Script:loadanim: Difference between revisions
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(Created page with "{{Stub}} This page describes the <code>loadanim</code> script command. Usage: loadanim [-p] <animslot> <file> Flags: * <code>-p</code>: Load an animation for the player i...") |
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{{ | {{ScriptCommandPage | ||
|description=load an animation into a slot | |||
|context=any | |||
|flags= | |||
p Load an animation for the player instead of the calling entity | |||
|parameters= | |||
animslot string The animation slot to modify | |||
file path Relative path to the animation file to use | |||
}} | |||
For NPC entities or when using the <code>-p</code> flag the path is relative to <code>graph/obj3d/anims/npc</code>. <br> | |||
Otherwise it is relative to <code>graph/obj3d/anims/fix_inter</code>. | |||
== Animation slots == | |||
The following animation slots are supported: | |||
* <code>wait</code> | |||
* <code>wait2</code> | |||
* <code>walk</code> | |||
* <code>walk1</code> | |||
* <code>walk2</code> | |||
* <code>walk3</code> | |||
* <code>walk_backward</code> | |||
* <code>walk_ministep</code> | |||
* <code>wait_short</code> | |||
* <code>walk_sneak</code> | |||
* <code>action</code> | |||
* <code>action1</code> | |||
* <code>action2</code> | |||
* <code>action3</code> | |||
* <code>action4</code> | |||
* <code>action5</code> | |||
* <code>action6</code> | |||
* <code>action7</code> | |||
* <code>action8</code> | |||
* <code>action9</code> | |||
* <code>action10</code> | |||
* <code>hit1</code> | |||
* <code>hit</code> | |||
* <code>hold_torch</code> | |||
* <code>hit_short</code> | |||
* <code>strike1</code> | |||
* <code>strike</code> | |||
* <code>shield_start</code> | |||
* <code>shield_cycle</code> | |||
* <code>shield_hit</code> | |||
* <code>shield_end</code> | |||
* <code>strafe_right</code> | |||
* <code>strafe_left</code> | |||
* <code>strafe_run_left</code> | |||
* <code>strafe_run_right</code> | |||
* <code>die</code> | |||
* <code>dagger_ready_part_1</code> | |||
* <code>dagger_ready_part_2</code> | |||
* <code>dagger_unready_part_1</code> | |||
* <code>dagger_unready_part_2</code> | |||
* <code>dagger_wait</code> | |||
* <code>dagger_strike_left_start</code> | |||
* <code>dagger_strike_left_cycle</code> | |||
* <code>dagger_strike_left</code> | |||
* <code>dagger_strike_right_start</code> | |||
* <code>dagger_strike_right_cycle</code> | |||
* <code>dagger_strike_right</code> | |||
* <code>dagger_strike_top_start</code> | |||
* <code>dagger_strike_top_cycle</code> | |||
* <code>dagger_strike_top</code> | |||
* <code>dagger_strike_bottom_start</code> | |||
* <code>dagger_strike_bottom_cycle</code> | |||
* <code>dagger_strike_bottom</code> | |||
* <code>death_critical</code> | |||
* <code>run</code> | |||
* <code>run1</code> | |||
* <code>run2</code> | |||
* <code>run3</code> | |||
* <code>run_backward</code> | |||
* <code>talk_neutral</code> | |||
* <code>talk_angry</code> | |||
* <code>talk_happy</code> | |||
* <code>talk_neutral_head</code> | |||
* <code>talk_angry_head</code> | |||
* <code>talk_happy_head</code> | |||
* <code>bare_ready</code> | |||
* <code>bare_unready</code> | |||
* <code>bare_wait</code> | |||
* <code>bare_strike_left_start</code> | |||
* <code>bare_strike_left_cycle</code> | |||
* <code>bare_strike_left</code> | |||
* <code>bare_strike_right_start</code> | |||
* <code>bare_strike_right_cycle</code> | |||
* <code>bare_strike_right</code> | |||
* <code>bare_strike_top_start</code> | |||
* <code>bare_strike_top_cycle</code> | |||
* <code>bare_strike_top</code> | |||
* <code>bare_strike_bottom_start</code> | |||
* <code>bare_strike_bottom_cycle</code> | |||
* <code>bare_strike_bottom</code> | |||
* <code>1h_ready_part_1</code> | |||
* <code>1h_ready_part_2</code> | |||
* <code>1h_unready_part_1</code> | |||
* <code>1h_unready_part_2</code> | |||
* <code>1h_wait</code> | |||
* <code>1h_strike_left_start</code> | |||
* <code>1h_strike_left_cycle</code> | |||
* <code>1h_strike_left</code> | |||
* <code>1h_strike_right_start</code> | |||
* <code>1h_strike_right_cycle</code> | |||
* <code>1h_strike_right</code> | |||
* <code>1h_strike_top_start</code> | |||
* <code>1h_strike_top_cycle</code> | |||
* <code>1h_strike_top</code> | |||
* <code>1h_strike_bottom_start</code> | |||
* <code>1h_strike_bottom_cycle</code> | |||
* <code>1h_strike_bottom</code> | |||
* <code>2h_ready_part_1</code> | |||
* <code>2h_ready_part_2</code> | |||
* <code>2h_unready_part_1</code> | |||
* <code>2h_unready_part_2</code> | |||
* <code>2h_wait</code> | |||
* <code>2h_strike_left_start</code> | |||
* <code>2h_strike_left_cycle</code> | |||
* <code>2h_strike_left</code> | |||
* <code>2h_strike_right_start</code> | |||
