NPC Activities & Sequences: Difference between revisions

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A list of activities that can be performed by [[NPC]]s.  
A list of activities that can be performed by [[NPC]]s.  


==Actbusy==
== Actbusy ==
These can be used in an [[actbusy]] routine.
These can be used in an [[actbusy]] routine.


===[[npc_citizen]]===
=== [[npc_citizen]] ===
ACT_BUSY_LEAN_LEFT
*ACT_BUSY_LEAN_LEFT
 
*ACT_BUSY_LEAN_BACK
ACT_BUSY_LEAN_BACK
*ACT_BUSY_SIT_CHAIR
 
*ACT_BUSY_STAND
ACT_BUSY_SIT_CHAIR
*ACT_BUSY_QUEUE
 
*Cover_R
ACT_BUSY_STAND
*Cover_L
 
*Coverlow_R
ACT_BUSY_QUEUE
*Coverlow_L
 
*cower_Idle
Cover_R
*D1_C01a_Mary_kneel
 
*D1_C03_Matt_sitground
Cover_L
*d1_t01_BreakRoom_Sit01_Idle
 
*d1_t01_BreakRoom_Sit02
Coverlow_R
*d1_t01_BreakRoom_WatchBreen
 
*d1_t01_BreakRoom_WatchClock_Sit
Coverlow_L
*d1_t01_BreakRoom_WatchClock_Sit_MX
 
*d1_t01_Clutch_Chainlink_Idle
cower_Idle
*d1_t02_Plaza_Sit01_Idle
 
*d1_t02_Plaza_Sit02
D1_C01a_Mary_kneel
*d1_t02_Playground_Cit2_Pockets
 
*d1_t02_Playground_Cit1_Arms_Crossed
D1_C03_Matt_sitground
*d1_t03_LookOutDoor
 
*d1_t03_LookOutWindow
d1_t01_BreakRoom_Sit01_Idle
*d1_t03_PreRaid_Peek_Idle
 
*d1_t03_Sit_Bed
d1_t01_BreakRoom_Sit02
*d1_t03_Sit_couch
 
*d1_t03_sit_couch_consoling
d1_t01_BreakRoom_WatchBreen
*d1_t03_Tenements_Look_Out_Window_Idle
 
*d1_town05_Leon_Lean_Table_Idle
d1_t01_BreakRoom_WatchClock_Sit
*d2_coast03_PreBattle_Scan_Skies
 
*d2_coast03_PreBattle_Scan_Skies02
d1_t01_BreakRoom_WatchClock_Sit_MX
*d2_coast03_PreBattle_Scan_Skies03
 
*d2_coast03_PreBattle_Kneel_Idle
d1_t01_Clutch_Chainlink_Idle
*d2_coast03_PreBattle_Stand_Look
 
