Akari
01-05-2004, 07:28 AM
I didn't test it but try this:
// --------------------------------------------------------
// MaxPayne
// --------------------------------------------------------
#include <..\ai_ranges.h>
#include <..\targetid.h>
#include <..\weaponanimid.h>
#include <Male_Player.h>
#include <..\voiceEvents_Max.h>
[AI]
IdleTimeout = 10; // seconds
AimingSpeed = 250; // degrees/second;
HeadTurningSpeed = 500; // degrees/second;
TriggerHappinessAngle = 20; // degrees, can start shooting when aiming is inside this angle
InitialInaccuracy = 3.0; // meters/25m, when enemy starts aiming it's this inaccurate
StableInaccuracy = 0.4; // meters/25m, after a while of aiming is't this inaccurate
StabilizationTime = 1.0; // seconds it takes to stabilize aiming from intial to stable inaccuracy
HearingGroupOneRadius = 1000; // meters
HearingGroupTwoRadius = 10; // meters
HearingGroupThreeRadius = 5; // meters
FieldOfVision = 180; // degrees
[Properties]
Skeleton = "male";
HighDetailRagdollName = DEFAULT_HIGHDETAILRAGDOLL;
LowDetailRagdollName = DEFAULT_LOWDETAILRAGDOLL;
CapsuleTop = 1.95;
CapsuleBottom = 0.0;
CapsuleRadius = 0.48;
AirborneSpeed = 2.5; // in m/s
CanShootDodgeFrame = 13; // enable blending from dodge to shootdodge until this frame
CanAbortShootDodgeFrame = 49;
RandomizeTextureSet = FALSE;
MaximumHealth = 250;
HealthBonusForKiller = 0;
SlowMotionBonusForKiller = 0%; // percents of full slowmotion
ShootingFrequencyMultiplier = 1.0;
AutoAimTarget = NO;
ShadowsEnabled = TRUE;
DynamicShadowEnabled = TRUE;
CanPlayerSwitchToThisSkin = TRUE; // true=player is able to change to this skin with PGUP/PGDN
GiveTimedModeBonusForKiller = TRUE; // timed mode bonus defined in levels.txt
ItemsToCache = 0; // one instance of skin is loaded before levels are loaded
EyeBlinkAnimationName = Sub_Face_Blink;
LipSyncAnimationName = Sub_Talk_Subtle_3s;
EarRadioAnimationName = Sub_Use_EarRadio;
RagdollDeathAnimationName = Sub_RagdollDeath;
AlternativeCamera = FALSE;
HUDHealthSpriteIndex = 0;
[Target]
{
[General]
Name = "Torso";
Type = TARGET_CHARACTER;
NoPenetrationMultiplier = MULTIPLIER_DEFAULT;
FullPenetrationMultiplier = MULTIPLIER_DEFAULT;
Material = "character";
[Bone] Name = "Bip01 L Clavicle";
[Bone] Name = "Bip01 R Clavicle";
[Bone] Name = "Bip01 Neck";
[Bone] Name = "Bip01 Spine1";
[Bone] Name = "Bip01 Spine";
[Bone] Name = "Bip01 Pelvis";
}
[Target]
{
[General]
Name = "Head";
Type = TARGET_CHARACTER;
NoPenetrationMultiplier = MULTIPLIER_DEFAULT;
FullPenetrationMultiplier = MULTIPLIER_DEFAULT;
Material = "character";
[Bone] Name = "Bip01 Head";
}
[Target]
{
[General]
Name = "ArmsAndLegs";
Type = TARGET_CHARACTER;
NoPenetrationMultiplier = MULTIPLIER_ARMSLEGS_NO_ARMOR;
FullPenetrationMultiplier = MULTIPLIER_ARMSLEGS_NO_ARMOR;
Material = "character";
[Bone] Name = "Bip01 L UpperArm";
[Bone] Name = "Bip01 L Forearm";
[Bone] Name = "Bip01 L Hand";
[Bone] Name = "Bip01 L Thigh";
[Bone] Name = "Bip01 L Calf";
[Bone] Name = "Bip01 L Foot";
[Bone] Name = "Bip01 L Toe0";
[Bone] Name = "Bip01 R UpperArm";
[Bone] Name = "Bip01 R Forearm";
[Bone] Name = "Bip01 R Hand";
[Bone] Name = "Bip01 R Thigh";
[Bone] Name = "Bip01 R Calf";
[Bone] Name = "Bip01 R Foot";
[Bone] Name = "Bip01 R Toe0";
}
[OnInit]
{
[Message] String = "this->C_PickupWeapon ( "empty" );";
[Message] String = "this->C_SetInfiniteAmmo ( "empty", 1 );";
}
[OnDeath]
{
[Message] String = "this->A_StopAll3DSounds(\"Bip01 Head\");";
}
[LOD]
{
[Shader]
Material = "face";
Shader = "Skin";
[Shader]
Material = "Eyes";
Shader = "Eyes";
[Shader]
Material = "Body_Texture";
