diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-03 10:39:23 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-03 11:57:22 -0800 |
| commit | b5dc4a85433a908d38d453e98d7d45e22e2a5fc0 (patch) | |
| tree | f186094efa03e9c1144fb5c98161cf3f7b054f90 /sp/game/mod_hl2/scripts/actbusy.txt | |
| parent | Specify clobbered registers in POSIX SSE functions (diff) | |
| download | source-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.tar.xz source-sdk-2013-b5dc4a85433a908d38d453e98d7d45e22e2a5fc0.zip | |
Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst,
proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj,
vcxproj, sln, in, java, la, manifest, am, and rad.
Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and
gitignore.
Finally, fixes executable bits.
Diffstat (limited to 'sp/game/mod_hl2/scripts/actbusy.txt')
| -rw-r--r-- | sp/game/mod_hl2/scripts/actbusy.txt | 1248 |
1 files changed, 624 insertions, 624 deletions
diff --git a/sp/game/mod_hl2/scripts/actbusy.txt b/sp/game/mod_hl2/scripts/actbusy.txt index 03fff272..e2af7d63 100644 --- a/sp/game/mod_hl2/scripts/actbusy.txt +++ b/sp/game/mod_hl2/scripts/actbusy.txt @@ -1,624 +1,624 @@ -// "act busy name" This is the name that a mapmaker must specify in the hint node.
-// {
-// "busy_anim" "Activity Name".
-// "entry_anim" "Activity Name"
-// "exit_anim" "Activity Name"
-// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
-// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
-// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
-// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept.
-// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept.
-// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept.
-// "min_time" "Minimum time to spend in this busy anim"
-// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
-// "interrupts" One of:
-// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
-// "BA_INT_DANGER" break out of this anim only if threatened
-// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
-// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
-// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
-// }
-//
-//
-"ActBusy.txt"
-{
- "binoculars_idle"
- {
- "busy_sequence" "binoculars_idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_PLAYER"
- }
- "d2_coast03_PreBattle_Scan_Skies"
- {
- "busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Scan_Skies02"
- {
- "busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Scan_Skies03"
- {
- "busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Kneel_Idle"
- {
- "busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d2_coast03_PreBattle_Stand_Look"
- {
- "busy_sequence" "d2_coast03_PreBattle_Stand_Look"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_alert_01"
- {
- "busy_sequence" "idle_alert_01"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_alert_02"
- {
- "busy_sequence" "idle_alert_02"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_relaxed_01"
- {
- "busy_sequence" "idle_relaxed_01"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "idle_relaxed_02"
- {
- "busy_sequence" "idle_relaxed_02"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_town05_Leon_Lean_Table_Idle"
- {
- "busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
- "entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
- "exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
-
- "d1_t03_Sit_couch"
- {
- "busy_sequence" "d1_t03_Sit_couch"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_sit_couch_consoling"
- {
- "busy_sequence" "d1_t03_sit_couch_consoling"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "fear_reaction_Idle"
- {
- "busy_sequence" "fear_reaction_Idle"
- "entry_sequence" "fear_reaction"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "cower_Idle"
- {
- "busy_sequence" "cower_Idle"
- "entry_sequence" "cower"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_Sit_Bed"
- {
- "busy_sequence" "d1_t03_Sit_Bed"
- "entry_sequence" "d1_t03_Sit_Bed_Entry"
- "exit_sequence" "d1_t03_Sit_Bed_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "LineIdle01"
- {
- "busy_sequence" "LineIdle01"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_WatchBreen"
- {
- "busy_sequence" "d1_t01_BreakRoom_WatchBreen"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t02_Plaza_Sit01_Idle"
- {
