Dynamic interactions

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The dynamic_interactions KeyValues block defines when and how to perform a dynamic interaction. For example; when Alyx kicks a zombie. It is embedded in a model with the $keyvalues QC command.
Once a dynamic interaction is defined in a model, the character(s) with this model can have the interaction with any other character that has the same sequence names or activity names. This only has to be defined in one of the two characters(NPCs)'s model participating in the interaction. For example; Alyx has the dynamic interactions defined in her model using this keyvalue, but the zombie model just has matching activity names.

Example
Found in models/Alyx_animations.mdl

$keyvalues { dynamic_interactions { "alyx_v_zombie_180deg_64" { "trigger" "auto_in_combat" "origin_relative" "64 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_MELEE" "delay" "10.0" "needs_weapon" "ME" "weapon_mine" "weapon_alyxgun" } } }
Options

trigger <choices>
- What triggers this interaction... If this isn't defined, the interaction can be trigged via input
forceinteractionwithnpc "<targetname> <interaction name>"
auto_in_combat
- Automatically in combat.
loop_break_trigger <choices>
- Stop looping the action animation if
loop_in_action
was set. [confirm]on_damage
- Break loop on damage.
on_flashlight_illum
- Break loop once illuminated by player's flashlight. [confirm]
origin_relative <vector>
angles_relative <angles>
velocity_relative <vector>
entry_sequence <sequence>
- What sequence to play for this interaction before the main sequence/activity. [confirm]
entry_activity <activity>
- What activity to play for this interaction before the main sequence/activity. [confirm]
sequence <sequence>
- What sequence to play for this interaction.(The "action")
activity <activity>
- What activity to play for this interaction.(The "action")
exit_sequence <sequence>
- What sequence to play for this interaction after the main sequence/activity. [confirm]
exit_activity <activity>
- What activity to play for this interaction after the main sequence/activity. [confirm]
delay <float>
- The delay... before starting the interaction? [confirm]
origin_max_delta <float>
- Something to do with delta animation... [confirm]
loop_in_action <float>
Note: While the value is a float, it's used as a bool in code.
- Loop in the "action" animation(the "activity" or "sequence" options.). [confirm]
dont_teleport_at_end <choices>
- Don't teleport/fix up positions at the end
me
- Don't teleport/fix up this character's position
them
- Don't teleport/fix up this character's partner's position
both
- Don't teleport/fix up this character's or his partner's position
needs_weapon <choices>
- Needs a weapon to perform this interaction?
ME
- Does this character need a weapon?
THEM
- Does this character's partner need a weapon?
BOTH
- Does both this character and his partner need a weapon?
weapon_mine <classname>
- This character needs this specific weapon to perform this interaction?
weapon_theirs <classname>
- This character needs this specific weapon to perform this interaction?
Related or Useful Animation Events
These are useful animation events for those wanted to create an activity for a dynamic interaction. READ: Animation_Events
Example
{ event AE_NPC_HURT_INTERACTION_PARTNER 28 "THEM 100" }
Animation Events
AE_NPC_HURT_INTERACTION_PARTNER "<choices> <int>"
- Hurt either this character or his partner... and how much(the int).
ME
- Hurt this character
THEM
- Hurt the partner
AE_NPC_SET_INTERACTION_CANTDIE "<bool>"
- Set those participating in the interaction to become invincible Todo: Which NPC? The partner or this character
AE_NPC_WEAPON_FIRE "<bool>"
- Fire this character's weapon. The bool is whether or not you want him to use the weapon's secondary fire.