NPC Activities & Sequences: Difference between revisions

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===[[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_SIT_CHAIR
*ACT_BUSY_STAND
*ACT_BUSY_STAND
*ACT_BUSY_QUEUE
*ACT_BUSY_QUEUE
*Cover_R
*Cover_R
*Cover_L
*Cover_L
*Coverlow_R
*Coverlow_R
*Coverlow_L
*Coverlow_L
*cower_Idle
*cower_Idle
*D1_C01a_Mary_kneel
*D1_C01a_Mary_kneel
*D1_C03_Matt_sitground
*D1_C03_Matt_sitground
*d1_t01_BreakRoom_Sit01_Idle
*d1_t01_BreakRoom_Sit01_Idle
*d1_t01_BreakRoom_Sit02
*d1_t01_BreakRoom_Sit02
*d1_t01_BreakRoom_WatchBreen
*d1_t01_BreakRoom_WatchBreen
*d1_t01_BreakRoom_WatchClock_Sit
*d1_t01_BreakRoom_WatchClock_Sit
*d1_t01_BreakRoom_WatchClock_Sit_MX
*d1_t01_BreakRoom_WatchClock_Sit_MX
*d1_t01_Clutch_Chainlink_Idle
*d1_t01_Clutch_Chainlink_Idle
*d1_t02_Plaza_Sit01_Idle
*d1_t02_Plaza_Sit01_Idle
*d1_t02_Plaza_Sit02
*d1_t02_Plaza_Sit02
*d1_t02_Playground_Cit2_Pockets
*d1_t02_Playground_Cit2_Pockets
*d1_t02_Playground_Cit1_Arms_Crossed
*d1_t02_Playground_Cit1_Arms_Crossed
*d1_t03_LookOutDoor
*d1_t03_LookOutDoor
*d1_t03_LookOutWindow
*d1_t03_LookOutWindow
*d1_t03_PreRaid_Peek_Idle
*d1_t03_PreRaid_Peek_Idle
*d1_t03_Sit_Bed
*d1_t03_Sit_Bed
*d1_t03_Sit_couch
*d1_t03_Sit_couch
*d1_t03_sit_couch_consoling
*d1_t03_sit_couch_consoling
*d1_t03_Tenements_Look_Out_Window_Idle
*d1_t03_Tenements_Look_Out_Window_Idle
*d1_town05_Leon_Lean_Table_Idle
*d1_town05_Leon_Lean_Table_Idle
*d2_coast03_PreBattle_Scan_Skies
*d2_coast03_PreBattle_Scan_Skies
*d2_coast03_PreBattle_Scan_Skies02
*d2_coast03_PreBattle_Scan_Skies02
*d2_coast03_PreBattle_Scan_Skies03
*d2_coast03_PreBattle_Scan_Skies03
*d2_coast03_PreBattle_Kneel_Idle
*d2_coast03_PreBattle_Kneel_Idle
*d2_coast03_PreBattle_Stand_Look
*d2_coast03_PreBattle_Stand_Look
*drinker_sit_idle
*drinker_sit_idle
*drinker_sit_idle_ss
*drinker_sit_idle_ss
*idle_alert_01
*idle_alert_01
*idle_alert_02
*idle_alert_02
*idle_relaxed_01
*idle_relaxed_01
*idle_relaxed_02
*idle_relaxed_02
*fear_reaction_Idle
*fear_reaction_Idle
*food_queue_front
*food_queue_front
*laycouch1
*laycouch1
*laycouch1
*laycouch1
*lean_back
*lean_back
*Lean_Left
*Lean_Left
*LineIdle01
*LineIdle01
*railing_idle
*railing_idle
*Sit_Chair02
*Sit_Chair02
*Sit_Chair03
*Sit_Chair03
*sitchairtable1
*sitchairtable1
*sitcouch1
*sitcouch1
*sitcouchfeet1
*sitcouchfeet1
*sitcouchknees1
*sitcouchknees1
*sitccouchtv1
*sitccouchtv1
 
===[[npc_combine_s]]===
*===[[npc_combine_s]]===
 
*binoculars_idle
*binoculars_idle
*Cover_crouch
*Cover_crouch
*Cover_crouch_B
*Cover_crouch_B
*Idle_Alert
*Idle_Alert
*LeanWall_Right
*LeanWall_Right
*LeanWall_Corner_Right
*LeanWall_Corner_Right
*LeanWall_Left
*LeanWall_Left
*LeanWall_Left_B
*LeanWall_Left_B
*LeanWall_CrouchLeft_A
*LeanWall_CrouchLeft_A
*LeanWall_CrouchLeft_B
*LeanWall_CrouchLeft_B
*LeanWall_CrouchLeft_C
*LeanWall_CrouchLeft_C
*LeanWall_CrouchLeft_D
*LeanWall_CrouchLeft_D
*Signal_Advance
*Signal_Advance
*Signal_group
*Signal_group
 
===[[npc_metropolice]]===
*===[[npc_metropolice]]===
*ACT_BUSY_STAND
*ACT_BUSY_STAND
*Crouch_idle_pistol_A
*Crouch_idle_pistol_A
*Crouch_idle_smg1_A
*Crouch_idle_smg1_A
*Idle_harrassidle_A
*Idle_harrassidle_A
==Shared Activities==
==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. See [[.QC Commands]] for details.