- "busy_sequence" "d1_t02_Plaza_Sit01_Idle"
- "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
- "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
- "min_time" "20.0"
- "max_time" "30.0"
- "interrupts" "BA_INT_DANGER"
- }
- "d1_t02_Plaza_Sit02"
- {
- "busy_sequence" "d1_t02_Plaza_Sit02"
- "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
- "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
- "min_time" "20.0"
- "max_time" "30.0"
- "interrupts" "BA_INT_DANGER"
- }
- "d1_t02_Playground_Cit2_Pockets"
- {
- "busy_sequence" "d1_t02_Playground_Cit2_Pockets"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t02_Playground_Cit1_Arms_Crossed"
- {
- "busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_LookOutDoor"
- {
- "busy_sequence" "d1_t03_LookOutDoor"
- "entry_sequence" "d1_t03_LookOutDoor_Entry"
- "exit_sequence" "d1_t03_LookOutDoor_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_LookOutWindow"
- {
- "busy_sequence" "d1_t03_LookOutWindow"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_Tenements_Look_Out_Window_Idle"
- {
- "busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t03_PreRaid_Peek_Idle"
- {
- "busy_sequence" "d1_t03_PreRaid_Peek_Idle"
- "exit_sequence" "d1_t03_Preraid_Peek_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_Clutch_Chainlink_Idle"
- {
- "busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
- "entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_Sit01_Idle"
- {
- "busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
- "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
- "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_Sit02"
- {
- "busy_sequence" "d1_t01_BreakRoom_Sit02"
- "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
- "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_None"
- }
- "d1_t01_BreakRoom_WatchClock_Sit"
- {
- "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
- "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "d1_t01_BreakRoom_WatchClock_Sit_MX"
- {
- "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
- "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "ACT_BUSY_LEAN_LEFT"
- {
- "busy_anim" "ACT_BUSY_LEAN_LEFT"
- "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
- "exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
- "min_time" "10.0"
- "max_time" "20.0"
- "interrupts" "BA_INT_PLAYER"
- }
- "Lean_Left"
- {
- "busy_sequence" "Lean_Left"
- "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
- "exit_sequence" "photo_react_startle"
- "min_time" "0"
- "max_time" "0"
- "interrupts" "BA_INT_NONE"
- }
- "ACT_BUSY_LEAN_BACK"
- {
- "busy_anim" "ACT_BUSY_LEAN_BACK"
- "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
- "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
- "min_time" "10.0"
- "max_time" "20.0"
- "interrupts" "BA_INT_PLAYER"
- }
- "lean_back"
- {
- "busy_sequence" "lean_back"
- "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
- "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
- "min_time" "0"
- "max_time" "0"
- "interrupts" "BA_INT_NONE"
- }
- "ACT_BUSY_SIT_GROUND"
- {
- "busy_anim" "ACT_BUSY_SIT_GROUND"
- "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
- "exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
- "min_time" "20.0"
- "max_time" "30.0"
- "interrupts" "BA_INT_DANGER"
- }
- "ACT_BUSY_SIT_CHAIR"
- {
- "busy_anim" "ACT_BUSY_SIT_CHAIR"
- "entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
- "exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
- "min_time" "30.0"
- "max_time" "40.0"
- "interrupts" "BA_INT_DANGER"
- }
- "ACT_BUSY_STAND"
- {
- "busy_anim" "ACT_BUSY_STAND"
- "min_time" "10.0"
- "max_time" "20.0"
- "interrupts" "BA_INT_DANGER"
- }
- "ACT_BUSY_QUEUE"
- {
- "busy_anim" "ACT_BUSY_QUEUE"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "food_queue_front"
- {
- "busy_sequence" "lineIdle01"
- "exit_sequence" "takepackage"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitcouchfeet1"
- { "busy_sequence" "sitcouchfeet1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitcouchknees1"
- { "busy_sequence" "sitcouchknees1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitchairtable1"
- { "busy_sequence" "sitchairtable1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitcouch1"
- { "busy_sequence" "sitcouch1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "sitccouchtv1"