Shader = "Matte";
[Shader]
Material = "Legs Texture";
Shader = "Matte";
[Geometry] ExportData = VladimirLem_A_L0.kf2; SkinData = VladimirLem_A_L0.skd;
Distance = 1000;
EnableBoundingSphere = TRUE;
BoundingSphereRadius = 1.90;
EnableBoundingBox = FALSE;
}
[Modifiers]
{
[Animation] Index = CHARANIM_VERYSMALLDAMAGE; Filename = "anim\GetHit_Very_Small.kf2";
[Properties]
{
}
[Revert] From = CHARANIM_SMALLDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;
[Revert] From = CHARANIM_MEDIUMDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;
[Revert] From = CHARANIM_LARGEDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;
[Revert] From = CHARANIM_VERYLARGEDAMAGE; To = CHARANIM_VERYSMALLDAMAGE;
// WITH PISTOL
[Animation] Index = CHARANIM_CONFUSED; Filename = anim\Sharp_Confused.kf2;
[Properties]
{
}
[Animation] Index = CHARANIM_RUNFORWARD; Filename = "anim\Sharp_Run_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_RUNFORWARDLEFT; Filename = "anim\Sharp_Run_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_RUNLEFT; Filename = "anim\Sharp_Run_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_RUNBACKWARDLEFT; Filename = "anim\Sharp_Run_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_RUNBACKWARD; Filename = "anim\Sharp_Run_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_RUNBACKWARDRIGHT; Filename = "anim\Sharp_Run_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_RUNRIGHT; Filename = "anim\Sharp_Run_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_RUNFORWARDRIGHT; Filename = "anim\Sharp_Run_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKFORWARD; Filename = "anim\Sharp_Walk_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKFORWARDLEFT; Filename = "anim\Sharp_Walk_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKLEFT; Filename = "anim\Sharp_Walk_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKBACKWARDLEFT; Filename = "anim\Sharp_Walk_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKBACKWARD; Filename = "anim\Sharp_Walk_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKBACKWARDRIGHT; Filename = "anim\Sharp_Walk_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKRIGHT; Filename = "anim\Sharp_Walk_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_WALKFORWARDRIGHT; Filename = "anim\Sharp_Walk_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
// These are useful for testing the walk cycle with player
// [Revert] From = CHARANIM_RUNFORWARD; To = CHARANIM_WALKFORWARD;
// [Revert] From = CHARANIM_RUNFORWARDLEFT; To = CHARANIM_WALKFORWARDLEFT;
// [Revert] From = CHARANIM_RUNLEFT; To = CHARANIM_WALKLEFT;
// [Revert] From = CHARANIM_RUNBACKWARDLEFT; To = CHARANIM_WALKBACKWARDLEFT;
// [Revert] From = CHARANIM_RUNBACKWARD; To = CHARANIM_WALKBACKWARD;
// [Revert] From = CHARANIM_RUNBACKWARDRIGHT; To = CHARANIM_WALKBACKWARDRIGHT;
// [Revert] From = CHARANIM_RUNRIGHT; To = CHARANIM_WALKRIGHT;
// [Revert] From = CHARANIM_RUNFORWARDRIGHT; To = CHARANIM_WALKFORWARDRIGHT;
// COMBAT WITH PISTOL
[Animation] Index = CHARANIM_C_STAND; Filename = anim\Sharp_Combat_Stand.kf2;
[Properties]
{
[Message] Frame = 1; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 3; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Revert] From = CHARANIM_C_TURNLEFT; To = CHARANIM_C_STAND;
[Revert] From = CHARANIM_C_TURNRIGHT; To = CHARANIM_C_STAND;
[Animation] Index = CHARANIM_C_CROUCH; Filename = anim\Sharp_Combat_Crouch.kf2;
[Properties]
{
}
[Revert] From = CHARANIM_C_CONFUSED; To = CHARANIM_CONFUSED;
[Animation] Index = CHARANIM_C_RUNFORWARD; Filename = "anim\Sharp_Combat_Run_Forward.kf2";