You can bind animation sequences to an activity name. See [[.QC Commands]] for details.
===General===
===General===
*ACT_RESET
*ACT_RESET
*ACT_IDLE
*ACT_IDLE
*ACT_TRANSITION
*ACT_TRANSITION
*ACT_COVER
*ACT_COVER
*ACT_COVER_MED
*ACT_COVER_MED
*ACT_COVER_LOW
*ACT_COVER_LOW
*ACT_WALK
*ACT_WALK
*ACT_WALK_AIM
*ACT_WALK_AIM
*ACT_WALK_CROUCH
*ACT_WALK_CROUCH
*ACT_WALK_CROUCH_AIM
*ACT_WALK_CROUCH_AIM
*ACT_RUN
*ACT_RUN
*ACT_RUN_AIM
*ACT_RUN_AIM
*ACT_RUN_CROUCH
*ACT_RUN_CROUCH
*ACT_RUN_CROUCH_AIM
*ACT_RUN_CROUCH_AIM
*ACT_RUN_PROTECTED
*ACT_RUN_PROTECTED
*ACT_SCRIPT_CUSTOM_MOVE
*ACT_SCRIPT_CUSTOM_MOVE
*ACT_RANGE_ATTACK1
*ACT_RANGE_ATTACK1
*ACT_RANGE_ATTACK2
*ACT_RANGE_ATTACK2
*ACT_RANGE_ATTACK1_LOW
*ACT_RANGE_ATTACK1_LOW
*ACT_RANGE_ATTACK2_LOW
*ACT_RANGE_ATTACK2_LOW
*ACT_DIESIMPLE
*ACT_DIESIMPLE
*ACT_DIEBACKWARD
*ACT_DIEBACKWARD
*ACT_DIEFORWARD
*ACT_DIEFORWARD
*ACT_DIEVIOLENT
*ACT_DIEVIOLENT
*ACT_DIERAGDOLL
*ACT_DIERAGDOLL
*ACT_FLY
*ACT_FLY
*ACT_HOVER
*ACT_HOVER
*ACT_GLIDE
*ACT_GLIDE
*ACT_SWIM
*ACT_SWIM
*ACT_JUMP
*ACT_JUMP
*ACT_HOP
*ACT_HOP
*ACT_LEAP
*ACT_LEAP
*ACT_LAND
*ACT_LAND
*ACT_CLIMB_UP
*ACT_CLIMB_UP
*ACT_CLIMB_DOWN
*ACT_CLIMB_DOWN
*ACT_CLIMB_DISMOUNT
*ACT_CLIMB_DISMOUNT
*ACT_SHIPLADDER_UP
*ACT_SHIPLADDER_UP
*ACT_SHIPLADDER_DOWN
*ACT_SHIPLADDER_DOWN
*ACT_STRAFE_LEFT
*ACT_STRAFE_LEFT
*ACT_STRAFE_RIGHT
*ACT_STRAFE_RIGHT
*ACT_ROLL_LEFT
*ACT_ROLL_LEFT
*ACT_ROLL_RIGHT
*ACT_ROLL_RIGHT
*ACT_TURN_LEFT
*ACT_TURN_LEFT
*ACT_TURN_RIGHT
*ACT_TURN_RIGHT
*ACT_CROUCH
*ACT_CROUCH
*ACT_CROUCHIDLE
*ACT_CROUCHIDLE
*ACT_STAND
*ACT_STAND
*ACT_USE
*ACT_USE
*ACT_SIGNAL1
*ACT_SIGNAL1
*ACT_SIGNAL2
*ACT_SIGNAL2
*ACT_SIGNAL3
*ACT_SIGNAL3
*ACT_SIGNAL_ADVANCE
*ACT_SIGNAL_ADVANCE
*ACT_SIGNAL_FORWARD
*ACT_SIGNAL_FORWARD
*ACT_SIGNAL_GROUP
*ACT_SIGNAL_GROUP
*ACT_SIGNAL_HALT
*ACT_SIGNAL_HALT
*ACT_SIGNAL_LEFT
*ACT_SIGNAL_LEFT
*ACT_SIGNAL_RIGHT
*ACT_SIGNAL_RIGHT