- { "busy_sequence" "sitccouchtv1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "laycouch1"
- { "busy_sequence" "laycouch1"
- "exit_sequence" "laycouch1_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "laycouch1"
- {
- "busy_sequence" "laycouch1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Sit_Chair02"
- {
- "busy_sequence" "Sit_Chair02"
- "entry_sequence" "Idle_to_Sit_Chair02"
- "exit_sequence" "Sit_Chair02_to_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Sit_Chair03"
- {
- "busy_sequence" "Sit_Chair03"
- "entry_sequence" "Idle_to_Sit_Chair03"
- "exit_sequence" "Sit_Chair03_to_Idle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "drinker_sit_idle"
- {
- "busy_sequence" "drinker_sit_idle"
- "entry_sequence" "drinker_sit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "drinker_sit_idle_ss"
- {
- "busy_sequence" "drinker_sit_idle_ss"
- "entry_sequence" "drinker_sit_ss"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "railing_idle"
- {
- "busy_sequence" "railing_idle"
- //"entry_sequence" "railing_enter"
- "exit_sequence" "railing_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "D1_C01a_Mary_kneel"
- {
- "busy_sequence" "canals_mary_postidle"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "D1_C03_Matt_sitground"
- {
- "busy_anim" "ACT_BUSY_SIT_GROUND"
- "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Cover_R"
- {
- "busy_sequence" "Cover_R"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Cover_L"
- {
- "busy_sequence" "Cover_L"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Coverlow_R"
- {
- "busy_sequence" "Coverlow_R"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
- "Coverlow_L"
- {
- "busy_sequence" "Coverlow_L"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_NONE"
- }
-
-//*****************************************************************************
-//************ Soldier actbusy section *************************************
-//*****************************************************************************
-
-
-
- "Cover_crouch"
- {
- "busy_sequence" "crouchidle_AB"
- "exit_sequence" "crouch_to_combat_stand"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Cover_crouch_B"
- {
- "busy_sequence" "crouchidle_AB"
- "exit_sequence" "crouchidle_ABexit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Signal_group"
- {
- "busy_sequence" "signal_group"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Idle_Alert"
- {
- "busy_sequence" "CombatIdle1"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "Signal_Advance"
- {
- "busy_sequence" "CombatIdle1"
- "exit_sequence" "signal_advance"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Right"
- {
- "busy_sequence" "leanwall_right_idle"
- "exit_sequence" "leanwall_right_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Corner_Right"
- {
- "busy_sequence" "leanwall_Corner_right_idle"
- "exit_sequence" "leanwall_Corner_right_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Left"
- {
- "busy_sequence" "leanwall_left_idle"
- "exit_sequence" "leanwall_left_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_Left_B"
- {
- "busy_sequence" "leanwall_left_b_idle"
- "exit_sequence" "leanwall_left_b_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_A"
- {
- "busy_sequence" "leanwall_CrouchLeft_A_idle"
- "exit_sequence" "leanwall_CrouchLeft_A_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_B"
- {
- "busy_sequence" "leanwall_CrouchLeft_B_idle"
- "exit_sequence" "leanwall_CrouchLeft_B_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_C"
- {
- "busy_sequence" "leanwall_CrouchLeft_C_idle"
- "exit_sequence" "leanwall_CrouchLeft_C_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
- "LeanWall_CrouchLeft_D"
- {
- "busy_sequence" "leanwall_CrouchLeft_D_idle"
- "exit_sequence" "leanwall_CrouchLeft_D_exit"
- "min_time" "0.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_AMBUSH"
- }
-
-//*****************************************************************************
-//************ Metrocop actbusy section ************************************
-//*****************************************************************************
-
- "Crouch_idle_pistol_A"
- {
- "busy_sequence" "Crouch_idle_pistol"
- "exit_sequence" "Crouch_to_shootpistol"
- "min_time" "1.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_COMBAT"
- }
-
- "Crouch_idle_smg1_A"
