)
- includes m1l1
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m1l1.tik
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- $include models/human/animation/scripted/opeltruck.tik
- }
-
- // Rescue Grillo, avoid spotlight, rescue prisoner (Mackey)
- includes m1l2a
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m1l2.tik
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- $include models/human/animation/scripted/interrogation.tik
- $include models/human/animation/scripted/set_explosive.tik
- $include models/human/animation/scripted/table.tik
- $include models/human/animation/scripted/prisoners.tik
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/lockpick.tik
- }
-
- // Warehouses, disable trucks and tanks, Grillo arrives in jeep (Preston)
- includes m1l2b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m1l2.tik
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- $include models/human/animation/scripted/workers.tik
- $include models/human/animation/scripted/crate_carry.tik
- $include models/human/animation/scripted/jeep.tik
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/caught_smoking.tik
- $include models/human/animation/scripted/tank.tik
- }
-
- // Jeep ride 1 (Zied)
- includes m1l3a
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- $include models/human/animation/scripted/jeep.tik
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/wallclimb.tik
- }
-
- // Jeep ride 2 (Zied)
- includes m1l3b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- $include models/human/animation/scripted/jeep.tik
- $include models/human/animation/scripted/opeltruck.tik
- }
-
- // Bunker, lighthouse, Grillo arrives in truck (Senn)
- includes m1l3c
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/lean.tik
- $include models/human/animation/scripted/opeltruck.tik
- }
-
- //-------------------------------------
- // MOHAA Mission 2
- //-------------------------------------
- // Infiltrating the Norway base (Zied)
- includes m2l1
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m2l1.tik
-
- // More scripted animations
- $include models/human/animation/scripted/lean.tik
- }
-
- // Sub base part 1 (Nate)
- includes m2l2a
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/workers.tik
- $include models/human/animation/scripted/crate_carry.tik
- $include models/human/animation/scripted/scientist.tik
- $include models/human/animation/scripted/table.tik
- // $include models/human/animation/scripted/lean.tik
- $include models/human/animation/scripted/alarm.tik
- $include models/human/animation/scripted/welding.tik
- }
-
- // Sub base part 2 - in the sub, getting out of the sub (Nate)
- includes m2l2b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/workers.tik
- $include models/human/animation/scripted/welding.tik
- }
-
- // Sub base part 3 - escaping through the sub pens (Nate)
- includes m2l2c
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- }
-
- // Escaping the Norway base through the vents, compound and train station (Nate)
- includes m2l3
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/wallclimb.tik
- $include models/human/animation/scripted/vent.tik
- }
-
- //-------------------------------------
- // MOHAA Mission 3
- //-------------------------------------
-
- // DDay landing (Benson)
- includes m3l1a
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m3l1.tik
-
- // More scripted animations
- $include models/human/animation/scripted/fallen.tik
- }
- includes m3l1b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
- }
-
- // Normandy/big house (Zied/Steve)
- includes m3l2
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/hiding_cabinet.tik
- // $include models/human/animation/scripted/flak88_animation.tik
- }
-
- // Screaming Mimis/Nebelwerfers (Steve)
- includes m3l3
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/tank.tik
- }
-
- //-------------------------------------
- // MOHAA Mission 4
- //-------------------------------------
- // The farms (Mackey)
- includes m4l0
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/hiding_cabinet.tik
- }
-
- // Bocage, rescue pilot, meet Manon (Preston)
- includes m4l1
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/pilot_capture.tik
- $include models/human/animation/scripted/opeltruck.tik
- }
-
- // Tank park, blow up tanks and railroad, take off in truck (Preston)
- includes m4l2
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/table.tik
- }
-
- // Manor house (Mackey)
- includes m4l3
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m4l3.tik
-
- // More scripted animations
- $include models/human/animation/scripted/table.tik
- $include models/human/animation/scripted/opeltruck.tik
- $include models/human/animation/scripted/alarm.tik
- }
-
- //-------------------------------------
- // MOHAA Mission 5
- //-------------------------------------
- // Snipertown (Mackey)
- includes m5l1a
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/hiding_cabinet.tik
- $include models/human/animation/scripted/dead_poses.tik
- $include models/human/animation/scripted/tank.tik
- }
-
- // Snipertown part 2, including a tank fight and a medic (Mackey)
- includes m5l1b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_bar.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_bazooka.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/hiding_cabinet.tik
- }
-
- // Tank drives 1 and 2 (Zied)
- includes m5l2a m5l2b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_bazooka.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- // $include models/human/animation/scripted/wallclimb.tik
