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:

ParameterTypeDescription
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