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Full list of working animations:


Bikerdude

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Yeah.

In tdm_ai_humanoid_guards01.pk4, there is

def/tdm_ai_guard_proguard_devel.def

 

that contains all the anim names.

I dug it up for you for TDM v1.08:

 

 

 

// For VIM users, do not remove: vim:ts=4:sw=4:cindent

 

// Springheel: This file contains the animations for the default humanoid skeleton. Short/stocky animations are

// found in tdm_ai_female_animations.def. Specific character animations are found in that character's def file.

// Export info has been moved to tdm_ai_export.def

 

 

 

/* See http://modetwo.net/d...=Frame_commands for a

complete list of available frame commands and their documentation. */

 

model tdm_ai_proguard {

 

mesh models/md5/chars/guards/proguard/tdm_ai_proguard.md5mesh

channel torso ( *Spine_Dummy)

channel legs ( origin Pelvis Pelvis2 *Hips)

 

anim af_pose models/md5/chars/guards/proguard/af_pose.md5anim

anim ik_pose models/md5/chars/guards/proguard/af_pose.md5anim

 

//****************************

// Movement animations

//****************************

 

anim walk1 models/md5/chars/guards/proguard/walk.md5anim

{

frame 7 footstep

frame 25 footstep

}

 

anim walk2 models/md5/chars/guards/proguard/walk1.md5anim

{

frame 3 footstep

frame 20 footstep

}

 

 

 

anim walk_torch models/md5/chars/guards/proguard/walk_torch.md5anim

{

frame 1 footstep

frame 19 footstep

}

 

anim walk_cautious_ready models/md5/chars/guards/proguard/walk_cautious_ready.md5anim

{

frame 3 footstep

frame 30 footstep

}

 

anim walk_blind models/md5/chars/guards/proguard/walk_blind.md5anim

{

frame 1 footstep

frame 25 footstep

}

 

anim walk_alerted models/md5/chars/guards/proguard/walk_alerted.md5anim

{

frame 1 footstep

frame 19 footstep

}

 

anim walk_alerted_torch models/md5/chars/guards/proguard/walk_alerted_torch.md5anim

{

frame 1 footstep

frame 19 footstep

}

 

 

anim run models/md5/chars/guards/proguard/run.md5anim

{

frame 1 footstep

frame 10 footstep

}

 

anim run_torch models/md5/chars/guards/proguard/run_torch.md5anim

{

frame 1 footstep

frame 10 footstep

}

 

anim run_charge models/md5/chars/guards/proguard/run_charge.md5anim

{

frame 1 footstep

frame 10 footstep

}

 

anim run_charge_torch models/md5/chars/guards/proguard/run_charge_torch.md5anim

{

frame 1 footstep

frame 10 footstep

}

 

//check that footsteps sync up

anim search1 models/md5/chars/guards/proguard/search.md5anim

{

frame 1 footstep

 

frame 30 footstep

}

 

anim search1_sword models/md5/chars/guards/proguard/search_sword.md5anim

{

frame 1 footstep

 

frame 30 footstep

}

 

anim search2 models/md5/chars/guards/proguard/search2.md5anim

{

frame 16 footstep

frame 37 footstep

}

 

anim search_torch1 models/md5/chars/guards/proguard/search_torch.md5anim

{

frame 1 footstep

frame 30 footstep

}

anim search_torch2 models/md5/chars/guards/proguard/search2_torch.md5anim

{

frame 16 footstep

frame 37 footstep

}

 

anim turn_left models/md5/chars/guards/proguard/idle_turn_90_lft.md5anim

{

frame 12 footstep

frame 23 footstep

}

 

anim turn_right models/md5/chars/guards/proguard/idle_turn_90_rgt.md5anim

{

frame 12 footstep

frame 23 footstep

}

 

anim idle_turn_180_lft models/md5/chars/guards/proguard/idle_turn_180_lft.md5anim