- // $include models/human/animation/scripted/flak88_animation.tik
- $include models/human/animation/scripted/tank.tik
-
- }
-
- // Blow everything up / The bridge (Mackey)
- includes m5l3
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
- $include models/human/animation/scripted/level_m5l3.tik
-
- // More scripted animations
- $include models/human/animation/scripted/plunger.tik
- }
-
- //-------------------------------------
- // MOHAA Mission 6
- //-------------------------------------
-
- // Snowy forest part 1 and 2, blow up 2 flakk20's and then 1 more (Ned)
- includes m6l1a m6l1b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- }
-
- // MP44 facility (Nate)
- includes m6l1c
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- }
-
- // Snowy village (Steve)
- includes m6l2a
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- $include models/human/animation/scripted/table.tik
- $include models/human/animation/scripted/alarm.tik
- $include models/human/animation/scripted/hiding_cabinet.tik
- }
-
- // Snowy rail station (Zied)
- includes m6l2b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- }
-
- // Arrive at Schmerzen in train (Steve)
- includes m6l3a
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mp44.tik
- // $include models/human/animation/human_bar.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/balcony.tik
- }
-
- // Schmerzen stuff (Ned)
- includes m6l3b
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_mg42.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- }
-
- // Schmerzen basement, turn on gas (Ned)
- includes m6l3d
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_pistol.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/scientist.tik
- }
-
- // Run through the exploding building (Senn)
- includes m6l3c
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_mp44.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_unarmed.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- $include models/human/animation/scripted/scientist.tik
- }
-
- // End level (Senn)
- includes m6l3e
- {
- $include models/human/animation/human_grenade.tik
- $include models/human/animation/human_thompson.tik
- $include models/human/animation/human_rifle.tik
- $include models/human/animation/human_unarmed.tik
- $include models/human/animation/human_mp40.tik
- $include models/human/animation/human_mp44.tik
-
- // Level-specific scripted animations
-
- // More scripted animations
- }
-
-
-
- animations // Now list all of the animations that appear in every single level, and any special commands for them
- {
-
- //=============================================================================================
- //=============================================================================================
- //
- // Generic animations
- //
- //=============================================================================================
- //=============================================================================================
-
- // (Radiant looks for the animation called "idle" to use as its default.)
- idle idle/generic_idle_a01(loop).skc
-
- // Now put the real animations
-
- point misc/point.skc
-
-
- // Grenade returning animations
- grenade_return weapon_grenade/grenade_return.skc
- {
- server
- {
- 2 weaponcommand mainhand attachtohand offhand
- 4 attachgrenade // attach this actor's enemy grenade
- 18 detachgrenade // throw the grenade
- 27 weaponcommand mainhand attachtohand mainhand
- }
- }
-
- grenade_kick_left weapon_grenade/grenade_kick_left.skc autosteps_run
- grenade_kick weapon_grenade/grenade_kick.skc autosteps_run
- {
- server
- {
- 4 detachgrenade
- }
- }
- grenade_kick_right weapon_grenade/grenade_kick_right.skc autosteps_run
- grenade_kick_scripted weapon_grenade/grenade_kick.skc // used for a plain kick
-
- // Cowering when there's no way to escape from the grenade
- grenade_cower alert/grenade_cower.skc
- grenade_cower_loop alert/grenade_cower_loop.skc
-
- // Suicidal dive onto a grenade to protect friends
- diveongrenade alert/diveongrenade.skc
- diveongrenade_death alert/diveongrenade_death.skc
-
- //Ladder//
-
- ladder_up_getoff misc/ladderup_getoff.skc // Not used
- ladder_up_geton misc/ladderup_geton.skc // Not used
- ladder_up_lefthand misc/ladderup_lefthand.skc // Not used
- ladder_up_righthand misc/ladderup_righthand.skc // Not used
- ladder_down_getoff misc/ladderdown_getoff.skc // Not used
- ladder_down_geton misc/ladderdown_geton.skc // Not used
- ladder_down_lefthand misc/ladderdown_lefthand.skc // Not used
- ladder_down_righthand misc/ladderdown_righthand.skc // Not used
- ladder_slide misc/ladder_slide.skc // Not used
-
-
- //Walks & Runs//
-
-
- scared_run_intro01 walks_runs/scared_run_intro.skc weight 1 autosteps_run
- scared_run_intro02 walks_runs/scared_run_intro_b.skc weight 5 autosteps_run
- scared_run_intro03 walks_runs/scared_run_intro_c.skc weight 3 autosteps_run
-
- walk_injured_forward walks_runs/walk_injured.skc autosteps_walk
- walk_injured_back walks_runs/walk_injured.skc autosteps_walk
- walk_injured_left walks_runs/walk_injured.skc autosteps_walk
- walk_injured_right walks_runs/walk_injured.skc autosteps_walk
- walk_injured_step walks_runs/walk_injured_step.skc autosteps_walk
-
- walk_bored_back walks_runs/boredw_back.skc autosteps_walk // Not used
- walk_bored_left walks_runs/boredw_leftside.skc autosteps_walk // Not used
- walk_bored_right walks_runs/boredw_rightside.skc autosteps_walk // Not used
- walk_bored_forward walks_runs/boredwalk.skc autosteps_walk // Not used
-
-
- //Idle Animations//
-
- atease idle/atease.skc // Not used?