- {
- "busy_sequence" "Crouch_idle_smg1"
- "exit_sequence" "Crouch_to_shootsmg1"
- "min_time" "1.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_COMBAT"
- }
-
- "Idle_harrassidle_A"
- {
- "busy_sequence" "harrassidle"
- "min_time" "1.0"
- "max_time" "0.0"
- "interrupts" "BA_INT_COMBAT"
- }
-
-
-
-}
-
+// "act busy name" This is the name that a mapmaker must specify in the hint node. +// { +// "busy_anim" "Activity Name". +// "entry_anim" "Activity Name" +// "exit_anim" "Activity Name" +// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node. +// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim. +// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim. +// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept. +// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept. +// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept. +// "min_time" "Minimum time to spend in this busy anim" +// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event +// "interrupts" One of: +// "BA_INT_NONE" break out only when time runs out. No external influence will break me out. +// "BA_INT_DANGER" break out of this anim only if threatened +// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened +// "BA_INT_AMBUSH" someone please define this - I have no idea what it does +// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached +// } +// +// +"ActBusy.txt" +{ + "binoculars_idle" + { + "busy_sequence" "binoculars_idle" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_PLAYER" + } + "d2_coast03_PreBattle_Scan_Skies" + { + "busy_sequence" "d2_coast03_PreBattle_Scan_Skies" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d2_coast03_PreBattle_Scan_Skies02" + { + "busy_sequence" "d2_coast03_PreBattle_Scan_Skies02" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d2_coast03_PreBattle_Scan_Skies03" + { + "busy_sequence" "d2_coast03_PreBattle_Scan_Skies03" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d2_coast03_PreBattle_Kneel_Idle" + { + "busy_sequence" "d2_coast03_PreBattle_Kneel_Idle" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d2_coast03_PreBattle_Stand_Look" + { + "busy_sequence" "d2_coast03_PreBattle_Stand_Look" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "idle_alert_01" + { + "busy_sequence" "idle_alert_01" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "idle_alert_02" + { + "busy_sequence" "idle_alert_02" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "idle_relaxed_01" + { + "busy_sequence" "idle_relaxed_01" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "idle_relaxed_02" + { + "busy_sequence" "idle_relaxed_02" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_town05_Leon_Lean_Table_Idle" + { + "busy_sequence" "d1_town05_Leon_Lean_Table_Idle" + "entry_sequence" "d1_town05_Leon_Lean_Table_Entry" + "exit_sequence" "d1_town05_Leon_Lean_Table_Exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + + "d1_t03_Sit_couch" + { + "busy_sequence" "d1_t03_Sit_couch" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t03_sit_couch_consoling" + { + "busy_sequence" "d1_t03_sit_couch_consoling" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "fear_reaction_Idle" + { + "busy_sequence" "fear_reaction_Idle" + "entry_sequence" "fear_reaction" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "cower_Idle" + { + "busy_sequence" "cower_Idle" + "entry_sequence" "cower" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t03_Sit_Bed" + { + "busy_sequence" "d1_t03_Sit_Bed" + "entry_sequence" "d1_t03_Sit_Bed_Entry" + "exit_sequence" "d1_t03_Sit_Bed_Exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "LineIdle01" + { + "busy_sequence" "LineIdle01" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t01_BreakRoom_WatchBreen" + { + "busy_sequence" "d1_t01_BreakRoom_WatchBreen" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t02_Plaza_Sit01_Idle" + { + "busy_sequence" "d1_t02_Plaza_Sit01_Idle" + "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01" + "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle" + "min_time" "20.0" + "max_time" "30.0" + "interrupts" "BA_INT_DANGER" + } + "d1_t02_Plaza_Sit02" + { + "busy_sequence" "d1_t02_Plaza_Sit02" + "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry" + "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit" + "min_time" "20.0" + "max_time" "30.0" + "interrupts