{

frame 15 footstep

frame 34 footstep

}

 

anim idle_turn_180_rgt models/md5/chars/guards/proguard/idle_turn_180_rgt.md5anim

{

frame 15 footstep

frame 34 footstep

}

 

anim combat_turn_left models/md5/chars/guards/proguard/combat_turn_90_lft.md5anim

{

frame 11 footstep

frame 23 footstep

}

 

anim combat_turn_right models/md5/chars/guards/proguard/combat_turn_90_rgt.md5anim

{

frame 11 footstep

frame 23 footstep

}

 

//******************************************

// idle base animations:

// ******************************************

 

anim idle models/md5/chars/guards/proguard/idle.md5anim

anim idle_drunk models/md5/chars/guards/proguard/idle_drunk.md5anim

anim idle_bottle_drunk1 models/md5/chars/guards/proguard/idle_bottle_drunk.md5anim

{frame 1 call overrideLegs}

anim idle_bottle_drunk2 models/md5/chars/guards/proguard/idle_bottle_drunk2.md5anim

{frame 1 call overrideLegs}

anim idle_torch models/md5/chars/guards/proguard/idle_torch.md5anim

 

//******************************************

// randomly called idle animations:

// ******************************************

 

anim idle_armwipe models/md5/chars/guards/proguard/idle_armwipe.md5anim

{

frame 32 sound tdm_brush01

}

 

anim idle_arm_scratch models/md5/chars/guards/proguard/idle_arm_scratch.md5anim

{

frame 17 sound tdm_brush01

}

anim idle_stretch models/md5/chars/guards/proguard/idle_stretch.md5anim

{

frame 30 sound_voice tdm_stretch

}

 

anim idle_adjusting_belt models/md5/chars/guards/proguard/idle_adjusting_belt.md5anim

anim idle_scuff models/md5/chars/guards/proguard/idle_scuff.md5anim

anim idle_scuff_torch models/md5/chars/guards/proguard/idle_scuff_torch.md5anim

anim idle_standontoes models/md5/chars/guards/proguard/idle_standontoes.md5anim

anim idle_check_hand models/md5/chars/guards/proguard/idle_check_hand.md5anim

anim idle_stretch02 models/md5/chars/guards/proguard/idle_stretch02.md5anim

{

frame 80 sound_voice tdm_stretch

}

anim idle_shifting1 models/md5/chars/guards/proguard/idle_shifting1.md5anim

{

frame 15 sound human_carpet

frame 127 sound human_carpet

}

anim idle_shifting2 models/md5/chars/guards/proguard/idle_shifting2.md5anim

anim idle_sneeze models/md5/chars/guards/proguard/idle_sneeze.md5anim

{

no_random_headturning

frame 20 sound_voice tdm_male_sneeze

}

anim idle_nose_wipe models/md5/chars/guards/proguard/idle_nose_wipe.md5anim

{

no_random_headturning

frame 28 sound_voice tdm_sniff

}

anim idle_nosewipe_short models/md5/chars/guards/proguard/idle_nosewipe_short.md5anim

{

no_random_headturning

frame 28 sound_voice tdm_sniff

}

anim idle_spit models/md5/chars/guards/proguard/idle_spit.md5anim

{

no_random_headturning

frame 20 sound_voice tdm_spit

}

anim idle_cough models/md5/chars/guards/proguard/idle_cough.md5anim

{

no_random_headturning

frame 13 sound_voice snd_cough

}

anim idle_cough02 models/md5/chars/guards/proguard/idle_cough02.md5anim

{

no_random_headturning

frame 13 sound_voice snd_cough

}

anim idle_eat models/md5/chars/guards/proguard/idle_eat.md5anim

{

no_random_headturning

frame 90 sound_voice tdm_chew

}

 

anim idle_ponder models/md5/chars/guards/proguard/idle_ponder02.md5anim

 