*ACT_SIGNAL_TAKECOVER
*ACT_SIGNAL_TAKECOVER
*ACT_LOOKBACK_RIGHT
*ACT_LOOKBACK_RIGHT
*ACT_LOOKBACK_LEFT
*ACT_LOOKBACK_LEFT
*ACT_COWER
*ACT_COWER
*ACT_SMALL_FLINCH
*ACT_SMALL_FLINCH
*ACT_BIG_FLINCH
*ACT_BIG_FLINCH
*ACT_MELEE_ATTACK1
*ACT_MELEE_ATTACK1
*ACT_MELEE_ATTACK2
*ACT_MELEE_ATTACK2
*ACT_RELOAD
*ACT_RELOAD
*ACT_RELOAD_LOW
*ACT_RELOAD_LOW
*ACT_ARM
*ACT_ARM
*ACT_DISARM
*ACT_DISARM
*ACT_PICKUP_GROUND
*ACT_PICKUP_GROUND
*ACT_PICKUP_RACK
*ACT_PICKUP_RACK
*ACT_IDLE_ANGRY
*ACT_IDLE_ANGRY
*ACT_IDLE_RELAXED
*ACT_IDLE_RELAXED
*ACT_IDLE_STIMULATED
*ACT_IDLE_STIMULATED
*ACT_IDLE_AGITATED
*ACT_IDLE_AGITATED
*ACT_WALK_RELAXED
*ACT_WALK_RELAXED
*ACT_WALK_STIMULATED
*ACT_WALK_STIMULATED
*ACT_WALK_AGITATED
*ACT_WALK_AGITATED
*ACT_RUN_RELAXED
*ACT_RUN_RELAXED
*ACT_RUN_STIMULATED
*ACT_RUN_STIMULATED
*ACT_RUN_AGITATED
*ACT_RUN_AGITATED
*ACT_IDLE_AIM_RELAXED
*ACT_IDLE_AIM_RELAXED
*ACT_IDLE_AIM_STIMULATED
*ACT_IDLE_AIM_STIMULATED
*ACT_IDLE_AIM_AGITATED
*ACT_IDLE_AIM_AGITATED
*ACT_WALK_AIM_RELAXED
*ACT_WALK_AIM_RELAXED
*ACT_WALK_AIM_STIMULATED
*ACT_WALK_AIM_STIMULATED
*ACT_WALK_AIM_AGITATED
*ACT_WALK_AIM_AGITATED
*ACT_RUN_AIM_RELAXED
*ACT_RUN_AIM_RELAXED
*ACT_RUN_AIM_STIMULATED
*ACT_RUN_AIM_STIMULATED
*ACT_RUN_AIM_AGITATED
*ACT_RUN_AIM_AGITATED
*ACT_WALK_HURT
*ACT_WALK_HURT
*ACT_RUN_HURT
*ACT_RUN_HURT
*ACT_SPECIAL_ATTACK1
*ACT_SPECIAL_ATTACK1
*ACT_SPECIAL_ATTACK2
*ACT_SPECIAL_ATTACK2
*ACT_COMBAT_IDLE
*ACT_COMBAT_IDLE
*ACT_WALK_SCARED
*ACT_WALK_SCARED
*ACT_RUN_SCARED
*ACT_RUN_SCARED
*ACT_VICTORY_DANCE
*ACT_VICTORY_DANCE
*ACT_DIE_HEADSHOT
*ACT_DIE_HEADSHOT
*ACT_DIE_CHESTSHOT
*ACT_DIE_CHESTSHOT
*ACT_DIE_GUTSHOT
*ACT_DIE_GUTSHOT
*ACT_DIE_BACKSHOT
*ACT_DIE_BACKSHOT
*ACT_FLINCH_HEAD
*ACT_FLINCH_HEAD
*ACT_FLINCH_CHEST
*ACT_FLINCH_CHEST
*ACT_FLINCH_STOMACH
*ACT_FLINCH_STOMACH
*ACT_FLINCH_LEFTARM
*ACT_FLINCH_LEFTARM
*ACT_FLINCH_RIGHTARM
*ACT_FLINCH_RIGHTARM
