loadanim
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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