- chatter01 idle/chatter01.skc // Not used
- chatter02 idle/chatter02.skc // Not used
- chatter03 idle/chatter03.skc // Not used
- chatter04 idle/chatter04.skc // Not used
- american_salute misc/salute.skc
-
- // Pickup Obj
-
- pickup_obj scripted/pickup_obj/pickup_table.skc
-
- // Pass_obj
-
- pass_obj01 scripted/pickup_obj/passgun_01.skc
- {
- server
- {
- 0 attachmodel models/weapons/silencedpistol.tik tag_weapon_left
- }
- }
- pass_obj02 scripted/pickup_obj/passgun_02.skc
- {
- server
- {
- enter removeattachedmodel tag_weapon_left
- }
- }
- pass_obj_idle scripted/pickup_obj/pass_canteen_idle.skc
-
- pass_canteen_start scripted/pickup_obj/pass_canteen.skc
- {
- server
- {
- 0 attachmodel models/miscobj/canteen.tik tag_weapon_left
- }
- }
- pass_canteen_idle scripted/pickup_obj/pass_canteen_idle.skc
- pass_canteen_end scripted/pickup_obj/pass_canteen_end.skc
- {
- server
- {
- enter removeattachedmodel tag_weapon_left
- }
- }
-
- pass_canteen_drink scripted/pickup_obj/pass_canteen_drink.skc
- {
- client
- {
- first sound drink
- }
- server
- {
- 4 attachmodel models/miscobj/canteen.tik tag_weapon_left
- 47 removeattachedmodel tag_weapon_left
- }
- }
-
- // Smoking
-
- smoking01 scripted/smoking/lightup.skc
- {
- server
- {
- first removeattachedmodel "Bip01 L Finger11"
- 16 attachmodel models/items/cigarette.tik "Bip01 L Finger11" 1 1
- }
- }
- smoking02 scripted/smoking/firstinhale.skc
- {
- server
- {
- last attachmodel models/emitters/breath_emitter.tik "Bip01 Head" 1 1
- }
- }
-
- smoking03 scripted/smoking/inhale.skc
- {
- server
- {
- last attachmodel models/emitters/breath_emitter.tik "Bip01 Head" 1 1
- }
- }
- smoking04 scripted/smoking/buttout.skc
- {
- server
- {
- 21 removeattachedmodel "Bip01 L Finger11"
- }
- client
- {
- 21 tagspawn "Bip01 L Finger11"
- (
- spawnrange 512 // Visibility distance for created object
- count 1 // How many to create
- model models/items/cigarette.tik
- scale 1.0
- velocity 50 // Velocity in x-axis of spawn bone
- randvel range 15 30 crandom 15 range 2 10 // x, y, z random
- friction 2 // 1 kills 2/3 vel per sec
- emitterangles 0 0 0 // Aligns object to emitter
- avelocity -200 -500 0 // Angular velocity, p, y, r
- accel 0 0 -600 // Acceleration, x, y, z
- life 2.0 // How long it lasts before removal
- fadedelay 1.7 // How long to wait before beginning to fade
- collision // Turns collision on
- bouncefactor 0.0 // How high to bounce. Also turns collision on.
