Script:playanim: Difference between revisions

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{{Notice|The delayed command specified using the <code>-e</code> flag is added as a [[Script:timer|timer]] named "anim_timer_" followed by a unique number. If the animation is cancelled the command will still be executed at the time the animation would have finished.}}
{{Notice|The delayed command specified using the <code>-e</code> flag is added as a [[Script:timer|timer]] named "anim_timer_" followed by a unique number. If the animation is cancelled the command will still be executed at the time the animation would have finished.}}


Animation slots are set with {{Command|loadanim}}.
== Animation slots ==
 
The animation for each slot is set using {{Command|loadanim}}.
 
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>

Revision as of 06:30, 18 June 2022

The playanim script command is used to play an animation for an entity.

Usage

playanim [-123lnpe] <animslot> [e?command...]
playanim [-123p] none

Context: Any Entity

Flags:

 -1: Set the animation for the first animation layer - this is the default
 -2: Set the animation for the second animation layer
 -3: Set the animation for the third animation layer
 -l: Loop the animation
 -n: Do not interpolate from the current animation
 -p: Set an animation on the player instead of the calling entity
 -e: Execute a command after the animation completes

Parameters:

ParameterTypeDescription
animslot string The animation slot to kill
command (requires -e) command A command to execute after the animation completes

ℹ️  The delayed command specified using the -e flag is added as a timer named "anim_timer_" followed by a unique number. If the animation is cancelled the command will still be executed at the time the animation would have finished.

Animation slots

The animation for each slot is set using loadanim.

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