[Properties]
{
[Reference] Name = Run_Forward;
[Movement] Filename = "anim\Sharp_Combat_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_RUNFORWARDLEFT; Filename = "anim\Sharp_Combat_Run_ForwardLeft.kf2";
[Properties]
{
[Reference] Name = Run_ForwardLeft;
[Movement] Filename = "anim\Sharp_Combat_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_RUNLEFT; Filename = "anim\Sharp_Combat_Run_Left.kf2";
[Properties]
{
[Reference] Name = Run_Left;
[Movement] Filename = "anim\Sharp_Combat_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_RUNBACKWARDLEFT; Filename = "anim\Sharp_Combat_Run_BackwardLeft.kf2";
[Properties]
{
[Reference] Name = Run_BackwardLeft;
[Movement] Filename = "anim\Sharp_Combat_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_RUNBACKWARD; Filename = "anim\Sharp_Combat_Run_Backward.kf2";
[Properties]
{
[Reference] Name = Run_Backward;
[Movement] Filename = "anim\Sharp_Combat_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_RUNBACKWARDRIGHT; Filename = "anim\Sharp_Combat_Run_BackwardRight.kf2";
[Properties]
{
[Reference] Name = Run_BackwardRight;
[Movement] Filename = "anim\Sharp_Combat_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_RUNRIGHT; Filename = "anim\Sharp_Combat_Run_Right.kf2";
[Properties]
{
[Reference] Name = Run_Right;
[Movement] Filename = "anim\Sharp_Combat_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_RUNFORWARDRIGHT; Filename = "anim\Sharp_Combat_Run_ForwardRight.kf2";
[Properties]
{
[Reference] Name = Run_ForwardRight;
[Movement] Filename = "anim\Sharp_Combat_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKFORWARD; Filename = "anim\Sharp_Combat_Walk_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKFORWARDLEFT; Filename = "anim\Sharp_Combat_Walk_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKLEFT; Filename = "anim\Sharp_Combat_Walk_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKBACKWARDLEFT; Filename = "anim\Sharp_Combat_Walk_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKBACKWARD; Filename = "anim\Sharp_Combat_Walk_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKBACKWARDRIGHT; Filename = "anim\Sharp_Combat_Walk_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKRIGHT; Filename = "anim\Sharp_Combat_Walk_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_WALKFORWARDRIGHT; Filename = "anim\Sharp_Combat_Walk_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_Combat_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
// WITH RIFLE
[Animation] Index = CHARANIM_2_CONFUSED; Filename = anim\Sharp_2_Confused.kf2;
[Properties]
{
}
[Animation] Index = CHARANIM_2_RUNFORWARD; Filename = "anim\Sharp_2_Run_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_RUNFORWARDLEFT; Filename = "anim\Sharp_2_Run_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_RUNLEFT; Filename = "anim\Sharp_2_Run_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_RUNBACKWARDLEFT; Filename = "anim\Sharp_2_Run_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_RUNBACKWARD; Filename = "anim\Sharp_2_Run_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_RUNBACKWARDRIGHT; Filename = "anim\Sharp_2_Run_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_RUNRIGHT; Filename = "anim\Sharp_2_Run_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_RUNFORWARDRIGHT; Filename = "anim\Sharp_2_Run_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKFORWARD; Filename = "anim\Sharp_2_Walk_Forward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKFORWARDLEFT; Filename = "anim\Sharp_2_Walk_ForwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKLEFT; Filename = "anim\Sharp_2_Walk_Left.