- )
-
- }
- }
-
- smoking05 scripted/smoking/throwaway.skc
- {
- server
- {
- 21 removeattachedmodel "Bip01 L Finger11"
-
- }
- client
- {
- 21 tagspawn "Bip01 L Finger11"
- (
- spawnrange 512 // Visibility distance for created object
- count 1 // How many to create
- model models/items/cigarette.tik
- scale 1.0
- velocity 50 // Velocity in x-axis of spawn bone
- randvel range 15 30 crandom 15 range 2 10 // x, y, z random
- friction 2 // 1 kills 2/3 vel per sec
- emitterangles 0 0 0 // Aligns object to emitter
- avelocity -200 -500 0 // Angular velocity, p, y, r
- accel 0 0 -600 // Acceleration, x, y, z
- life 2.0 // How long it lasts before removal
- fadedelay 1.7 // How long to wait before beginning to fade
- collision // Turns collision on
- bouncefactor 0.0 // How high to bounce. Also turns collision on.
- )
-
- }
- }
- // Face versions:
- smoking_lightup_face scripted/smoking/lightupMORPH.skc
- smoking_firstinhale_face scripted/smoking/firstinhaleMORPH.skc
- smoking_inhale_face scripted/smoking/inhaleMORPH.skc
- smoking_buttout_face scripted/smoking/buttoutMORPH.skc
-
- // Basic idle animations - calm, not doing anything except possibly talking.
- generic_stand_bored_a01 idle/generic_idle_a01(loop).skc weight 2
- generic_stand_bored_a02 idle/generic_idle_a02(weight_shift).skc weight 1 dontrepeate
- generic_stand_bored_b idle/generic_idle_b.skc
-
-
- //Misc//
-
- kick_door_left misc/kick_door_left.skc autosteps_run // Not used
- kick_door_right misc/kick_door_right.skc autosteps_run // Not used
- kick_door_straight misc/kick_door_straight.skc autosteps_run // Not used
-
-
- //Facial Idle//
-
- facial_idle_panic misc/PANICidle.skc
- facial_idle_worry misc/PANICidle.skc //GONE!!!
- facial_idle_fear misc/TERRORidle.skc //RENAME!!!
- facial_idle_neutral01 misc/NEUTRALidle01.skc random
- facial_idle_neutral02 misc/NEUTRALidle02.skc random
- facial_idle_dead misc/DEADidle.skc
- facial_idle_anger misc/ANGERidle.skc
- facial_idle_determined misc/DETERMINEDidle.skc //for reject state
- facial_idle_disgust misc/DISGUSTidle.skc // for betrayed state
- facial_idle_smile misc/SMILEidle.skc //for impressed and appeased state
-
- facial_idle_alert misc/ALERTidle.skc
- facial_idle_curious misc/CURIOUSidle.skc
-
- face_aiming misc/AIMINGidle.skc
-
- face_attack01 misc/ATTACKidle01.skc random
- face_attack02 misc/ATTACKidle02.skc random
- face_attack03 misc/ATTACKidle03.skc random
- face_attack04 misc/ATTACKidle04.skc random
- face_attack05 misc/ATTACKidle05.skc random
- face_attack05 misc/HITidle02.skc random
-
-
- face_hit01 misc/HITidle01.skc random
- {
- client
- {
-
- first sound Ang_004a
- }
- }
-
- face_hit02 misc/HITidle02.skc random
- {
- client
- {
-
- first sound Ang_007a
- }
- }
-
- head_idle_interrogate misc/INTERROGATEidle.skc //for questioning of player in disguise mode
-
-
- ///////////////
- //Death
- ///////////////
- // Fall to knees and then forward.
- death_fall_to_knees deaths/death_fall_to_knees.skc
- {
- client
- {
- 6 bodyfall //knees
- 24 bodyfall //face
- }
- server
- {
- 25 pophelmet
- }
-
- }
- // Weak-looking slow falling back animation. Doesn't look very dead...
- death_fall_back deaths/death_fall_back.skc
- {
- client
- {
- 13 bodyfall .7 //butt
- 14 bodyfall //back
- last bodyfall .1 //feet
- }
- }
- // Flies back (too far?), legs go up.
- death_backgrenade deaths/death_backgrenade.skc
- {
- client
- {
- 7 bodyfall //back
- 15 bodyfall .3//right leg
- 17 bodyfall .3//left leg
- }
- server
- {
- 9 pophelmet
- }
- }
- // Shot in chest, reaches up with right hand, falls to hands and knees and dies.
- death_chest deaths/death_chest.skc
- {
- client
- {
- 9 bodyfall .8 //knees
- last bodyfall .1
- }
- }
- // Falls back (1-2 meters) clutching neck.
- death_choke deaths/death_choke.skc
- {
- client
- {
- 4 bodyfall //back
- }
- }
- // Shot in crotch/stomach, fall kind of sideways.