*drinker_sit_idle
d1_t02_Plaza_Sit01_Idle
*drinker_sit_idle_ss
 
*idle_alert_01
d1_t02_Plaza_Sit02
*idle_alert_02
 
*idle_relaxed_01
d1_t02_Playground_Cit2_Pockets
*idle_relaxed_02
 
*fear_reaction_Idle
d1_t02_Playground_Cit1_Arms_Crossed
*food_queue_front
 
*laycouch1
d1_t03_LookOutDoor
*laycouch1
 
*lean_back
d1_t03_LookOutWindow
*Lean_Left
 
*LineIdle01
d1_t03_PreRaid_Peek_Idle
*railing_idle
 
*Sit_Chair02
d1_t03_Sit_Bed
*Sit_Chair03
 
*sitchairtable1
d1_t03_Sit_couch
*sitcouch1
 
*sitcouchfeet1
d1_t03_sit_couch_consoling
*sitcouchknees1
 
*sitccouchtv1
d1_t03_Tenements_Look_Out_Window_Idle
 
d1_town05_Leon_Lean_Table_Idle
 
d2_coast03_PreBattle_Scan_Skies
 
d2_coast03_PreBattle_Scan_Skies02
 
d2_coast03_PreBattle_Scan_Skies03
 
d2_coast03_PreBattle_Kneel_Idle
 
d2_coast03_PreBattle_Stand_Look
 
drinker_sit_idle
 
drinker_sit_idle_ss
 
idle_alert_01
 
idle_alert_02
 
idle_relaxed_01
 
idle_relaxed_02
 
fear_reaction_Idle
 
food_queue_front
 
laycouch1
 
laycouch1
 
lean_back
 
Lean_Left
 
LineIdle01
 
railing_idle
 
Sit_Chair02
 
Sit_Chair03
 
sitchairtable1
 
sitcouch1
 
sitcouchfeet1
 
sitcouchknees1
 
sitccouchtv1
 
===[[npc_combine_s]]===
===[[npc_combine_s]]===
 
*binoculars_idle
binoculars_idle
*Cover_crouch
 
*Cover_crouch_B
Cover_crouch
*Idle_Alert
 
*LeanWall_Right
Cover_crouch_B
*LeanWall_Corner_Right
 
*LeanWall_Left
Idle_Alert
*LeanWall_Left_B
 
*LeanWall_CrouchLeft_A
LeanWall_Right
*LeanWall_CrouchLeft_B
 
*LeanWall_CrouchLeft_C
LeanWall_Corner_Right
*LeanWall_CrouchLeft_D
 
*Signal_Advance
LeanWall_Left
*Signal_group
 
LeanWall_Left_B
 
LeanWall_CrouchLeft_A
 
LeanWall_CrouchLeft_B
 
LeanWall_CrouchLeft_C
 
LeanWall_CrouchLeft_D
 
Signal_Advance
 
Signal_group
 
===[[npc_metropolice]]===
===[[npc_metropolice]]===
ACT_BUSY_STAND
*ACT_BUSY_STAND
 
*Crouch_idle_pistol_A
Crouch_idle_pistol_A
*Crouch_idle_smg1_A
 
*Idle_harrassidle_A
Crouch_idle_smg1_A
 
Idle_harrassidle_A
 
==Shared Activities==
<List of activities by game and NPC>.
 
You can bind animation sequences to an activity name. See [[.QC Commands]] for details.
===General===
ACT_RESET
 