* <code>2h_strike_right_cycle</code> | |||
* <code>2h_strike_right</code> | |||
* <code>2h_strike_top_start</code> | |||
* <code>2h_strike_top_cycle</code> | |||
* <code>2h_strike_top</code> | |||
* <code>2h_strike_bottom_start</code> | |||
* <code>2h_strike_bottom_cycle</code> | |||
* <code>2h_strike_bottom</code> | |||
* <code>missile_ready_part_1</code> | |||
* <code>missile_ready_part_2</code> | |||
* <code>missile_unready_part_1</code> | |||
* <code>missile_unready_part_2</code> | |||
* <code>missile_wait</code> | |||
* <code>missile_strike_part_1</code> | |||
* <code>missile_strike_part_2</code> | |||
* <code>missile_strike_cycle</code> | |||
* <code>missile_strike</code> | |||
* <code>meditation</code> | |||
* <code>cast_start</code> | |||
* <code>cast_cycle</code> | |||
* <code>cast</code> | |||
* <code>cast_end</code> | |||
* <code>crouch</code> | |||
* <code>crouch_walk</code> | |||
* <code>crouch_walk_backward</code> | |||
* <code>crouch_strafe_left</code> | |||
* <code>crouch_strafe_right</code> | |||
* <code>crouch_start</code> | |||
* <code>crouch_wait</code> | |||
* <code>crouch_end</code> | |||
* <code>lean_right</code> | |||
* <code>lean_left</code> | |||
* <code>levitate</code> | |||
* <code>jump</code> | |||
* <code>jump_anticipation</code> | |||
* <code>jump_up</code> | |||
* <code>jump_cycle</code> | |||
* <code>jump_end</code> | |||
* <code>jump_end_part2</code> | |||
* <code>fight_walk_forward</code> | |||
* <code>fight_walk_backward</code> | |||
* <code>fight_walk_ministep</code> | |||
* <code>fight_strafe_right</code> | |||
* <code>fight_strafe_left</code> | |||
* <code>fight_wait</code> | |||
* <code>grunt</code> | |||
* <code>u_turn_left</code> | |||
* <code>u_turn_right</code> | |||
* <code>u_turn_left_fight</code> | |||
* <code>u_turn_right_fight</code> |
Latest revision as of 06:29, 18 June 2022
The loadanim
script command is used to load an animation into a slot for an entity.
Usage
loadanim [-p] <animslot> <file>
Context: Any Entity
Flags:
-p
: Load an animation for the player instead of the calling entity
Parameters:
Parameter | Type | Description |
---|---|---|
animslot |
string |
The animation slot to modify |
file |
path |
Relative path to the animation file to use |
For NPC entities or when using the -p
flag the path is relative to graph/obj3d/anims/npc
.
Otherwise it is relative to graph/obj3d/anims/fix_inter
.
Animation slots
The following animation slots are supported:
wait
wait2
walk
walk1
walk2
walk3
walk_backward
walk_ministep
wait_short
walk_sneak
action
action1
action2
action3
action4
action5
action6
action7
action8
action9
action10
hit1
hit
hold_torch
hit_short
strike1
strike
shield_start
shield_cycle
shield_hit
shield_end
strafe_right
strafe_left
strafe_run_left
strafe_run_right
die
dagger_ready_part_1
dagger_ready_part_2
dagger_unready_part_1
dagger_unready_part_2
dagger_wait
dagger_strike_left_start
dagger_strike_left_cycle
dagger_strike_left
dagger_strike_right_start
dagger_strike_right_cycle
dagger_strike_right
dagger_strike_top_start
dagger_strike_top_cycle
dagger_strike_top
dagger_strike_bottom_start
dagger_strike_bottom_cycle
dagger_strike_bottom
death_critical
run
run1
run2
run3
run_backward
talk_neutral
talk_angry
talk_happy
talk_neutral_head
talk_angry_head
talk_happy_head
bare_ready
bare_unready
bare_wait
bare_strike_left_start
bare_strike_left_cycle
bare_strike_left
bare_strike_right_start
bare_strike_right_cycle
bare_strike_right
bare_strike_top_start
bare_strike_top_cycle
bare_strike_top
bare_strike_bottom_start
bare_strike_bottom_cycle
bare_strike_bottom
1h_ready_part_1
1h_ready_part_2
1h_unready_part_1
1h_unready_part_2
1h_wait
1h_strike_left_start
1h_strike_left_cycle
1h_strike_left
1h_strike_right_start
1h_strike_right_cycle
1h_strike_right
1h_strike_top_start
1h_strike_top_cycle
1h_strike_top
1h_strike_bottom_start
1h_strike_bottom_cycle
1h_strike_bottom
2h_ready_part_1
2h_ready_part_2
2h_unready_part_1
2h_unready_part_2
2h_wait
2h_strike_left_start
2h_strike_left_cycle
2h_strike_left
2h_strike_right_start
2h_strike_right_cycle
2h_strike_right
2h_strike_top_start
2h_strike_top_cycle
2h_strike_top
2h_strike_bottom_start
2h_strike_bottom_cycle
2h_strike_bottom
missile_ready_part_1
missile_ready_part_2
missile_unready_part_1
missile_unready_part_2
missile_wait
missile_strike_part_1
missile_strike_part_2
missile_strike_cycle
missile_strike
meditation
cast_start
cast_cycle
cast
cast_end
crouch
crouch_walk
crouch_walk_backward
crouch_strafe_left
crouch_strafe_right
crouch_start
crouch_wait
crouch_end
lean_right
lean_left
levitate
jump
jump_anticipation
jump_up
jump_cycle
jump_end
jump_end_part2
fight_walk_forward
fight_walk_backward
fight_walk_ministep
fight_strafe_right
fight_strafe_left
fight_wait
grunt
u_turn_left
u_turn_right
u_turn_left_fight
u_turn_right_fight