" "BA_INT_DANGER" + } + "d1_t02_Playground_Cit2_Pockets" + { + "busy_sequence" "d1_t02_Playground_Cit2_Pockets" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t02_Playground_Cit1_Arms_Crossed" + { + "busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t03_LookOutDoor" + { + "busy_sequence" "d1_t03_LookOutDoor" + "entry_sequence" "d1_t03_LookOutDoor_Entry" + "exit_sequence" "d1_t03_LookOutDoor_Exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t03_LookOutWindow" + { + "busy_sequence" "d1_t03_LookOutWindow" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t03_Tenements_Look_Out_Window_Idle" + { + "busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t03_PreRaid_Peek_Idle" + { + "busy_sequence" "d1_t03_PreRaid_Peek_Idle" + "exit_sequence" "d1_t03_Preraid_Peek_Exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t01_Clutch_Chainlink_Idle" + { + "busy_sequence" "d1_t01_Clutch_Chainlink_Idle" + "entry_sequence" "d1_t01_Clutch_Chainlink_Entry" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t01_BreakRoom_Sit01_Idle" + { + "busy_sequence" "d1_t01_BreakRoom_Sit01_Idle" + "entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01" + "exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t01_BreakRoom_Sit02" + { + "busy_sequence" "d1_t01_BreakRoom_Sit02" + "entry_sequence" "d1_t01_BreakRoom_Sit02_Entry" + "exit_sequence" "d1_t01_BreakRoom_Sit02_Exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_None" + } + "d1_t01_BreakRoom_WatchClock_Sit" + { + "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit" + "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "d1_t01_BreakRoom_WatchClock_Sit_MX" + { + "busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX" + "entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "ACT_BUSY_LEAN_LEFT" + { + "busy_anim" "ACT_BUSY_LEAN_LEFT" + "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY" + "exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT" + "min_time" "10.0" + "max_time" "20.0" + "interrupts" "BA_INT_PLAYER" + } + "Lean_Left" + { + "busy_sequence" "Lean_Left" + "entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY" + "exit_sequence" "photo_react_startle" + "min_time" "0" + "max_time" "0" + "interrupts" "BA_INT_NONE" + } + "ACT_BUSY_LEAN_BACK" + { + "busy_anim" "ACT_BUSY_LEAN_BACK" + "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY" + "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT" + "min_time" "10.0" + "max_time" "20.0" + "interrupts" "BA_INT_PLAYER" + } + "lean_back" + { + "busy_sequence" "lean_back" + "entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY" + "exit_anim" "ACT_BUSY_LEAN_BACK_EXIT" + "min_time" "0" + "max_time" "0" + "interrupts" "BA_INT_NONE" + } + "ACT_BUSY_SIT_GROUND" + { + "busy_anim" "ACT_BUSY_SIT_GROUND" + "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY" + "exit_anim" "ACT_BUSY_SIT_GROUND_EXIT" + "min_time" "20.0" + "max_time" "30.0" + "interrupts" "BA_INT_DANGER" + } + "ACT_BUSY_SIT_CHAIR" + { + "busy_anim" "ACT_BUSY_SIT_CHAIR" + "entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY" + "exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT" + "min_time" "30.0" + "max_time" "40.0" + "interrupts" "BA_INT_DANGER" + } + "ACT_BUSY_STAND" + { + "busy_anim" "ACT_BUSY_STAND" + "min_time" "10.0" + "max_time" "20.0" + "interrupts" "BA_INT_DANGER" + } + "ACT_BUSY_QUEUE" + { + "busy_anim" "ACT_BUSY_QUEUE" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "food_queue_front" + { + "busy_sequence" "lineIdle01" + "exit_sequence" "takepackage" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "sitcouchfeet1" + { "busy_sequence" "sitcouchfeet1" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "sitcouchknees1" + { "busy_sequence" "sitcouchknees1" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "sitchairtable1" + { "busy_sequence" "sitchairtable1" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "sitcouch1" + { "busy_sequence" "sitcouch1" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "sitccouchtv1" + { "busy_sequence" "sitccouchtv1" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "laycouch1" + { "busy_sequence" "laycouch1" + "exit_sequence" "laycouch1_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "laycouch1" + { + "busy_sequence" "laycouch1" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "Sit_Chair02" + { + "busy_sequence" "Sit_Chair02" + "entry_sequence" "Idle_to_Sit_Chair02" + "exit_sequence" "Sit_Chair02_to_Idle" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "Sit_Chair03" + { + "busy_sequence" "Sit_Chair03" + "entry_sequence" "Idle_to_Sit_Chair03" + "exit_sequence" "Sit_Chair03_to_Idle" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "drinker_sit_idle" + { + "busy_sequence" "drinker_sit_idle" + "entry_sequence" "drinker_sit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "drinker_sit_idle_ss" + { + "busy_sequence" "drinker_sit_idle_ss" + "entry_sequence" "drinker_sit_ss" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "railing_idle" + { + "busy_sequence" "railing_idle" + //"entry_sequence" "railing_enter" + "exit_sequence" "railing_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "D1_C01a_Mary_kneel" + { + "busy_sequence" "canals_mary_postidle" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "D1_C03_Matt_sitground" + { + "busy_anim" "ACT_BUSY_SIT_GROUND" + "entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "Cover_R" + { + "busy_sequence" "Cover_R" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "Cover_L" + { + "busy_sequence" "Cover_L" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "Coverlow_R" + { + "busy_sequence" "Coverlow_R" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + "Coverlow_L" + { + "busy_sequence" "Coverlow_L" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_NONE" + } + +//***************************************************************************** +//************ Soldier actbusy section ************************************* +//***************************************************************************** + + + + "Cover_crouch" + { + "busy_sequence" "crouchidle_AB" + "exit_sequence" "crouch_to_combat_stand" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "Cover_crouch_B" + { + "busy_sequence" "crouchidle_AB" + "exit_sequence" "crouchidle_ABexit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "Signal_group" + { + "busy_sequence" "signal_group" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "Idle_Alert" + { + "busy_sequence" "CombatIdle1" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "Signal_Advance" + { + "busy_sequence" "CombatIdle1" + "exit_sequence" "signal_advance" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_Right" + { + "busy_sequence" "leanwall_right_idle" + "exit_sequence" "leanwall_right_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_Corner_Right" + { + "busy_sequence" "leanwall_Corner_right_idle" + "exit_sequence" "leanwall_Corner_right_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_Left" + { + "busy_sequence" "leanwall_left_idle" + "exit_sequence" "leanwall_left_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_Left_B" + { + "busy_sequence" "leanwall_left_b_idle" + "exit_sequence" "leanwall_left_b_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_CrouchLeft_A" + { + "busy_sequence" "leanwall_CrouchLeft_A_idle" + "exit_sequence" "leanwall_CrouchLeft_A_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_CrouchLeft_B" + { + "busy_sequence" "leanwall_CrouchLeft_B_idle" + "exit_sequence" "leanwall_CrouchLeft_B_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_CrouchLeft_C" + { + "busy_sequence" "leanwall_CrouchLeft_C_idle" + "exit_sequence" "leanwall_CrouchLeft_C_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + + "LeanWall_CrouchLeft_D" + { + "busy_sequence" "leanwall_CrouchLeft_D_idle" + "exit_sequence" "leanwall_CrouchLeft_D_exit" + "min_time" "0.0" + "max_time" "0.0" + "interrupts" "BA_INT_AMBUSH" + } + +//***************************************************************************** +//************ Metrocop actbusy section ************************************ +//***************************************************************************** + + "Crouch_idle_pistol_A" + { + "busy_sequence" "Crouch_idle_pistol" + "exit_sequence" "Crouch_to_shootpistol" + "min_time" "1.0" + "max_time" "0.0" + "interrupts" "BA_INT_COMBAT" + } + + "Crouch_idle_smg1_A" + { + "busy_sequence" "Crouch_idle_smg1" + "exit_sequence" "Crouch_to_shootsmg1" + "min_time" "1.0" + "max_time" "0.0" + "interrupts" "BA_INT_COMBAT" + } + + "Idle_harrassidle_A" + { + "busy_sequence" "harrassidle" + "min_time" "1.0" + "max_time" "0.0" + "interrupts" "BA_INT_COMBAT" + } + + + +} + |