*ACT_FLINCH_LEFTLEG
*ACT_FLINCH_LEFTLEG
*ACT_FLINCH_RIGHTLEG
*ACT_FLINCH_RIGHTLEG
*ACT_FLINCH_PHYSICS
*ACT_FLINCH_PHYSICS
*ACT_IDLE_ON_FIRE
*ACT_IDLE_ON_FIRE
*ACT_WALK_ON_FIRE
*ACT_WALK_ON_FIRE
*ACT_RUN_ON_FIRE
*ACT_RUN_ON_FIRE
*ACT_RAPPEL_LOOP
*ACT_RAPPEL_LOOP
*ACT_180_LEFT
*ACT_180_LEFT
*ACT_180_RIGHT
*ACT_180_RIGHT
*ACT_90_LEFT
*ACT_90_LEFT
*ACT_90_RIGHT
*ACT_90_RIGHT
*ACT_STEP_LEFT
*ACT_STEP_LEFT
*
*ACT_STEP_RIGHT
*ACT_STEP_RIGHT
*ACT_STEP_BACK
*ACT_STEP_BACK
*ACT_STEP_FORE
*ACT_STEP_FORE
*ACT_GESTURE_RANGE_ATTACK1
*ACT_GESTURE_RANGE_ATTACK1
*ACT_GESTURE_RANGE_ATTACK2
*ACT_GESTURE_RANGE_ATTACK2
*ACT_GESTURE_MELEE_ATTACK1
*ACT_GESTURE_MELEE_ATTACK1
*ACT_GESTURE_MELEE_ATTACK2
*ACT_GESTURE_MELEE_ATTACK2
*ACT_GESTURE_RANGE_ATTACK1_LOW
*ACT_GESTURE_RANGE_ATTACK1_LOW
*ACT_GESTURE_RANGE_ATTACK2_LOW
*ACT_GESTURE_RANGE_ATTACK2_LOW
*ACT_MELEE_ATTACK_SWING_GESTURE
*ACT_MELEE_ATTACK_SWING_GESTURE
*ACT_GESTURE_SMALL_FLINCH
*ACT_GESTURE_SMALL_FLINCH
*ACT_GESTURE_BIG_FLINCH
*ACT_GESTURE_BIG_FLINCH
*ACT_GESTURE_FLINCH_BLAST
*ACT_GESTURE_FLINCH_BLAST
*ACT_GESTURE_FLINCH_HEAD
*ACT_GESTURE_FLINCH_HEAD
*ACT_GESTURE_FLINCH_CHEST
*ACT_GESTURE_FLINCH_CHEST
*ACT_GESTURE_FLINCH_STOMACH
*ACT_GESTURE_FLINCH_STOMACH
*ACT_GESTURE_FLINCH_LEFTARM
*ACT_GESTURE_FLINCH_LEFTARM
*ACT_GESTURE_FLINCH_RIGHTARM
*ACT_GESTURE_FLINCH_RIGHTARM
*ACT_GESTURE_FLINCH_LEFTLEG
*ACT_GESTURE_FLINCH_LEFTLEG
*ACT_GESTURE_FLINCH_RIGHTLEG
*ACT_GESTURE_FLINCH_RIGHTLEG
*ACT_GESTURE_TURN_LEFT
*ACT_GESTURE_TURN_LEFT
*ACT_GESTURE_TURN_RIGHT
*ACT_GESTURE_TURN_RIGHT
*ACT_GESTURE_TURN_LEFT45
*ACT_GESTURE_TURN_LEFT45
*ACT_GESTURE_TURN_RIGHT45
*ACT_GESTURE_TURN_RIGHT45
*ACT_GESTURE_TURN_LEFT90
*ACT_GESTURE_TURN_LEFT90
*ACT_GESTURE_TURN_RIGHT90
*ACT_GESTURE_TURN_RIGHT90
*ACT_GESTURE_TURN_LEFT45_FLAT
*ACT_GESTURE_TURN_LEFT45_FLAT
*ACT_GESTURE_TURN_RIGHT45_FLAT
*ACT_GESTURE_TURN_RIGHT45_FLAT