- death_crotch deaths/stomach_death.skc
- {
- client
- {
- 25 bodyfall
- }
- }
- // Fall/fly forward from a crouching position. Could also work for running death. Very simple.
- death_frontcrouch deaths/death_frontcrouch.skc
- {
- client
- {
- 2 bodyfall //face
- }
- }
- // Identical to death_frontchoke.
- // death_gassing deaths/death_gassing.skc
- // {
- // client
- // {
- // 10 bodyfall //face
- // 22 bodyfall //face
- // }
- // }
- // Fly about 18 feet in the air.
- death_grenade_high deaths/death_grenade.skc
- {
- client
- {
- 8 bodyfall
- 9 bodyfall
- 12 bodyfall //back
- }
- }
- // Fall to knees and then flat, execution-style. Good for headshots.
- death_headpistol deaths/death_headpistol.skc
- {
- client
- {
- 9 bodyfall .6 //knees
- 19 bodyfall //face
- }
- }
- // Actually a running death. Looks good for shot in the back of the head.
- death_head_flyforward deaths/death_run03.skc
- {
- client
- {
- 3 bodyfall //face
- 6 bodyfall .05 //Left Leg
- 7 bodyfall .05 //Right Leg
- }
- }
- // Die while moving forward fast.
- death_run01 deaths/death_run01.skc random
- {
- client
- {
- 3 bodyfall .5//knees
- 7 bodyfall //face
- }
- }
- // Die while moving forward fast.
- death_run02 deaths/death_run02.skc random
- {
- client
- {
- 7 bodyfall //knees
-
- }
- }
- // Die while moving forward fast.
- death_run03 deaths/death_run03.skc random
- {
- client
- {
- 3 bodyfall //face
- 6 bodyfall .05 //Left Leg
- 7 bodyfall .05 //Right Leg
- }
- }
- // Fly about 6 feet in the air.
- death_mortar_flip deaths/death_mortar_flip.skc //used in d-day, lands in water,
- //not sure if its used anywhere else
- {
- client
- {
- 6 bodyfall 5 //back
- 7 bodyfall //feet
- }
- server
- {
- 7 pophelmet
- }
-
- }
- death_mortar_high deaths/death_mortar_high.skc
- {
- client
- {
- 15 bodyfall 5 //back
- 20 bodyfall //back
- }
- }
- death_mortar_medium deaths/death_mortar_medium.skc
- {
- client
- {
- 11 bodyfall 5 //back
- 12 bodyfall //feet
- 15 bodyfall //back
- }
- }
- death_mortar_twist deaths/death_mortar_twist.skc
- {
- client
- {
- 6 bodyfall 5
- 8 bodyfall .4
- }
- }
- // Flies back a meter or two, lands, legs go in the air
- death_back1 deaths/back_death01.skc random
- {
- client
- {
- 8 bodyfall //back
- 24 bodyfall .2 //Right Leg
- 30 bodyfall .2 //Left Leg
- }
- }
- // Flies back a meter or so, lands, legs go in the air a little
- death_back2 deaths/back_death02.skc random
- {
- client
- {
- 8 bodyfall //back
- 13 bodyfall .3 //Right Leg
- 17 bodyfall .2 //Left leg
- }
- }
- // Flies back a meter or so, lands. Very fast.
- death_back3 deaths/death_back3.skc random
- {
- client
- {
- 7 bodyfall //back
- 9 bodyfall .2
- 11 bodyfall .2
- }
- }
- // Fall/fly left and slightly back, 1-2 meters. Looks like it's a bit slow.
- death_left deaths/death_left.skc
- {
- client
- {
- 11 bodyfall //back
- }
- }
- // Fall/fly right and slightly back, 1-2 meters. Looks like it's a bit slow.
- death_right deaths/death_right.skc
- {
- client
- {
- 12 bodyfall //back
- }
- }
- // Identical to death_grenade
- // death_up_grenade deaths/death_upgrenade.skc
- // {
- // client
- // {
- // 7 bodyfall //back
- // 13 bodyfall .5 //feet
- //
- // }
- // }
-
-
- ///////////////
- //Additional Deaths
- ///////////////
-
- // Hit hard in face or lower back. Good for shotgun to upper chest or face.
- death_knockedup deaths/death_knockedup.skc
- {
- client
- {
- 8 bodyfall
- }
- }
- // Fly about 6 feet in the air. Very floppy and dead-looking. Nice.