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKBACKWARDLEFT; Filename = "anim\Sharp_2_Walk_BackwardLeft.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKBACKWARD; Filename = "anim\Sharp_2_Walk_Backward.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKBACKWARDRIGHT; Filename = "anim\Sharp_2_Walk_BackwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKRIGHT; Filename = "anim\Sharp_2_Walk_Right.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_2_WALKFORWARDRIGHT; Filename = "anim\Sharp_2_Walk_ForwardRight.kf2";
[Properties]
{
[Movement] Filename = "anim\Sharp_2_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
// These are useful for testing the walk cycle with player
// [Revert] From = CHARANIM_2_RUNFORWARD; To = CHARANIM_2_WALKFORWARD;
// [Revert] From = CHARANIM_2_RUNFORWARDLEFT; To = CHARANIM_2_WALKFORWARDLEFT;
// [Revert] From = CHARANIM_2_RUNLEFT; To = CHARANIM_2_WALKLEFT;
// [Revert] From = CHARANIM_2_RUNBACKWARDLEFT; To = CHARANIM_2_WALKBACKWARDLEFT;
// [Revert] From = CHARANIM_2_RUNBACKWARD; To = CHARANIM_2_WALKBACKWARD;
// [Revert] From = CHARANIM_2_RUNBACKWARDRIGHT; To = CHARANIM_2_WALKBACKWARDRIGHT;
// [Revert] From = CHARANIM_2_RUNRIGHT; To = CHARANIM_2_WALKRIGHT;
// [Revert] From = CHARANIM_2_RUNFORWARDRIGHT; To = CHARANIM_2_WALKFORWARDRIGHT;
// COMBAT WITH RIFLE
[Animation] Index = CHARANIM_C_2_STAND; Filename = anim\Sharp_Combat_2_Stand.kf2;
[Properties]
{
[Message] Frame = 1; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 3; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Revert] From = CHARANIM_C_2_TURNLEFT; To = CHARANIM_C_2_STAND;
[Revert] From = CHARANIM_C_2_TURNRIGHT; To = CHARANIM_C_2_STAND;
[Animation] Index = CHARANIM_C_2_CROUCH; Filename = anim\Sharp_Combat_2_Crouch.kf2;
[Properties]
{
}
[Revert] From = CHARANIM_C_2_CONFUSED; To = CHARANIM_2_CONFUSED;
[Animation] Index = CHARANIM_C_2_RUNFORWARD; Filename = "anim\Sharp_Combat_2_Run_Forward.kf2";
[Properties]
{
[Reference] Name = 2_Run;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_RUNFORWARDLEFT; Filename = "anim\Sharp_Combat_2_Run_ForwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Run_ForwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Run_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_RUNLEFT; Filename = "anim\Sharp_Combat_2_Run_Left.kf2";
[Properties]
{
[Reference] Name = 2_Run_Left;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_RUNBACKWARDLEFT; Filename = "anim\Sharp_Combat_2_Run_BackwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Run_BackwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Run_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_RUNBACKWARD; Filename = "anim\Sharp_Combat_2_Run_Backward.kf2";
[Properties]
{
[Reference] Name = 2_Run_Backward;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_RUNBACKWARDRIGHT; Filename = "anim\Sharp_Combat_2_Run_BackwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Run_BackwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Run_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_RUNRIGHT; Filename = "anim\Sharp_Combat_2_Run_Right.kf2";
[Properties]
{
[Reference] Name = 2_Run_Right;
[Movement] Filename = "anim\Sharp_Combat_2_Run_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_RUNFORWARDRIGHT; Filename = "anim\Sharp_Combat_2_Run_ForwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Run_2_ForwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Run_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_run_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKFORWARD; Filename = "anim\Sharp_Combat_2_Walk_Forward.kf2";