ACT_IDLE
 
ACT_TRANSITION
 
ACT_COVER
 
ACT_COVER_MED
 
ACT_COVER_LOW
 
ACT_WALK
 
ACT_WALK_AIM
 
ACT_WALK_CROUCH
 
ACT_WALK_CROUCH_AIM
 
ACT_RUN
 
ACT_RUN_AIM
 
ACT_RUN_CROUCH
 
ACT_RUN_CROUCH_AIM
 
ACT_RUN_PROTECTED
 
ACT_SCRIPT_CUSTOM_MOVE
 
ACT_RANGE_ATTACK1
 
ACT_RANGE_ATTACK2
 
ACT_RANGE_ATTACK1_LOW
 
ACT_RANGE_ATTACK2_LOW
 
ACT_DIESIMPLE
 
ACT_DIEBACKWARD
 
ACT_DIEFORWARD
 
ACT_DIEVIOLENT
 
ACT_DIERAGDOLL
 
ACT_FLY
 
ACT_HOVER
 
ACT_GLIDE
 
ACT_SWIM
 
ACT_JUMP
 
ACT_HOP
 
ACT_LEAP
 
ACT_LAND
 
ACT_CLIMB_UP
 
ACT_CLIMB_DOWN
 
ACT_CLIMB_DISMOUNT
 
ACT_SHIPLADDER_UP
 
ACT_SHIPLADDER_DOWN
 
ACT_STRAFE_LEFT
 
ACT_STRAFE_RIGHT
 
ACT_ROLL_LEFT
 
ACT_ROLL_RIGHT
 
ACT_TURN_LEFT
 
ACT_TURN_RIGHT
 
ACT_CROUCH
 
ACT_CROUCHIDLE
 
ACT_STAND
 
ACT_USE
 
ACT_SIGNAL1
 
ACT_SIGNAL2
 
ACT_SIGNAL3
 
 
ACT_SIGNAL_ADVANCE
 
ACT_SIGNAL_FORWARD
 
ACT_SIGNAL_GROUP
 
ACT_SIGNAL_HALT
 
ACT_SIGNAL_LEFT
 
ACT_SIGNAL_RIGHT
 
ACT_SIGNAL_TAKECOVER
 
 
ACT_LOOKBACK_RIGHT
 
ACT_LOOKBACK_LEFT
 
ACT_COWER
 
ACT_SMALL_FLINCH
 
ACT_BIG_FLINCH
 
ACT_MELEE_ATTACK1
 
ACT_MELEE_ATTACK2
 
ACT_RELOAD
 
ACT_RELOAD_LOW
 
ACT_ARM
 
ACT_DISARM
 
ACT_PICKUP_GROUND
 
ACT_PICKUP_RACK
 
ACT_IDLE_ANGRY
 
 
ACT_IDLE_RELAXED
 
ACT_IDLE_STIMULATED
 
ACT_IDLE_AGITATED
 
 
ACT_WALK_RELAXED
 
ACT_WALK_STIMULATED
 
ACT_WALK_AGITATED
 
 
ACT_RUN_RELAXED
 
ACT_RUN_STIMULATED
 
ACT_RUN_AGITATED
 
 
ACT_IDLE_AIM_RELAXED
 
ACT_IDLE_AIM_STIMULATED
 
ACT_IDLE_AIM_AGITATED
 
 
ACT_WALK_AIM_RELAXED
 
ACT_WALK_AIM_STIMULATED
 
ACT_WALK_AIM_AGITATED
 
 
ACT_RUN_AIM_RELAXED
 
ACT_RUN_AIM_STIMULATED
 
ACT_RUN_AIM_AGITATED
 
 
ACT_WALK_HURT
 
ACT_RUN_HURT
 
ACT_SPECIAL_ATTACK1
 
ACT_SPECIAL_ATTACK2
 
ACT_COMBAT_IDLE
 
ACT_WALK_SCARED
 
ACT_RUN_SCARED
 
ACT_VICTORY_DANCE
 
ACT_DIE_HEADSHOT
 
ACT_DIE_CHESTSHOT
 
ACT_DIE_GUTSHOT
 
ACT_DIE_BACKSHOT
 
 
ACT_FLINCH_HEAD
 
ACT_FLINCH_CHEST
 
ACT_FLINCH_STOMACH
 
ACT_FLINCH_LEFTARM
 
ACT_FLINCH_RIGHTARM
 
ACT_FLINCH_LEFTLEG
 
ACT_FLINCH_RIGHTLEG
 
ACT_FLINCH_PHYSICS
 
 