*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]] compatability===
===Half-Life [[monster_human_grunt]] compatability===
*ACT_BARNACLE_HIT
*ACT_BARNACLE_HIT
*ACT_BARNACLE_PULL
*ACT_BARNACLE_PULL
*ACT_BARNACLE_CHOMP
*ACT_BARNACLE_CHOMP
*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
*ACT_VM_IDLE
*ACT_VM_IDLE
*ACT_VM_FIDGET
*ACT_VM_FIDGET
*ACT_VM_PULLBACK
*ACT_VM_PULLBACK
*ACT_VM_PULLBACK_HIGH
*ACT_VM_PULLBACK_HIGH
*ACT_VM_PULLBACK_LOW
*ACT_VM_PULLBACK_LOW
*ACT_VM_THROW
*ACT_VM_THROW
*ACT_VM_PULLPIN
*ACT_VM_PULLPIN
*ACT_VM_PRIMARYATTACK
*ACT_VM_PRIMARYATTACK
*ACT_VM_SECONDARYATTACK
*ACT_VM_SECONDARYATTACK
*ACT_VM_RELOAD
*ACT_VM_RELOAD
*ACT_VM_DRYFIRE
*ACT_VM_DRYFIRE
*ACT_VM_HITLEFT
*ACT_VM_HITLEFT
*ACT_VM_HITLEFT2
*ACT_VM_HITLEFT2
*ACT_VM_HITRIGHT
*ACT_VM_HITRIGHT
*ACT_VM_HITRIGHT2
*ACT_VM_HITRIGHT2
*ACT_VM_HITCENTER
*ACT_VM_HITCENTER
*ACT_VM_HITCENTER2
*ACT_VM_HITCENTER2
*ACT_VM_MISSLEFT
*ACT_VM_MISSLEFT
*ACT_VM_MISSLEFT2
*ACT_VM_MISSLEFT2
*ACT_VM_MISSRIGHT
*ACT_VM_MISSRIGHT
*ACT_VM_MISSRIGHT2
*ACT_VM_MISSRIGHT2
*ACT_VM_MISSCENTER
*ACT_VM_MISSCENTER
*ACT_VM_MISSCENTER2
*ACT_VM_MISSCENTER2
*ACT_VM_HAULBACK
*ACT_VM_HAULBACK
*ACT_VM_SWINGHARD
*ACT_VM_SWINGHARD
*ACT_VM_SWINGMISS
*ACT_VM_SWINGMISS
*ACT_VM_SWINGHIT
*ACT_VM_SWINGHIT
*ACT_VM_IDLE_TO_LOWERED
*ACT_VM_IDLE_TO_LOWERED
*ACT_VM_IDLE_LOWERED
*ACT_VM_IDLE_LOWERED
*ACT_VM_LOWERED_TO_IDLE
*ACT_VM_LOWERED_TO_IDLE
*ACT_VM_RECOIL1
*ACT_VM_RECOIL1
*ACT_VM_RECOIL2
*ACT_VM_RECOIL2
*ACT_VM_RECOIL3
*ACT_VM_RECOIL3
*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]]

Revision as of 20:07, 15 May 2006

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. 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 monster_human_grunt 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
  • ACT_VM_RECOIL3
  • ACT_VM_ATTACH_SILENCER
  • ACT_VM_DETACH_SILENCER