//***************************************

// Conversation animations

//***************************************

 

anim idle_talk1 models/md5/chars/guards/proguard/idle_talk1.md5anim

anim idle_talk2 models/md5/chars/guards/proguard/idle_talk2.md5anim

anim idle_talk3 models/md5/chars/guards/proguard/idle_talk3.md5anim

anim idle_talk4 models/md5/chars/guards/proguard/idle_talk4.md5anim

 

//***************************************

// Combat animations

//***************************************

 

anim pain1 models/md5/chars/guards/proguard/pain.md5anim

{frame 1 call overrideLegs}

 

anim pain2 models/md5/chars/guards/proguard/pain2.md5anim

{frame 1 call overrideLegs}

 

anim pain3 models/md5/chars/guards/proguard/pain3.md5anim

{frame 1 call overrideLegs}

 

anim pain4 models/md5/chars/guards/proguard/pain4.md5anim

{frame 1 call overrideLegs}

 

anim cower1 models/md5/chars/guards/proguard/cower1.md5anim

anim cower2 models/md5/chars/guards/proguard/cower2.md5anim

 

anim pain_torch models/md5/chars/guards/proguard/pain_torch.md5anim

{

frame 1 call overrideLegs

}

 

anim throw models/md5/chars/guards/proguard/throw.md5anim

{

frame 21 launch_missile RightHand

}

 

anim draw models/md5/chars/guards/proguard/drawsword.md5anim

{

frame 16 reattach melee_weapon hand_r

frame 16 sound_weapon snd_drawsword

frame 16 set_combat_flag melee // enable melee combat now

}

anim sheath models/md5/chars/guards/proguard/sheathe_sword.md5anim

{

frame 19 clear_combat_flag melee // disable melee attacks now

frame 19 reattach melee_weapon hip_sheath_l

frame 16 sound_weapon snd_sheathesword

}

anim draw_hammer models/md5/chars/guards/proguard/draw_hammer.md5anim

{

frame 15 reattach melee_weapon hand_r

frame 15 set_combat_flag melee // enable melee combat now

}

anim sheathe_hammer models/md5/chars/guards/proguard/sheathe_hammer.md5anim

{

frame 15 clear_combat_flag melee // disable melee attacks now

frame 15 reattach melee_weapon slung_across_back_rl

}

 

anim drawBow models/md5/chars/guards/proguard/combat_bow_draw.md5anim

{

frame 16 reattach missile_weapon hand_l_bow

frame 16 set_combat_flag ranged // enable ranged combat now

}

 

anim sheathBow models/md5/chars/guards/proguard/combat_bow_holster.md5anim

{

frame 19 clear_combat_flag ranged // disable ranged attacks now

frame 19 reattach missile_weapon bow_holster_pos_rl

}

 

anim combat_idle_sword models/md5/chars/guards/proguard/combat_sword_idle.md5anim

anim combat_idle_sword_torch models/md5/chars/guards/proguard/combat_sword_idle_torch.md5anim

anim combat_idle_bow models/md5/chars/guards/proguard/combat_bow_idle.md5anim

 

anim ranged_attack models/md5/chars/guards/proguard/combat_bow_aim_fire_reload.md5anim

{

 

frame 10 create_missile LeftHand

frame 18 launch_missile LeftHand

}

 

anim melee_attack_RL models/md5/chars/guards/proguard/combat_sword_attack_left.md5anim

{

prevent_idle_override

frame 15 melee_hold

frame 16 melee_attack_start melee_weapon slash_rl

frame 19 sound snd_swing

frame 27 melee_attack_stop melee_weapon

}

anim melee_attack_LR models/md5/chars/guards/proguard/combat_sword_attack_right.md5anim

{

prevent_idle_override

frame 15 melee_hold

frame 16 melee_attack_start melee_weapon slash_lr

frame 19 sound snd_swing

frame 25 melee_attack_stop melee_weapon

}

anim melee_attack_Over models/md5/chars/guards/proguard/combat_sword_attack_overhead.md5anim

