Animation List
This is a placeholder list of animations, so mappers know what is available.
This is the list used for all regular, humanoid characters. It does not apply to undead, monsters, or the like. This list can be found in tdm_ai_guard_proguard_devel.def.
Some animations have been "replaced" for individual characters. For example, it is not generally appropriate for nobleman characters to spit on the floor, so when that animation is called randomly on a nobleman character, it is replaced with a different idle animation (specified in the nobleman def file). If an animation is not working as expected, check the .def file for the character in question.
This list may not apply to all AI and may not be complete as new animations are added to Dark Mod.
//****************************
// 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 }
}