Animation List

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Revision as of 12:03, 22 May 2010 by Springheel (talk | contribs) (New page: This is a placeholder list of animations, so mappers know what is available. //**************************** // Movement animations //**************************** anim walk1 ...)
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This is a placeholder list of animations, so mappers know what is available.


//**************************** // Movement animations //****************************

   anim walk1                   models/md5/chars/guards/proguard/walk.md5anim
   {
       frame 1     footstep
       frame 19    footstep
   }
   anim walk2                   models/md5/chars/guards/proguard/walk.md5anim
   {
       frame 1     footstep
       frame 19    footstep
   }
   anim walk_torch             models/md5/chars/guards/proguard/walk_torch.md5anim
   {
       frame 1     footstep
       frame 19    footstep
   }
   
   anim walk_cautious_ready      models/md5/chars/guards/proguard/walk_cautious_ready.md5anim
   {
       frame 1     footstep
       frame 29    footstep
   }
   // don't these need footstep sounds?
   anim walk_blind		models/md5/chars/guards/proguard/walk_blind.md5anim
   anim walk_alerted		models/md5/chars/guards/proguard/walk_alerted.md5anim
   anim run                    models/md5/chars/guards/proguard/run.md5anim
   {
       frame 1     footstep
       frame 10    footstep
   }
   anim run_torch                    models/md5/chars/guards/proguard/run_torch.md5anim
   {
       frame 1     footstep
       frame 10    footstep
   }
   anim run_charge              models/md5/chars/guards/proguard/run_charge.md5anim
   {
       frame 1     footstep
       frame 10    footstep
   }
   //check that footsteps sync up
   anim search1                 models/md5/chars/guards/proguard/search.md5anim
   {
       frame 1     footstep
       frame 30    footstep
   }
   
   anim search1_sword                 models/md5/chars/guards/proguard/search_sword.md5anim
   {
       frame 1     footstep
       frame 30    footstep
   }


   anim search2                 models/md5/chars/guards/proguard/search2.md5anim
   {
       frame 1     footstep
       frame 21    footstep
   }
   anim search_torch1           models/md5/chars/guards/proguard/search_torch.md5anim
   {
       frame 1     footstep
       frame 30    footstep
   }
   anim search_torch2           models/md5/chars/guards/proguard/search2_torch.md5anim
   {
       frame 1     footstep
       frame 21    footstep
   }

anim turn_left models/md5/chars/guards/proguard/idle_turn_90_lft.md5anim

anim turn_right models/md5/chars/guards/proguard/idle_turn_90_rgt.md5anim

anim idle_turn_180_lft models/md5/chars/guards/proguard/idle_turn_180_lft.md5anim

anim idle_turn_180_rgt models/md5/chars/guards/proguard/idle_turn_180_rgt.md5anim


anim combat_turn_left models/md5/chars/guards/proguard/combat_turn_90_lft.md5anim

anim combat_turn_right models/md5/chars/guards/proguard/combat_turn_90_rgt.md5anim


//****************************************** // idle animations: // ******************************************

    anim idle                   models/md5/chars/guards/proguard/idle.md5anim
    anim idle_drunk		models/md5/chars/guards/proguard/idle_drunk.md5anim
    anim idle_torch             models/md5/chars/guards/proguard/idle_torch.md5anim

//****************************************** // randomly called idle animations: // ******************************************

   anim idle_armwipe           models/md5/chars/guards/proguard/idle_armwipe.md5anim
   {
       frame 32    sound tdm_brush01
   }
   anim idle_arm_scratch       models/md5/chars/guards/proguard/idle_arm_scratch.md5anim
   {
       frame 17    sound tdm_brush01
   }
   anim idle_stretch           models/md5/chars/guards/proguard/idle_stretch.md5anim
   {
       frame 30    sound_voice tdm_stretch
   }