ACT_IDLE_ON_FIRE
 
ACT_WALK_ON_FIRE
 
ACT_RUN_ON_FIRE
 
 
ACT_RAPPEL_LOOP
 
 
ACT_180_LEFT
 
ACT_180_RIGHT
 
ACT_90_LEFT
 
ACT_90_RIGHT
 
ACT_STEP_LEFT
ACT_STEP_RIGHT
 
ACT_STEP_BACK
 
ACT_STEP_FORE
 
 
ACT_GESTURE_RANGE_ATTACK1
 
ACT_GESTURE_RANGE_ATTACK2
 
ACT_GESTURE_MELEE_ATTACK1
 
ACT_GESTURE_MELEE_ATTACK2
 
ACT_GESTURE_RANGE_ATTACK1_LOW
 
ACT_GESTURE_RANGE_ATTACK2_LOW
 
ACT_MELEE_ATTACK_SWING_GESTURE
 
ACT_GESTURE_SMALL_FLINCH
 
ACT_GESTURE_BIG_FLINCH
 
ACT_GESTURE_FLINCH_BLAST
 
ACT_GESTURE_FLINCH_HEAD
 
ACT_GESTURE_FLINCH_CHEST
 
ACT_GESTURE_FLINCH_STOMACH
 
ACT_GESTURE_FLINCH_LEFTARM
 
ACT_GESTURE_FLINCH_RIGHTARM
 
ACT_GESTURE_FLINCH_LEFTLEG
 
ACT_GESTURE_FLINCH_RIGHTLEG
 
 
ACT_GESTURE_TURN_LEFT
 
ACT_GESTURE_TURN_RIGHT
 
ACT_GESTURE_TURN_LEFT45
 
ACT_GESTURE_TURN_RIGHT45
 
ACT_GESTURE_TURN_LEFT90
 
ACT_GESTURE_TURN_RIGHT90
 
ACT_GESTURE_TURN_LEFT45_FLAT
 
ACT_GESTURE_TURN_RIGHT45_FLAT
 
ACT_GESTURE_TURN_LEFT90_FLAT
 
ACT_GESTURE_TURN_RIGHT90_FLAT
 
 
===Half-Life HGRUNT compatability===
ACT_BARNACLE_HIT
 
ACT_BARNACLE_PULL
 
ACT_BARNACLE_CHOMP
 
ACT_BARNACLE_CHEW
 
 
ACT_DO_NOT_DISTURB
 
 
===Viewmodel===
ACT_VM_DRAW
 
ACT_VM_HOLSTER
 
ACT_VM_IDLE
 
ACT_VM_FIDGET
 
ACT_VM_PULLBACK
 
ACT_VM_PULLBACK_HIGH
 
ACT_VM_PULLBACK_LOW
 
ACT_VM_THROW
 
ACT_VM_PULLPIN
 
ACT_VM_PRIMARYATTACK
 
ACT_VM_SECONDARYATTACK
 
ACT_VM_RELOAD
 
ACT_VM_DRYFIRE
 
ACT_VM_HITLEFT
 
ACT_VM_HITLEFT2
 
ACT_VM_HITRIGHT
 
ACT_VM_HITRIGHT2
 
ACT_VM_HITCENTER
 
ACT_VM_HITCENTER2
 
ACT_VM_MISSLEFT
 
ACT_VM_MISSLEFT2
 
ACT_VM_MISSRIGHT
 
ACT_VM_MISSRIGHT2
 
ACT_VM_MISSCENTER
 
ACT_VM_MISSCENTER2
 
ACT_VM_HAULBACK
 
ACT_VM_SWINGHARD
 
ACT_VM_SWINGMISS
 
ACT_VM_SWINGHIT
 
ACT_VM_IDLE_TO_LOWERED
 
ACT_VM_IDLE_LOWERED
 
ACT_VM_LOWERED_TO_IDLE
 
ACT_VM_RECOIL1


ACT_VM_RECOIL2
== Shared activities ==
<List of activities by game and NPC>


ACT_VM_RECOIL3
You can bind animation sequences to an activity name by using the [[$sequence]] Command in the model's [[QC file]].


