NPC Activities & Sequences: Difference between revisions
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A list of activities that can be performed by | 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. | ||
ACT_BUSY_LEAN_BACK | === [[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 == | |||
==Shared | |||
<List of activities by game and NPC> | <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 | |||
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
<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