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 | ||
Line 81: | Line 81: | ||
*Crouch_idle_smg1_A | *Crouch_idle_smg1_A | ||
*Idle_harrassidle_A | *Idle_harrassidle_A | ||
==Shared | |||
== Shared activities == | |||
<List of activities by game and NPC> | <List of activities by game and NPC> | ||
You can bind animation sequences to an activity name | You can bind animation sequences to an activity name by using the [[$sequence]] Command in the model's [[QC file]]. | ||
===General=== | |||
=== General === | |||
*ACT_RESET | *ACT_RESET | ||
*ACT_IDLE | *ACT_IDLE | ||
Line 235: | Line 237: | ||
*ACT_GESTURE_TURN_LEFT90_FLAT | *ACT_GESTURE_TURN_LEFT90_FLAT | ||
*ACT_GESTURE_TURN_RIGHT90_FLAT | *ACT_GESTURE_TURN_RIGHT90_FLAT | ||
===Half-Life [[monster_human_grunt]] compatibility=== | |||
=== Half-Life [[monster_human_grunt]] compatibility === | |||
*ACT_BARNACLE_HIT | *ACT_BARNACLE_HIT | ||
*ACT_BARNACLE_PULL | *ACT_BARNACLE_PULL | ||
Line 241: | Line 244: | ||
*ACT_BARNACLE_CHEW | *ACT_BARNACLE_CHEW | ||
*ACT_DO_NOT_DISTURB | *ACT_DO_NOT_DISTURB | ||
===Viewmodel=== | |||
=== Viewmodel === | |||
*ACT_VM_DRAW | *ACT_VM_DRAW | ||
*ACT_VM_HOLSTER | *ACT_VM_HOLSTER | ||
Line 279: | Line 283: | ||
*ACT_VM_ATTACH_SILENCER | *ACT_VM_ATTACH_SILENCER | ||
*ACT_VM_DETACH_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
<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