=== General ===
*ACT_RESET
*ACT_IDLE
*ACT_TRANSITION
*ACT_COVER
*ACT_COVER_MED
*ACT_COVER_LOW
*ACT_WALK
*ACT_WALK_AIM
*ACT_WALK_CROUCH
*ACT_WALK_CROUCH_AIM
*ACT_RUN
*ACT_RUN_AIM
*ACT_RUN_CROUCH
*ACT_RUN_CROUCH_AIM
*ACT_RUN_PROTECTED
*ACT_SCRIPT_CUSTOM_MOVE
*ACT_RANGE_ATTACK1
*ACT_RANGE_ATTACK2
*ACT_RANGE_ATTACK1_LOW
*ACT_RANGE_ATTACK2_LOW
*ACT_DIESIMPLE
*ACT_DIEBACKWARD
*ACT_DIEFORWARD
*ACT_DIEVIOLENT
*ACT_DIERAGDOLL
*ACT_FLY
*ACT_HOVER
*ACT_GLIDE
*ACT_SWIM
*ACT_JUMP
*ACT_HOP
*ACT_LEAP
*ACT_LAND
*ACT_CLIMB_UP
*ACT_CLIMB_DOWN
*ACT_CLIMB_DISMOUNT
*ACT_SHIPLADDER_UP
*ACT_SHIPLADDER_DOWN
*ACT_STRAFE_LEFT
*ACT_STRAFE_RIGHT
*ACT_ROLL_LEFT
*ACT_ROLL_RIGHT
*ACT_TURN_LEFT
*ACT_TURN_RIGHT
*ACT_CROUCH
*ACT_CROUCHIDLE
*ACT_STAND
*ACT_USE
*ACT_SIGNAL1
*ACT_SIGNAL2
*ACT_SIGNAL3
*ACT_SIGNAL_ADVANCE
*ACT_SIGNAL_FORWARD
*ACT_SIGNAL_GROUP
*ACT_SIGNAL_HALT
*ACT_SIGNAL_LEFT
*ACT_SIGNAL_RIGHT
*ACT_SIGNAL_TAKECOVER
*ACT_LOOKBACK_RIGHT
*ACT_LOOKBACK_LEFT
*ACT_COWER
*ACT_SMALL_FLINCH
*ACT_BIG_FLINCH
*ACT_MELEE_ATTACK1
*ACT_MELEE_ATTACK2
*ACT_RELOAD
*ACT_RELOAD_LOW
*ACT_ARM
*ACT_DISARM
*ACT_PICKUP_GROUND
*ACT_PICKUP_RACK
*ACT_IDLE_ANGRY
*ACT_IDLE_RELAXED
*ACT_IDLE_STIMULATED
*ACT_IDLE_AGITATED
*ACT_WALK_RELAXED
*ACT_WALK_STIMULATED
*ACT_WALK_AGITATED
*ACT_RUN_RELAXED
*ACT_RUN_STIMULATED
*ACT_RUN_AGITATED
*ACT_IDLE_AIM_RELAXED
*ACT_IDLE_AIM_STIMULATED
*ACT_IDLE_AIM_AGITATED
*ACT_WALK_AIM_RELAXED
*ACT_WALK_AIM_STIMULATED
*ACT_WALK_AIM_AGITATED
*ACT_RUN_AIM_RELAXED
*ACT_RUN_AIM_STIMULATED
*ACT_RUN_AIM_AGITATED
*ACT_WALK_HURT
*ACT_RUN_HURT
*ACT_SPECIAL_ATTACK1
*ACT_SPECIAL_ATTACK2
*ACT_COMBAT_IDLE
*ACT_WALK_SCARED
*ACT_RUN_SCARED
*ACT_VICTORY_DANCE
*ACT_DIE_HEADSHOT
*ACT_DIE_CHESTSHOT
*ACT_DIE_GUTSHOT
*ACT_DIE_BACKSHOT
*ACT_FLINCH_HEAD
*ACT_FLINCH_CHEST
*ACT_FLINCH_STOMACH
*ACT_FLINCH_LEFTARM
*ACT_FLINCH_RIGHTARM
*ACT_FLINCH_LEFTLEG
*ACT_FLINCH_RIGHTLEG
*ACT_FLINCH_PHYSICS
*ACT_IDLE_ON_FIRE
*ACT_WALK_ON_FIRE
*ACT_RUN_ON_FIRE
*ACT_RAPPEL_LOOP
*ACT_180_LEFT
*ACT_180_RIGHT
*ACT_90_LEFT
*ACT_90_RIGHT
*ACT_STEP_LEFT
*ACT_STEP_RIGHT
*ACT_STEP_BACK
*ACT_STEP_FORE
*ACT_GESTURE_RANGE_ATTACK1
*ACT_GESTURE_RANGE_ATTACK2
*ACT_GESTURE_MELEE_ATTACK1
*ACT_GESTURE_MELEE_ATTACK2
*ACT_GESTURE_RANGE_ATTACK1_LOW
*ACT_GESTURE_RANGE_ATTACK2_LOW
*ACT_MELEE_ATTACK_SWING_GESTURE
*ACT_GESTURE_SMALL_FLINCH
*ACT_GESTURE_BIG_FLINCH
*ACT_GESTURE_FLINCH_BLAST
*ACT_GESTURE_FLINCH_HEAD
*ACT_GESTURE_FLINCH_CHEST
*ACT_GESTURE_FLINCH_STOMACH
*ACT_GESTURE_FLINCH_LEFTARM
*ACT_GESTURE_FLINCH_RIGHTARM
*ACT_GESTURE_FLINCH_LEFTLEG
*ACT_GESTURE_FLINCH_RIGHTLEG
*ACT_GESTURE_TURN_LEFT
*ACT_GESTURE_TURN_RIGHT
*ACT_GESTURE_TURN_LEFT45
*ACT_GESTURE_TURN_RIGHT45
*ACT_GESTURE_TURN_LEFT90
*ACT_GESTURE_TURN_RIGHT90
*ACT_GESTURE_TURN_LEFT45_FLAT
*ACT_GESTURE_TURN_RIGHT45_FLAT
*ACT_GESTURE_TURN_LEFT90_FLAT
*ACT_GESTURE_TURN_RIGHT90_FLAT


ACT_VM_ATTACH_SILENCER
=== Half-Life [[monster_human_grunt]] compatibility ===
*ACT_BARNACLE_HIT
*ACT_BARNACLE_PULL
*ACT_BARNACLE_CHOMP
*ACT_BARNACLE_CHEW
*ACT_DO_NOT_DISTURB