   anim idle_adjusting_belt    models/md5/chars/guards/proguard/idle_adjusting_belt.md5anim
   anim idle_scuff             models/md5/chars/guards/proguard/idle_scuff.md5anim
   anim idle_scuff_torch             models/md5/chars/guards/proguard/idle_scuff_torch.md5anim
   anim idle_standontoes       models/md5/chars/guards/proguard/idle_standontoes.md5anim
   anim idle_check_hand    models/md5/chars/guards/proguard/idle_check_hand.md5anim
   anim idle_stretch02    models/md5/chars/guards/proguard/idle_stretch02.md5anim
   {
       frame 80    sound_voice tdm_stretch
   }
   anim idle_shifting1         models/md5/chars/guards/proguard/idle_shifting1.md5anim
   {
       frame 15    footstep
       frame 127    footstep
   }
   anim idle_shifting2         models/md5/chars/guards/proguard/idle_shifting2.md5anim
   anim idle_sneeze            models/md5/chars/guards/proguard/idle_sneeze.md5anim
   {
       no_random_headturning
       frame 20    sound_voice tdm_male_sneeze
   }
   anim idle_nose_wipe        models/md5/chars/guards/proguard/idle_nose_wipe.md5anim
   {
       no_random_headturning
       frame 28    sound_voice tdm_sniff
   }
   anim idle_nosewipe_short      models/md5/chars/guards/proguard/idle_nosewipe_short.md5anim
   {
       no_random_headturning
       frame 28    sound_voice tdm_sniff
   }
   anim idle_spit              models/md5/chars/guards/proguard/idle_spit.md5anim
   {
       no_random_headturning
       frame 20    sound_voice tdm_spit
   }
   anim idle_cough             models/md5/chars/guards/proguard/idle_cough.md5anim
   {
       no_random_headturning
       frame 13    sound_voice snd_cough
   }
   anim idle_cough02             models/md5/chars/guards/proguard/idle_cough02.md5anim
   {
       no_random_headturning
       frame 13    sound_voice snd_cough
   }
   anim idle_eat               models/md5/chars/guards/proguard/idle_eat.md5anim
   {
       no_random_headturning
       frame 90    sound_voice tdm_chew
   }


//*************************************** // Conversation animations //***************************************

   anim idle_talk1             models/md5/chars/guards/proguard/idle_talk1.md5anim
   anim idle_talk2             models/md5/chars/guards/proguard/idle_talk2.md5anim
   anim idle_talk3             models/md5/chars/guards/proguard/idle_talk3.md5anim
   anim idle_talk4             models/md5/chars/guards/proguard/idle_talk4.md5anim


//*************************************** // Combat animations //***************************************

   anim pain                   models/md5/chars/guards/proguard/pain.md5anim
   {frame 1							call overrideLegs}
   anim cower1                 models/md5/chars/guards/proguard/cower1.md5anim
   anim cower2                 models/md5/chars/guards/proguard/cower2.md5anim
   anim pain_torch             models/md5/chars/guards/proguard/pain_torch.md5anim
   {
   frame 1							call overrideLegs
   }
   anim throw                  models/md5/chars/guards/proguard/throw.md5anim