- death_grenade01 deaths/grenade_death.skc random
- {
- client
- {
- 7 bodyfall //back
- 13 bodyfall .5 //feet
-
- }
- server
- {
- 14 pophelmet
- }
-
- }
- // Fly about 6 feet in the air. Lands with one arm intersecting the ground, might be meant to land in water (dday animation)
- death_grenade02 deaths/death_mortar_flip.skc random
- {
- client
- {
- 6 bodyfall 5 //back
- 7 bodyfall //feet
- }
- server
- {
- 7 pophelmet
- }
-
- }
- // Choking, fall forward. Very painfull...
- death_frontchoke deaths/death_gassing02.skc
- {
- client
- {
- 10 bodyfall //face
- 22 bodyfall //face
- }
- }
- // Slowly fall forward while spinning to the left (counter-clockwise)
- death_twist deaths/death_twist.skc
- {
- client
- {
- 14 bodyfall //face
- 18 bodyfall //face
- }
- server
- {
- 14 pophelmet
- }
-
- }
- // Fall to knees and then sideways. Instant death sort of thing.
- death_collapse deaths/death_collapse.skc
- {
- client
- {
- 7 bodyfall //face
- 18 bodyfall //face
- }
- server
- {
- 18 pophelmet
- }
-
- }
- // Collapse and fall back & right. Good for headshots most likely.
- death_shoot deaths/death_shoot.skc
- {
- client
- {
- 13 bodyfall //face
- 18 bodyfall //face
- }
- }
- death_prone deaths/death_prone1.skc
- {
- client
- {
- 7 bodyfall //face
- }
- server
- {
- 7 pophelmet
- }
-
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////
- // Animations that should be in other files
- ///////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
- wall_indicateleft weapon_mp40/cornering/mp40_wall_indicateleft_right.skc
- wall_indicateright weapon_mp40/cornering/mp40_wall_indicateright_right.skc
-
- pull_alarm misc/pull_alarm.skc
- // opel_driver misc/opel_driver.skc
-
- drophedge01 scripted/moving_hedge/drophedge01.skc
- drophedge02 scripted/moving_hedge/drophedge02.skc
- drophedge03 scripted/moving_hedge/drophedge03.skc
- hidehedge01 scripted/moving_hedge/hidehedge01.skc
- hidehedge02 scripted/moving_hedge/hidehedge02.skc
- hidehedge03 scripted/moving_hedge/hidehedge03.skc
- lifthedge01 scripted/moving_hedge/lifthedge02.skc
- lifthedge02 scripted/moving_hedge/lifthedge02.skc
- lifthedge03 scripted/moving_hedge/lifthedge03.skc
- returnhedge01 scripted/moving_hedge/returnhedge01.skc autosteps_walk
- returnhedge02 scripted/moving_hedge/returnhedge02.skc autosteps_walk
- returnhedge03 scripted/moving_hedge/returnhedge03.skc autosteps_walk
- walkhedge01 scripted/moving_hedge/walkhedge01.skc autosteps_walk
- walkhedge02 scripted/moving_hedge/walkhedge02.skc autosteps_walk
- walkhedge03 scripted/moving_hedge/walkhedge03.skc autosteps_walk
-
- // 1stguard scripted/prisoners/1stguard.skc
- // 1stprisoner scripted/prisoners/1stprisoner.skc
- // 2ndguard scripted/prisoners/2ndguard.skc
- // 2ndprisoner scripted/prisoners/2ndprisoner.skc
-
- // drivergetvisa scripted/visa/drivergetvisa.skc
- // driverkillvisa scripted/visa/driverkillvisa.skc
- // guardgetvisa scripted/visa/guardgetvisa.skc
- // guardtalkvisa scripted/visa/guardtalkvisa.skc
- // passengergetvisa scripted/visa/passengergetvisa.skc
- // passengerkillvisa scripted/visa/passengerkillvisa.skc
-
-
- // Pushing
-
- push_intro scripted/push/push_intro.skc autosteps_walk
- push_loop scripted/push/push_loop.skc autosteps_walk
- cart_push scripted/push/crate_push.skc autosteps_walk
-
-
- //Vehicle and Artillery//
-
- // Opel truck stuff moved to opeltruck.tik
- // opel_passenger1 vehicle_artillery/opel_passenger1.skc
- // opel_passenger2 vehicle_artillery/opel_passenger2.skc
- // opel_passenger3 vehicle_artillery/opel_passenger3.skc
- // opel_passenger4 vehicle_artillery/opel_passenger4.skc