ACT_VM_DETACH_SILENCER
=== Viewmodel ===
*ACT_VM_DRAW
*ACT_VM_HOLSTER
*ACT_VM_IDLE
*ACT_VM_FIDGET
*ACT_VM_PULLBACK
*ACT_VM_PULLBACK_HIGH
*ACT_VM_PULLBACK_LOW
*ACT_VM_THROW
*ACT_VM_PULLPIN
*ACT_VM_PRIMARYATTACK
*ACT_VM_SECONDARYATTACK
*ACT_VM_RELOAD
*ACT_VM_DRYFIRE
*ACT_VM_HITLEFT
*ACT_VM_HITLEFT2
*ACT_VM_HITRIGHT
*ACT_VM_HITRIGHT2
*ACT_VM_HITCENTER
*ACT_VM_HITCENTER2
*ACT_VM_MISSLEFT
*ACT_VM_MISSLEFT2
*ACT_VM_MISSRIGHT
*ACT_VM_MISSRIGHT2
*ACT_VM_MISSCENTER
*ACT_VM_MISSCENTER2
*ACT_VM_HAULBACK
*ACT_VM_SWINGHARD
*ACT_VM_SWINGMISS
*ACT_VM_SWINGHIT
*ACT_VM_IDLE_TO_LOWERED
*ACT_VM_IDLE_LOWERED
*ACT_VM_LOWERED_TO_IDLE
*ACT_VM_RECOIL1
*ACT_VM_RECOIL2
*ACT_VM_RECOIL3
*ACT_VM_ATTACH_SILENCER
*ACT_VM_DETACH_SILENCER


[[Category:AI]]
[[Category:AI]]
[[Category:Modeling]]
[[Category:Modeling]]
[[Category:Programming]]
[[Category:Programming]]

Latest revision as of 03:15, 3 January 2009

A list of activities that can be performed by NPCs.

Actbusy

These can be used in an actbusy routine.

npc_citizen

  • ACT_BUSY_LEAN_LEFT
  • ACT_BUSY_LEAN_BACK
  • ACT_BUSY_SIT_CHAIR
  • ACT_BUSY_STAND
  • ACT_BUSY_QUEUE
  • Cover_R
  • Cover_L
  • Coverlow_R
  • Coverlow_L
  • cower_Idle
  • D1_C01a_Mary_kneel
  • D1_C03_Matt_sitground
  • d1_t01_BreakRoom_Sit01_Idle
  • d1_t01_BreakRoom_Sit02
  • d1_t01_BreakRoom_WatchBreen
  • d1_t01_BreakRoom_WatchClock_Sit
  • d1_t01_BreakRoom_WatchClock_Sit_MX
  • d1_t01_Clutch_Chainlink_Idle
  • d1_t02_Plaza_Sit01_Idle
  • d1_t02_Plaza_Sit02
  • d1_t02_Playground_Cit2_Pockets
  • d1_t02_Playground_Cit1_Arms_Crossed
  • d1_t03_LookOutDoor
  • d1_t03_LookOutWindow
  • d1_t03_PreRaid_Peek_Idle
  • d1_t03_Sit_Bed
  • d1_t03_Sit_couch
  • d1_t03_sit_couch_consoling
  • d1_t03_Tenements_Look_Out_Window_Idle
  • d1_town05_Leon_Lean_Table_Idle
  • d2_coast03_PreBattle_Scan_Skies
  • d2_coast03_PreBattle_Scan_Skies02
  • d2_coast03_PreBattle_Scan_Skies03
  • d2_coast03_PreBattle_Kneel_Idle
  • d2_coast03_PreBattle_Stand_Look
  • drinker_sit_idle
  • drinker_sit_idle_ss
  • idle_alert_01
  • idle_alert_02
  • idle_relaxed_01
  • idle_relaxed_02
  • fear_reaction_Idle
  • food_queue_front
  • laycouch1
  • laycouch1
  • lean_back
  • Lean_Left
  • LineIdle01
  • railing_idle
  • Sit_Chair02
  • Sit_Chair03
  • sitchairtable1
  • sitcouch1
  • sitcouchfeet1
  • sitcouchknees1
  • sitccouchtv1

npc_combine_s

  • binoculars_idle
  • Cover_crouch
  • Cover_crouch_B
  • Idle_Alert
  • LeanWall_Right
  • LeanWall_Corner_Right
  • LeanWall_Left
  • LeanWall_Left_B
  • LeanWall_CrouchLeft_A
  • LeanWall_CrouchLeft_B
  • LeanWall_CrouchLeft_C
  • LeanWall_CrouchLeft_D
  • Signal_Advance
  • Signal_group

npc_metropolice

  • ACT_BUSY_STAND
  • Crouch_idle_pistol_A
  • Crouch_idle_smg1_A
  • Idle_harrassidle_A

Shared activities

<List of activities by game and NPC>

You can bind animation sequences to an activity name by using the $sequence Command in the model's QC file.