{ frame 21 launch_missile RightHand }

   anim draw                   models/md5/chars/guards/proguard/drawsword.md5anim
   {
       frame 16    reattach        melee_weapon hand_r
       frame 16    sound_weapon    snd_drawsword
       frame 16    set_combat_flag melee   // enable melee combat now
   }
   anim sheath                 models/md5/chars/guards/proguard/sheathe_sword.md5anim
   {
      frame 19     clear_combat_flag   melee // disable melee attacks now
      frame 19     reattach        melee_weapon hip_sheath_l
      frame 16     sound_weapon snd_sheathesword
   }
   anim draw_hammer              models/md5/chars/guards/proguard/draw_hammer.md5anim
   {
       frame 15    reattach        melee_weapon hand_r
       frame 15    set_combat_flag melee   // enable melee combat now
   }
   anim sheathe_hammer           models/md5/chars/guards/proguard/sheathe_hammer.md5anim
   {
      frame 15     clear_combat_flag   melee // disable melee attacks now
      frame 15     reattach        melee_weapon slung_across_back_rl
   }
   anim drawBow                 models/md5/chars/guards/proguard/combat_bow_draw.md5anim
   {
       frame 16    reattach        missile_weapon hand_l_bow
       frame 16    set_combat_flag ranged   // enable ranged combat now
   }
   anim sheathBow                 models/md5/chars/guards/proguard/combat_bow_holster.md5anim
   {
      frame 19     clear_combat_flag   ranged // disable ranged attacks now
      frame 19     reattach        missile_weapon bow_holster_pos_rl
   }
   anim combat_idle_sword       models/md5/chars/guards/proguard/combat_sword_idle.md5anim
   anim combat_idle_sword_torch models/md5/chars/guards/proguard/combat_sword_idle_torch.md5anim
   anim combat_idle_bow         models/md5/chars/guards/proguard/combat_bow_idle.md5anim
   anim ranged_attack           models/md5/chars/guards/proguard/combat_bow_aim_fire_reload.md5anim

{ frame 18 launch_missile LeftHand }

   anim melee_attack_RL        models/md5/chars/guards/proguard/combat_sword_attack_left.md5anim 
   {
       prevent_idle_override
       frame 15    melee_hold
       frame 16    melee_attack_start melee_weapon slash_rl        
       frame 19    sound snd_swing
       frame 27    melee_attack_stop melee_weapon
   }
   anim melee_attack_LR        models/md5/chars/guards/proguard/combat_sword_attack_right.md5anim 
   {
       prevent_idle_override
       frame 15    melee_hold
       frame 16    melee_attack_start melee_weapon slash_lr
       frame 19    sound snd_swing
       frame 25    melee_attack_stop melee_weapon
   }
   anim melee_attack_Over       models/md5/chars/guards/proguard/combat_sword_attack_overhead.md5anim 
   {
       prevent_idle_override
       frame 15    melee_hold
       frame 16    melee_attack_start melee_weapon overhead
       frame 19    sound snd_swing
       frame 25    melee_attack_stop melee_weapon
   }
   anim melee_attack_Thrust       models/md5/chars/guards/proguard/combat_sword_attack_thrust.md5anim 
   {
       prevent_idle_override
       frame 19    melee_hold
       frame 24    melee_attack_start melee_weapon thrust
       frame 29    sound snd_swing
       frame 34    melee_attack_stop melee_weapon
   }
   
   anim melee_parry_RL         models/md5/chars/guards/proguard/combat_sword_parry_left.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon left
       frame 7 melee_parry_stop melee_weapon
   }
   anim melee_parry_LR         models/md5/chars/guards/proguard/combat_sword_parry_right.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon right
       frame 7 melee_parry_stop melee_weapon
   }
   anim melee_parry_Over         models/md5/chars/guards/proguard/combat_sword_parry_overhead.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon overhead
       frame 7 melee_parry_stop melee_weapon
   }
   anim melee_parry_Thrust         models/md5/chars/guards/proguard/combat_sword_parry_thrust.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon thrust
       frame 7 melee_parry_stop melee_weapon
   }
   anim failed_ko                  models/md5/chars/guards/proguard/failed_ko.md5anim


//************************ // Sitting Animations //**************************

   anim sit_down               models/md5/chars/guards/proguard/sit_down.md5anim
   {
       frame 1         disableWalkIK
   }
   anim sit_up                 models/md5/chars/guards/proguard/sit_up.md5anim
   {
       frame 40        enableWalkIK
   }
   anim idle_sit               models/md5/chars/guards/proguard/sit_idle.md5anim


   anim idle_sit_2               models/md5/chars/guards/proguard/sit_idle2.md5anim
   anim idle_sit_shift1               models/md5/chars/guards/proguard/sit_idle2.md5anim
   {