{

prevent_idle_override

frame 15 melee_hold

frame 16 melee_attack_start melee_weapon overhead

frame 19 sound snd_swing

frame 25 melee_attack_stop melee_weapon

}

anim melee_attack_Thrust models/md5/chars/guards/proguard/combat_sword_attack_thrust.md5anim

{

prevent_idle_override

frame 19 melee_hold

frame 24 melee_attack_start melee_weapon thrust

frame 29 sound snd_swing

frame 34 melee_attack_stop melee_weapon

}

 

anim melee_parry_RL models/md5/chars/guards/proguard/combat_sword_parry_left.md5anim

{

prevent_idle_override

frame 6 melee_hold

frame 5 melee_parry_start melee_weapon left

frame 7 melee_parry_stop melee_weapon

}

anim melee_parry_LR models/md5/chars/guards/proguard/combat_sword_parry_right.md5anim

{

prevent_idle_override

frame 6 melee_hold

frame 5 melee_parry_start melee_weapon right

frame 7 melee_parry_stop melee_weapon

}

anim melee_parry_Over models/md5/chars/guards/proguard/combat_sword_parry_overhead.md5anim

{

prevent_idle_override

frame 6 melee_hold

frame 5 melee_parry_start melee_weapon overhead

frame 7 melee_parry_stop melee_weapon

}

anim melee_parry_Thrust models/md5/chars/guards/proguard/combat_sword_parry_thrust.md5anim

{

prevent_idle_override

frame 6 melee_hold

frame 5 melee_parry_start melee_weapon thrust

frame 7 melee_parry_stop melee_weapon

}

 

anim failed_ko models/md5/chars/guards/proguard/failed_ko.md5anim

{

frame 7 footstep

}

 

//************************

// Sitting Animations

//**************************

 

anim sit_down models/md5/chars/guards/proguard/sit_down.md5anim

{

frame 1 disableWalkIK

}

 

anim sit_up models/md5/chars/guards/proguard/sit_up.md5anim

{

frame 40 enableWalkIK

}

 

anim idle_sit models/md5/chars/guards/proguard/sit_idle.md5anim

anim idle_sit2 models/md5/chars/guards/proguard/sit_idle2.md5anim

 

 

anim idle_sit_shift1 models/md5/chars/guards/proguard/sit_idle2.md5anim

{

frame 1 call overrideLegs

}

 

anim idle_sit_cough01 models/md5/chars/guards/proguard/sit_idle_cough01.md5anim

{

no_random_headturning

frame 27 sound_voice snd_cough

}

anim idle_sit_tap01 models/md5/chars/guards/proguard/sit_idle_tap01.md5anim

{

frame 1 call overrideLegs

frame 6 sound human_carpet

frame 13 sound human_carpet

frame 21 sound human_carpet

}

anim idle_sit_armdrop01 models/md5/chars/guards/proguard/sit_idle_armdrop01.md5anim

anim idle_sit_neckscratch models/md5/chars/guards/proguard/sit_idle_neckscratch.md5anim

anim idle_sit_turnpage models/md5/chars/guards/proguard/idle_sit_turnpage.md5anim

{

frame 20 sound readable_page_turn

}

 

anim sit_talk_gesture1 models/md5/chars/guards/proguard/sit_talk_gesture01.md5anim

anim sit_talk_gesture2 models/md5/chars/guards/proguard/sit_talk_gesture02.md5anim

anim sit_talk_gesture3 models/md5/chars/guards/proguard/sit_talk_gesture03.md5anim

 

//*****************************

// Relighting Lights Animations

//*****************************

 

// relight anims using right hand only, for electric lights

 

anim relight_electric_high models/md5/chars/guards/proguard/use_righthand_high.md5anim

{

no_random_headturning

frame 30 object_call relightLight

}

anim relight_electric_med models/md5/chars/guards/proguard/use_righthand.md5anim

{

no_random_headturning

frame 30 object_call relightLight

}

anim relight_electric_low models/md5/chars/guards/proguard/use_righthand_low.md5anim