- // opel_passenger5 vehicle_artillery/opel_passenger5.skc
- // opel_passenger6 vehicle_artillery/opel_passenger6.skc
- // opel_still_passenger1 vehicle_artillery/opel_still_passenger1.skc
- // opel_still_passenger2 vehicle_artillery/opel_still_passenger2.skc
- // opel_still_passenger3 vehicle_artillery/opel_still_passenger3.skc
- // opel_still_passenger4 vehicle_artillery/opel_still_passenger4.skc
- // opel_still_passenger5 vehicle_artillery/opel_still_passenger5.skc
- // opel_still_passenger6 vehicle_artillery/opel_still_passenger6.skc
- halftrack_passenger1 vehicle_artillery/halftrack_passenger1.skc
- halftrack_passenger2 vehicle_artillery/halftrack_passenger2.skc
- halftrack_passenger3 vehicle_artillery/halftrack_passenger3.skc
- halftrack_passenger4 vehicle_artillery/halftrack_passenger4.skc
- halftrack_passenger5 vehicle_artillery/halftrack_passenger5.skc
- halftrack_passenger6 vehicle_artillery/halftrack_passenger6.skc
- // tankentry_front vehicle_artillery/tank_entry02.skc
- // tankentry_side vehicle_artillery/tank_entry01.skc
- // tankexit_side vehicle_artillery/tank_exit.skc
-
-
- //Dog and Handler//
-
- handler_discipline dog_animation/handler_discipline.skc
- handler_release dog_animation/handler_release.skc
- handler_stop dog_animation/handler_stop.skc
- handler_walk dog_animation/handler_walk.skc autosteps_walk
- handler_walk_back dog_animation/handler_walk_back.skc autosteps_walk
- handler_walk_right dog_animation/handler_walk_right.skc autosteps_walk
- handler_walk_left dog_animation/handler_walk_left.skc autosteps_walk
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////
- // Animations that should be deleted
- ///////////////////////////////////////////////////////////////////////////////////////////////////////
-
- $path models/human/protoanimations
-
- // aim_rifle idle_rifle.skc // Protoanimations...
- // run_hunch_rifle jog_crouch_rifle.skc // Protoanimations...
- // crouch_rifle idle_crouch_rifle.skc // Protoanimations...
-
- $path models/human/animation
-
- // The aim leg stance is a leg animation that provides the bottom half for the
- // upper body aiming, shooting, reloading and changing weapon animations.
- // NOTE: This should be replaced with one per weapon in individual weapon tik files
- // under "xxx_stand_alert_legs"
- // aim_leg_stance misc/aim_leg_stance.skc
-
- $path models/human/protoanimations
-
- // walk_rifle walk_rifle.skc autosteps_walk // Protoanimations...
- // idle_crouch_rifle idle_crouch_rifle.skc autosteps_walk // Protoanimations...
-
- $path models/human/animation
-
- // run_pistol_action walks_runs/run_pistol_action.skc autosteps_run
- // run_rifle_action walks_runs/run_rifle_action.skc autosteps_run
- // run_pistol walks_runs/run_pistol.skc autosteps_run
- // run_injured walks_runs/run_injured.skc autosteps_run
- // run_injured_back walks_runs/run_injured_back.skc autosteps_run
- // run_injured_left walks_runs/run_injured_left.skc autosteps_run
- // run_injured_right walks_runs/run_injured_right.skc autosteps_run
- // run_injured_step walks_runs/run_injured_step.skc autosteps_run
-
- runfire_back walks_runs/runfire_back.skc autosteps_run
- runfire_back_left walks_runs/runfire_backleft.skc autosteps_run
- runfire_back_right walks_runs/runfire_backright.skc autosteps_run
- runfire_forward walks_runs/runfire_forward.skc autosteps_run
- runfire_still walks_runs/runfire_inplace.skc autosteps_run
- runfire_left walks_runs/runfire_left.skc autosteps_run
- runfire_right walks_runs/runfire_right.skc autosteps_run
-
- $path models/human/protoanimations
-
- // walk_back_rifle walk_back_rifle.skc autosteps_walk // Protoanimations...