frame 1 call overrideLegs }


   anim idle_sit_cough01              models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning

       frame 27    sound_voice snd_cough
   }
   anim idle_sit_tap01               models/md5/chars/guards/proguard/sit_idle_tap01.md5anim
   {

frame 1 call overrideLegs

   	frame 6		sound bullet_impact_wood
   	frame 13    sound bullet_impact_wood
   	frame 21    sound bullet_impact_wood
   }
   anim idle_sit_armdrop01            models/md5/chars/guards/proguard/sit_idle_armdrop01.md5anim
   anim idle_sit_neckscratch            models/md5/chars/guards/proguard/sit_idle_neckscratch.md5anim
   

//************************ // other //**************************

   anim use_righthand          models/md5/chars/guards/proguard/use_righthand.md5anim
   anim kneel_down             models/md5/chars/guards/proguard/kneel_down.md5anim 
   {

ai_no_turn // should keep ai from spinning around during animation

   }


   anim sit_2_sleep_lft        models/md5/chars/guards/proguard/sit_2_sleep_lft.md5anim

{ frame 1 disableClip }

   anim sit_2_sleep_rgt        models/md5/chars/guards/proguard/sit_2_sleep_rgt.md5anim  

{ frame 1 disableClip }


   anim sleep_2_sit_lft        models/md5/chars/guards/proguard/sleep_2_sit_lft.md5anim

{ frame 50 enableClip }

   anim sleep_2_sit_rgt        models/md5/chars/guards/proguard/sleep_2_sit_rgt.md5anim 

{ frame 50 enableClip }

   anim sleep_idle_lft         models/md5/chars/guards/proguard/sleep_idle_lft.md5anim
   anim sleep_idle_rgt         models/md5/chars/guards/proguard/sleep_idle_rgt.md5anim 
   
   anim bottle_drink01         models/md5/chars/guards/proguard/bottle_drink01.md5anim
   { 
   	no_random_headturning

frame 23 sound_voice tdm_drinking

   	frame 25                  sound   tdm_bottle_slosh
   }
   anim bottle_drink02         models/md5/chars/guards/proguard/bottle_drink02.md5anim
   {

no_random_headturning frame 25 sound tdm_bottle_slosh frame 30 sound_voice tdm_drinking

   }
   anim bottle_idle01		models/md5/chars/guards/proguard/bottle_idle01.md5anim // holds up to chest


anim bottle_idle02 models/md5/chars/guards/proguard/bottle_idle02.md5anim // holds down by side

   {

frame 23 sound tdm_bottle_slosh }

   anim bottle_idle03		models/md5/chars/guards/proguard/bottle_idle03.md5anim // looks at bottle
   {

frame 30 sound tdm_bottle_slosh }


   anim bottle_scratch		models/md5/chars/guards/proguard/bottle_scratch.md5anim
   {
       frame 17    sound tdm_brush01
   }
   
   anim bottle_sit_idle	models/md5/chars/guards/proguard/bottle_sit_idle.md5anim
   {
   	no_random_headturning
   }

// Tels: Put the drinking bottle down. Detaching it should restore idle animations. // TODO: anim is a placeholder

   anim bottle_putdown		models/md5/chars/guards/proguard/playcards_idle_draw.md5anim
   { 
   	no_random_headturning
   	frame 25		sound		tdm_bottle_slosh

frame 80 putdown bottle

   }
   anim playcards_idle       models/md5/chars/guards/proguard/playcards_idle.md5anim
   anim playcards_idle_lift       models/md5/chars/guards/proguard/playcards_idle_lift.md5anim
   anim playcards_idle_draw       models/md5/chars/guards/proguard/playcards_idle_draw.md5anim
   { 
   	no_random_headturning

frame 1 call overrideLegs frame 64 attach atdm:prop_single_card card hand_r frame 65 sound tdm_draw_card frame 93 destroy card

   	frame 98			sound_voice snd_reaction

}

// tels TODO: anim is a placeholder

   anim drink_righthand		models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning frame 8 pickup AIUSE_DRINK bottle hand_l frame 27 sound_voice tdm_drinking frame 84 putdown bottle