{

no_random_headturning

frame 32 object_call relightLight

}

 

// relight anims using tinderbox, for flames when there's no torch

 

anim relight_high models/md5/chars/guards/proguard/relight_high.md5anim

{

no_random_headturning

frame 50 attach atdm:prop_steel steel hand_l

frame 81 sound monster_demon_tick_footstep

frame 96 sound monster_demon_tick_footstep

frame 117 sound monster_demon_tick_footstep

frame 117 fx fx/smallsparks1

frame 117 object_call relightLight

frame 167 destroy steel

}

 

anim relight_med models/md5/chars/guards/proguard/relight_med.md5anim

{

no_random_headturning

frame 50 attach atdm:prop_steel steel hand_l

frame 81 sound monster_demon_tick_footstep

frame 96 sound monster_demon_tick_footstep

frame 117 sound monster_demon_tick_footstep

frame 117 fx fx/smallsparks1

frame 117 object_call relightLight

frame 167 destroy steel

}

 

anim relight_low models/md5/chars/guards/proguard/relight_low.md5anim

{

no_random_headturning

frame 50 attach atdm:prop_steel steel hand_l

frame 81 sound monster_demon_tick_footstep

frame 96 sound monster_demon_tick_footstep

frame 117 sound monster_demon_tick_footstep

frame 117 fx fx/smallsparks1

frame 117 object_call relightLight

frame 167 destroy steel

}

 

// relight anims using torches, for flames

 

anim relight_torch_high models/md5/chars/guards/proguard/relight_high_withtorch.md5anim

{

no_random_headturning

frame 30 object_call relightLight

}

 

anim relight_torch_med models/md5/chars/guards/proguard/relight_med_withtorch.md5anim

{

no_random_headturning

frame 30 object_call relightLight

}

 

anim relight_torch_low models/md5/chars/guards/proguard/relight_low_withtorch.md5anim

{

no_random_headturning

frame 30 object_call relightLight

}

 

//************************

// other

//**************************

 

anim use_righthand models/md5/chars/guards/proguard/use_righthand.md5anim

anim use_righthand_high models/md5/chars/guards/proguard/use_righthand_high.md5anim

anim use_righthand_low models/md5/chars/guards/proguard/use_righthand_low.md5anim

 

anim kneel_down models/md5/chars/guards/proguard/kneel_down.md5anim

{

ai_no_turn // should keep ai from spinning around during animation

}

 

anim sit_2_sleep_lft models/md5/chars/guards/proguard/sit_2_sleep_lft.md5anim

{

frame 1 disableClip

}

 

anim sit_2_sleep_rgt models/md5/chars/guards/proguard/sit_2_sleep_rgt.md5anim

{

frame 1 disableClip

}

 

anim sleep_2_sit_lft models/md5/chars/guards/proguard/sleep_2_sit_lft.md5anim

{

frame 50 enableClip

}

 

anim sleep_2_sit_rgt models/md5/chars/guards/proguard/sleep_2_sit_rgt.md5anim

{

frame 50 enableClip

}

 

anim sleep_idle_lft models/md5/chars/guards/proguard/sleep_idle_lft.md5anim

anim sleep_idle_rgt models/md5/chars/guards/proguard/sleep_idle_rgt.md5anim

 

anim drop_torch models/md5/chars/guards/proguard/drop_torch.md5anim

{

no_random_headturning

frame 46 object_call releaseTorch

}

 

anim drop_torch_armed models/md5/chars/guards/proguard/drop_torch_armed.md5anim

{

no_random_headturning

frame 15 object_call releaseTorch

}

 