-
- $path models/human/animation
-
- // walk_alert_backdown walks_runs/alertw_backdown.skc autosteps_walk
- // walk_alert_backward walks_runs/alertw_backward.skc autosteps_walk
- // walk_alert_backwardup walks_runs/alertw_backwardup.skc autosteps_walk
- // walk_alert_forward walks_runs/alertw_forward.skc autosteps_walk
- // walk_alert_forwarddown walks_runs/alertw_forwarddown.skc autosteps_walk
- // walk_alert_forwardup walks_runs/alertw_forwardup.skc autosteps_walk
- // walk_alert_left90 walks_runs/alertw_left.skc autosteps_walk
- // walk_alert_right90 walks_runs/alertw_right.skc autosteps_walk
- // walk_alert_still walks_runs/alertw_still.skc autosteps_walk
-
- // jog_crouch_back walks_runs/crouchjog_back.skc autosteps_run
- // jog_crouch_backdown walks_runs/crouchjog_backdown.skc autosteps_run
- // jog_crouch_backup walks_runs/crouchjog_backup.skc autosteps_run
- // jog_crouch_forward walks_runs/crouchjog_forward.skc autosteps_run
- // jog_crouch_forwarddown walks_runs/crouchjog_forwarddown.skc autosteps_run
- // jog_crouch_left walks_runs/crouchjog_left.skc autosteps_run
- // jog_crouch_leftdown walks_runs/crouchjog_leftdown.skc autosteps_run
- // jog_crouch_leftup walks_runs/crouchjog_leftup.skc autosteps_run
- // jog_crouch_right walks_runs/crouchjog_right.skc autosteps_run
- // jog_crouch_rightdown walks_runs/crouchjog_rightdown.skc autosteps_run
- // jog_crouch_rightup walks_runs/crouchjog_rightup.skc autosteps_run
-
- walk_crouch_back walks_runs/crouchw_back.skc autosteps_walk
- // walk_crouch_backdown walks_runs/crouchw_backdown.skc autosteps_walk
- // walk_crouch_backup walks_runs/crouchw_backup.skc autosteps_walk
- walk_crouch_forward walks_runs/crouchw_forward.skc autosteps_walk
- // walk_crouch_forwarddown walks_runs/crouchw_forwarddown.skc autosteps_walk
- walk_crouch_left walks_runs/crouchw_left.skc autosteps_walk
- // walk_crouch_leftdown walks_runs/crouchw_leftdown.skc autosteps_walk
- // walk_crouch_leftup walks_runs/crouchw_leftup.skc autosteps_walk
- walk_crouch_right walks_runs/crouchw_right.skc autosteps_walk
- // walk_crouch_rightdown walks_runs/crouchw_rightdown.skc autosteps_walk
- // walk_crouch_rightup walks_runs/crouchw_rightup.skc autosteps_walk
-
- // walk_alert_backdown walks_runs/alertw_backdown.skc autosteps_walk
- // walk_alert_back walks_runs/alertw_backward.skc autosteps_walk
- // walk_alert_backup walks_runs/alertw_backwardup.skc autosteps_walk
- // walk_alert_forward walks_runs/alertw_forward.skc autosteps_walk
- // walk_alert_forwarddown walks_runs/alertw_forwarddown.skc autosteps_walk
- // walk_alert_forwardup walks_runs/alertw_forwardup.skc autosteps_walk
- // walk_alert_left walks_runs/alertw_left.skc autosteps_walk
- // walk_alert_leftdown walks_runs/alertw_leftdown.skc autosteps_walk
- // walk_alert_leftup walks_runs/alertw_leftup.skc autosteps_walk
- // walk_alert_right walks_runs/alertw_right.skc autosteps_walk
- // walk_alert_rightdown walks_runs/alertw_rightdown.skc autosteps_walk
- // walk_alert_rightup walks_runs/alertw_rightup.skc autosteps_walk
-
- // idle_alert walks_runs/alertw_still.skc
-
- // walk_rifle_crouch_back walks_runs/riflec_walkback.skc autosteps_walk
- // walk_rifle_crouch_forward weapon_rifle/walks_runs/riflec_walkforward.skc autosteps_walk
- // walk_rifle_crouch_left walks_runs/riflec_walkleft.skc autosteps_walk
- // walk_rifle_crouch_right walks_runs/riflec_walkright.skc autosteps_walk
-
- $path models/human/protoanimations
-
- // walk_back_crouch_rifle walk_back_crouch_rifle.skc autosteps_walk // Protoanimations...
- // walk_crouch_rifle walk_crouch_rifle.skc autosteps_walk // Protoanimations...
- // walk_left_crouch_rifle walk_left_crouch_rifle.skc autosteps_walk // Protoanimations...
- // walk_right_crouch_rifle walk_right_crouch_rifle.skc autosteps_walk // Protoanimations...
-
- $path models/human/animation
- }
-
-