   }

// tels TODO: anim is a placeholder

   anim bottle_pickup		models/md5/chars/guards/proguard/playcards_idle_draw.md5anim
   {

no_random_headturning frame 8 pickup AIUSE_DRINK bottle hand_l

   	frame 12		sound		tdm_bottle_slosh
   }

// TODO: anim is a placeholder

   anim eat_righthand		models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning frame 8 pickup AIUSE_EAT food hand_l frame 27 sound_voice snd_eat frame 84 drop food

   }

// TODO: anim is a placeholder

   anim eat_apple_lefthand		models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning //frame 8 pickup AIUSE_EAT food hand_l frame 8 attach atdm:moveable_food_apple food hand_l frame 27 sound_voice snd_eat // replace apply by droppable apple core frame 45 destroy food frame 45 attach atdm:drop_apple_core food hand_l // now drop it frame 96 drop food

   }

// Tels: Put the left hand with item to the center, put right hand near left hand, "activate" // entity in left hand, relax hands. Used f.i. for putting a lantern off or on. // TODO: anim is a placeholder

   anim activate_in_lefthand		models/md5/chars/guards/proguard/idle_warmhands.md5anim
   { 
   	no_random_headturning

// commented out until recompile for windows // frame 40 activate_at_joint hand_l

   	frame 60		sound_voice			snd_reaction

}

// Tels: Put forward the right hand and activate entity (default: AIUSE_LIGHT) in world near right hand.

   anim use_with_righthand			models/md5/chars/guards/proguard/use_righthand.md5anim
   { 
   	no_random_headturning

// commented out until recompile for windows // frame 40 activate_near AIUSE_LIGHT hand_r

   	frame 60		sound_voice		snd_reaction

}

// Tels: Putdown the entity held in the left hand (standing animation). // TODO: anim is a placeholder

   anim putdown_lefthand		models/md5/chars/guards/proguard/idle_warmhands.md5anim
   {
   	no_random_headturning

frame 40 drop light }

//*************************************** // Specific character animations //***************************************

anim idle_beggar models/md5/chars/guards/proguard/idle_beggar.md5anim anim idle_nosewipe_beggar models/md5/chars/guards/proguard/idle_nosewipe_beggar.md5anim

   {
       no_random_headturning
       frame 28    sound_voice tdm_sniff
   }
   
   // revenant 'sleep' animations
   anim rev_sleep_lft    models/md5/chars/guards/proguard/rev_sleep_lft.md5anim
   anim rev_sleep_rght   models/md5/chars/guards/proguard/rev_sleep_rght.md5anim


//*************************************************** // flavour animations to be called by scripts or triggers: //***************************************************

    anim idle_warmhands         models/md5/chars/guards/proguard/idle_warmhands.md5anim
   {
       frame 28    footstep
       frame 86    footstep
   }
   
   anim turnpage_righthand     models/md5/chars/guards/proguard/use_righthand.md5anim //placeholder
   {

frame 12 sound readable_page_turn

   }


   anim idle_stir_pot               models/md5/chars/guards/proguard/idle_stir_pot.md5anim
   {
       no_random_headturning
       //frame 86			attach atdm:prop_wooden_spoon spoon01 hand_r
       //frame 190			destroy spoon01
       }
  anim throw_dice01               models/md5/chars/guards/proguard/throw_dice.md5anim
   {
       no_random_headturning
       frame 18			sound "bullet_impact_plastic"
       frame 19                        attach atdm:drop_dice01 dice01 hand_r
       frame 71			sound "bullet_impact_plastic"
       frame 81			sound "bullet_impact_plastic"
       frame 120                       drop	dice01
       
       frame 144			sound_voice snd_reaction
       }

}