General

  • ACT_RESET
  • ACT_IDLE
  • ACT_TRANSITION
  • ACT_COVER
  • ACT_COVER_MED
  • ACT_COVER_LOW
  • ACT_WALK
  • ACT_WALK_AIM
  • ACT_WALK_CROUCH
  • ACT_WALK_CROUCH_AIM
  • ACT_RUN
  • ACT_RUN_AIM
  • ACT_RUN_CROUCH
  • ACT_RUN_CROUCH_AIM
  • ACT_RUN_PROTECTED
  • ACT_SCRIPT_CUSTOM_MOVE
  • ACT_RANGE_ATTACK1
  • ACT_RANGE_ATTACK2
  • ACT_RANGE_ATTACK1_LOW
  • ACT_RANGE_ATTACK2_LOW
  • ACT_DIESIMPLE
  • ACT_DIEBACKWARD
  • ACT_DIEFORWARD
  • ACT_DIEVIOLENT
  • ACT_DIERAGDOLL
  • ACT_FLY
  • ACT_HOVER
  • ACT_GLIDE
  • ACT_SWIM
  • ACT_JUMP
  • ACT_HOP
  • ACT_LEAP
  • ACT_LAND
  • ACT_CLIMB_UP
  • ACT_CLIMB_DOWN
  • ACT_CLIMB_DISMOUNT
  • ACT_SHIPLADDER_UP
  • ACT_SHIPLADDER_DOWN
  • ACT_STRAFE_LEFT
  • ACT_STRAFE_RIGHT
  • ACT_ROLL_LEFT
  • ACT_ROLL_RIGHT
  • ACT_TURN_LEFT
  • ACT_TURN_RIGHT
  • ACT_CROUCH
  • ACT_CROUCHIDLE
  • ACT_STAND
  • ACT_USE
  • ACT_SIGNAL1
  • ACT_SIGNAL2
  • ACT_SIGNAL3
  • ACT_SIGNAL_ADVANCE
  • ACT_SIGNAL_FORWARD
  • ACT_SIGNAL_GROUP
  • ACT_SIGNAL_HALT
  • ACT_SIGNAL_LEFT
  • ACT_SIGNAL_RIGHT
  • ACT_SIGNAL_TAKECOVER
  • ACT_LOOKBACK_RIGHT
  • ACT_LOOKBACK_LEFT
  • ACT_COWER
  • ACT_SMALL_FLINCH
  • ACT_BIG_FLINCH
  • ACT_MELEE_ATTACK1
  • ACT_MELEE_ATTACK2
  • ACT_RELOAD
  • ACT_RELOAD_LOW
  • ACT_ARM
  • ACT_DISARM
  • ACT_PICKUP_GROUND
  • ACT_PICKUP_RACK
  • ACT_IDLE_ANGRY
  • ACT_IDLE_RELAXED
  • ACT_IDLE_STIMULATED
  • ACT_IDLE_AGITATED
  • ACT_WALK_RELAXED
  • ACT_WALK_STIMULATED
  • ACT_WALK_AGITATED
  • ACT_RUN_RELAXED
  • ACT_RUN_STIMULATED
  • ACT_RUN_AGITATED
  • ACT_IDLE_AIM_RELAXED
  • ACT_IDLE_AIM_STIMULATED
  • ACT_IDLE_AIM_AGITATED
  • ACT_WALK_AIM_RELAXED
  • ACT_WALK_AIM_STIMULATED
  • ACT_WALK_AIM_AGITATED
  • ACT_RUN_AIM_RELAXED
  • ACT_RUN_AIM_STIMULATED
  • ACT_RUN_AIM_AGITATED
  • ACT_WALK_HURT
  • ACT_RUN_HURT
  • ACT_SPECIAL_ATTACK1
  • ACT_SPECIAL_ATTACK2
  • ACT_COMBAT_IDLE
  • ACT_WALK_SCARED
  • ACT_RUN_SCARED
  • ACT_VICTORY_DANCE
  • ACT_DIE_HEADSHOT
  • ACT_DIE_CHESTSHOT
  • ACT_DIE_GUTSHOT
  • ACT_DIE_BACKSHOT
  • ACT_FLINCH_HEAD
  • ACT_FLINCH_CHEST
  • ACT_FLINCH_STOMACH
  • ACT_FLINCH_LEFTARM
  • ACT_FLINCH_RIGHTARM
  • ACT_FLINCH_LEFTLEG
  • ACT_FLINCH_RIGHTLEG
  • ACT_FLINCH_PHYSICS
  • ACT_IDLE_ON_FIRE
  • ACT_WALK_ON_FIRE
  • ACT_RUN_ON_FIRE
  • ACT_RAPPEL_LOOP
  • ACT_180_LEFT
  • ACT_180_RIGHT
  • ACT_90_LEFT
  • ACT_90_RIGHT
  • ACT_STEP_LEFT
  • ACT_STEP_RIGHT
  • ACT_STEP_BACK
  • ACT_STEP_FORE
  • ACT_GESTURE_RANGE_ATTACK1
  • ACT_GESTURE_RANGE_ATTACK2
  • ACT_GESTURE_MELEE_ATTACK1
  • ACT_GESTURE_MELEE_ATTACK2
  • ACT_GESTURE_RANGE_ATTACK1_LOW
  • ACT_GESTURE_RANGE_ATTACK2_LOW
  • ACT_MELEE_ATTACK_SWING_GESTURE
  • ACT_GESTURE_SMALL_FLINCH
  • ACT_GESTURE_BIG_FLINCH
  • ACT_GESTURE_FLINCH_BLAST
  • ACT_GESTURE_FLINCH_HEAD
  • ACT_GESTURE_FLINCH_CHEST
  • ACT_GESTURE_FLINCH_STOMACH
  • ACT_GESTURE_FLINCH_LEFTARM
  • ACT_GESTURE_FLINCH_RIGHTARM
  • ACT_GESTURE_FLINCH_LEFTLEG
  • ACT_GESTURE_FLINCH_RIGHTLEG
  • ACT_GESTURE_TURN_LEFT
  • ACT_GESTURE_TURN_RIGHT
  • ACT_GESTURE_TURN_LEFT45
  • ACT_GESTURE_TURN_RIGHT45
  • ACT_GESTURE_TURN_LEFT90
  • ACT_GESTURE_TURN_RIGHT90
  • ACT_GESTURE_TURN_LEFT45_FLAT
  • ACT_GESTURE_TURN_RIGHT45_FLAT
  • ACT_GESTURE_TURN_LEFT90_FLAT
  • ACT_GESTURE_TURN_RIGHT90_FLAT