//*********************************

// Specific prop animations

//********************************

 

anim bottle_drink01 models/md5/chars/guards/proguard/bottle_drink01.md5anim

{

no_random_headturning

frame 23 sound_voice tdm_drinking

frame 25 sound tdm_bottle_slosh

}

 

anim bottle_drink02 models/md5/chars/guards/proguard/bottle_drink02.md5anim

{

 

no_random_headturning

frame 25 sound tdm_bottle_slosh

frame 30 sound_voice tdm_drinking

}

 

anim bottle_idle01 models/md5/chars/guards/proguard/bottle_idle01.md5anim // holds up to chest

 

 

anim bottle_idle02 models/md5/chars/guards/proguard/bottle_idle02.md5anim // holds down by side

{

frame 23 sound tdm_bottle_slosh

}

 

anim bottle_idle03 models/md5/chars/guards/proguard/bottle_idle03.md5anim // looks at bottle

{

frame 30 sound tdm_bottle_slosh

}

anim bottle_scratch models/md5/chars/guards/proguard/bottle_scratch.md5anim

{

frame 17 sound tdm_brush01

}

 

anim bottle_sit_idle models/md5/chars/guards/proguard/bottle_sit_idle.md5anim

{

no_random_headturning

}

 

 

 

anim playcards_idle models/md5/chars/guards/proguard/playcards_idle.md5anim

anim playcards_idle_lift models/md5/chars/guards/proguard/playcards_idle_lift.md5anim

anim playcards_idle_draw models/md5/chars/guards/proguard/playcards_idle_draw.md5anim

{

no_random_headturning

frame 1 call overrideLegs

frame 64 attach atdm:prop_single_card card hand_r

frame 65 sound tdm_draw_card

frame 93 destroy card

frame 98 sound_voice snd_reaction

}

 

anim idle_lantern models/md5/chars/guards/proguard/idle_lantern.md5anim

anim walk_lantern models/md5/chars/guards/proguard/walk_lantern.md5anim

{

frame 7 footstep

frame 25 footstep

}

 

//***************************************************

// flavour animations to be called by scripts or triggers:

//***************************************************

 

anim idle_eat_base models/md5/chars/guards/proguard/idle_eat02.md5anim //reaches out to table and eats food

{

no_random_headturning

frame 1 object_call syncLegsWithTorso

frame 21 attach atdm:prop_single_card carrot hand_r

frame 48 sound_voice snd_eat

frame 128 sound_voice tdm_crunch

frame 130 destroy carrot

frame 168 sound_voice tdm_chewing

}

 

anim idle_eat_carrot models/md5/chars/guards/proguard/idle_eat02.md5anim //reaches out to table and eats food

{

no_random_headturning

frame 1 object_call syncLegsWithTorso

frame 21 attach atdm:moveable_food_carrot carrot hand_r

frame 48 sound_voice tdm_crunch

frame 125 sound_voice tdm_crunch

frame 130 destroy carrot

frame 131 attach atdm:moveable_carrot_stub carrot_stub hand_r

frame 138 sound_voice tdm_chewing

frame 165 destroy carrot_stub

}

 

anim idle_warmhands models/md5/chars/guards/proguard/idle_warmhands.md5anim

{

frame 28 footstep

frame 86 footstep

}

 

anim turnpage_righthand models/md5/chars/guards/proguard/use_righthand.md5anim //placeholder

{

frame 12 sound readable_page_turn

}

 

anim bang_door models/md5/chars/guards/proguard/bang_door.md5anim

{

no_random_headturning

frame 46 sound bullet_impact_wood

frame 57 sound bullet_impact_wood

frame 68 sound bullet_impact_wood

}

 

anim look_around models/md5/chars/guards/proguard/look_around.md5anim

{

no_random_headturning

}

 

anim look_forward models/md5/chars/guards/proguard/look_forward.md5anim

{

no_random_headturning

}

 

anim idle_stir_pot models/md5/chars/guards/proguard/idle_stir_pot.md5anim

{

no_random_headturning

frame 86 attach atdm:prop_wooden_spoon spoon01 hand_r

frame 190 destroy spoon01

}

 

anim throw_dice01 models/md5/chars/guards/proguard/throw_dice.md5anim

{

no_random_headturning

frame 17 sound tdm_dice_click

frame 19 create_missile RightHand

// frame 19 attach atdm:drop_dice01 dice01 hand_r

frame 71 sound tdm_dice_shaking_short

 

// frame 119 destroy dice01

frame 119 launch_missile RightHand

frame 122 sound tdm_dice_rolling

frame 144 sound_voice snd_reaction

}

 

// **********************************************

// Placeholders and WIP

//************************************************

 

// Tels: Put the drinking bottle down. Detaching it should restore idle animations.

