Animation List
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 }
}