Half-Life monster_human_grunt compatibility

  • ACT_BARNACLE_HIT
  • ACT_BARNACLE_PULL
  • ACT_BARNACLE_CHOMP
  • ACT_BARNACLE_CHEW
  • ACT_DO_NOT_DISTURB

Viewmodel

  • ACT_VM_DRAW
  • ACT_VM_HOLSTER
  • ACT_VM_IDLE
  • ACT_VM_FIDGET
  • ACT_VM_PULLBACK
  • ACT_VM_PULLBACK_HIGH
  • ACT_VM_PULLBACK_LOW
  • ACT_VM_THROW
  • ACT_VM_PULLPIN
  • ACT_VM_PRIMARYATTACK
  • ACT_VM_SECONDARYATTACK
  • ACT_VM_RELOAD
  • ACT_VM_DRYFIRE
  • ACT_VM_HITLEFT
  • ACT_VM_HITLEFT2
  • ACT_VM_HITRIGHT
  • ACT_VM_HITRIGHT2
  • ACT_VM_HITCENTER
  • ACT_VM_HITCENTER2
  • ACT_VM_MISSLEFT
  • ACT_VM_MISSLEFT2
  • ACT_VM_MISSRIGHT
  • ACT_VM_MISSRIGHT2
  • ACT_VM_MISSCENTER
  • ACT_VM_MISSCENTER2
  • ACT_VM_HAULBACK
  • ACT_VM_SWINGHARD
  • ACT_VM_SWINGMISS
  • ACT_VM_SWINGHIT
  • ACT_VM_IDLE_TO_LOWERED
  • ACT_VM_IDLE_LOWERED
  • ACT_VM_LOWERED_TO_IDLE
  • ACT_VM_RECOIL1
  • ACT_VM_RECOIL2
  • ACT_VM_RECOIL3
  • ACT_VM_ATTACH_SILENCER
  • ACT_VM_DETACH_SILENCER