// TODO: anim is a placeholder

anim bottle_putdown models/md5/chars/guards/proguard/playcards_idle_draw.md5anim

{

no_random_headturning

frame 25 sound tdm_bottle_slosh

frame 80 putdown bottle

}

// tels TODO: anim is a placeholder

anim drink_righthand models/md5/chars/guards/proguard/sit_idle_cough01.md5anim

{

no_random_headturning

frame 8 pickup AIUSE_DRINK bottle hand_l

frame 27 sound_voice tdm_drinking

frame 84 putdown bottle

}

 

// tels TODO: anim is a placeholder

anim bottle_pickup models/md5/chars/guards/proguard/playcards_idle_draw.md5anim

{

no_random_headturning

frame 8 pickup AIUSE_DRINK bottle hand_l

frame 12 sound tdm_bottle_slosh

}

 

// TODO: anim is a placeholder

// pickup whatever food is in front of you, "eat" it, drop it

anim eat_righthand models/md5/chars/guards/proguard/sit_idle_cough01.md5anim

{

no_random_headturning

frame 8 pickup AIUSE_EAT food hand_l

frame 27 sound_voice snd_eat

frame 84 drop food

}

 

// TODO: anim is a placeholder

// spawn a new apple, "eat" it, drop applecore

anim eat_apple_lefthand models/md5/chars/guards/proguard/sit_idle_cough01.md5anim

{

no_random_headturning

//frame 8 pickup AIUSE_EAT food hand_l

frame 8 attach atdm:moveable_food_apple food hand_l

frame 27 sound_voice snd_eat

// replace apply by droppable apple core

frame 45 destroy food

frame 45 attach atdm:drop_apple_core food hand_l

// now drop it

frame 96 drop food

}

 

// Tels: Put the left hand with item to the center, put right hand near left hand, "activate"

// entity in left hand, relax hands. Used f.i. for putting a lantern off or on.

// TODO: anim is a placeholder

anim activate_in_lefthand models/md5/chars/guards/proguard/idle_warmhands.md5anim

{

no_random_headturning

frame 40 activate_at_joint hand_l

frame 60 sound_voice snd_reaction

}

 

// Tels: Put forward the right hand and activate entity (default: AIUSE_LIGHT) in world near right hand.

anim use_with_righthand models/md5/chars/guards/proguard/use_righthand.md5anim

{

no_random_headturning

frame 40 activate_near AIUSE_LIGHT hand_r

frame 60 sound_voice snd_reaction

}

 

// Tels: Putdown the entity held in the left hand (standing animation).

// TODO: anim is a placeholder

anim putdown_lefthand models/md5/chars/guards/proguard/idle_warmhands.md5anim

{

no_random_headturning

frame 40 drop light

}

}

 

 

 

 

When new anims are inserted later and TDM updates, you need to find the file to get the current list.

 

The stuff you want is "anim X" where the X is the name of the animation. X is the identifier that goes into the path_anim: "anim" "X"

For examepl "anim" "look_forward"

Clipper

-The mapper's best friend.

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http://wiki.thedarkmod.com/index.php?title=Animation_List Edited by Obsttorte

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I don't know, I had a bit of a problem using it too...sometimes it would work and sometimes not. But at least it should show you the list of names.

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@Obsttorte, that dosent list every available anim for all the Ai though.

Couldn't know that. May be a good idea to update it. ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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