[Properties]
{
[Reference] Name = 2_Walk;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Forward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKFORWARDLEFT; Filename = "anim\Sharp_Combat_2_Walk_ForwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Walk_ForwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_ForwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKLEFT; Filename = "anim\Sharp_Combat_2_Walk_Left.kf2";
[Properties]
{
[Reference] Name = 2_Walk_Left;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Left_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKBACKWARDLEFT; Filename = "anim\Sharp_Combat_2_Walk_BackwardLeft.kf2";
[Properties]
{
[Reference] Name = 2_Walk_BackwardLeft;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_BackwardLeft_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKBACKWARD; Filename = "anim\Sharp_Combat_2_Walk_Backward.kf2";
[Properties]
{
[Reference] Name = 2_Walk_Backward;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Backward_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKBACKWARDRIGHT; Filename = "anim\Sharp_Combat_2_Walk_BackwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Walk_BackwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_BackwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKRIGHT; Filename = "anim\Sharp_Combat_2_Walk_Right.kf2";
[Properties]
{
[Reference] Name = 2_Walk_Right;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_Right_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
[Animation] Index = CHARANIM_C_2_WALKFORWARDRIGHT; Filename = "anim\Sharp_Combat_2_Walk_ForwardRight.kf2";
[Properties]
{
[Reference] Name = 2_Walk_2_ForwardRight;
[Movement] Filename = "anim\Sharp_Combat_2_Walk_ForwardRight_mov.kf2";
[Message] Frame = 12; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_right, Bip01 );";
[Message] Frame = 32; String = "this->A_Play3DSound( projectiles, footstep_enemy_walk_left, Bip01 );";
}
// Shooting
[Animation] Index = CHARANIM_SHOOTBERETTA; Filename = "anim\Sharp_Shoot_Beretta_Forward.kf2";
[Properties]
{
[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound( weapons, shoot_beretta, \"\");";
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
}
[Animation] Index = CHARANIM_SHOOTLOWBERETTA; Filename = "anim\Sharp_Shoot_Beretta_Down.kf2";
[Properties] {}
[Animation] Index = CHARANIM_SHOOTHIGHBERETTA; Filename = "anim\Sharp_Shoot_Beretta_Up.kf2";
[Properties] {}
[Animation] Index = CHARANIM_SHOOTDESERTEAGLE; Filename = "anim\Sharp_Shoot_Beretta_Forward.kf2";
[Properties]
{
[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound( weapons, shoot_deserteagle, \"\");";
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
}
[Revert] From = CHARANIM_SHOOTLOWDESERTEAGLE; To = CHARANIM_SHOOTLOWBERETTA;
[Revert] From = CHARANIM_SHOOTHIGHDESERTEAGLE; To = CHARANIM_SHOOTHIGHBERETTA;
[Animation] Index = CHARANIM_SHOOTCOLTCOMMANDO; Filename = "anim\Sharp_Shoot_ColtCommando_Forward.kf2";
[Properties]
{
[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound( weapons, Shoot_ColtCommando, \"\");";
[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
}
[Animation] Index = CHARANIM_SHOOTLOWCOLTCOMMANDO; Filename = "anim\Sharp_Shoot_ColtCommando_Down.kf2";
[Properties] {}
[Animation] Index = CHARANIM_SHOOTHIGHCOLTCOMMANDO; Filename = "anim\Sharp_Shoot_ColtCommando_Up.kf2";
[Properties] {}
}
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