add game&rawdata
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204
gamedata/scripts/state_mgr_animstate_list_animpoint.script
Normal file
204
gamedata/scripts/state_mgr_animstate_list_animpoint.script
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function add_animation_list()
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return {
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------------------------------------------------------------------------------
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-- Áàçà
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------------------------------------------------------------------------------
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animpoint_stay_wall = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_stay_wall_in_1" },
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[1] = { "animpoint_stay_wall_in_1" }},
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out = { [0] = { "animpoint_stay_wall_out_1" },
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[1] = { "animpoint_stay_wall_out_1" }},
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idle = { [0] = "animpoint_stay_wall_idle_1",
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[1] = "animpoint_stay_wall_idle_1" },
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rnd = { [0] = { "animpoint_stay_wall_idle_1" },
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[1] = { "animpoint_stay_wall_idle_1" }
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}},
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animpoint_stay_table = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_stay_table_in_1" },
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[1] = { "animpoint_stay_table_in_1" }},
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out = { [0] = { "animpoint_stay_table_out_1" },
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[1] = { "animpoint_stay_table_out_1" }},
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idle = { [0] = "animpoint_stay_table_idle_1",
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[1] = "animpoint_stay_table_idle_1" },
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rnd = nil},
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animpoint_sit_high = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_sit_high_in_1" },
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[1] = { "animpoint_sit_high_in_1" }},
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out = { [0] = { "animpoint_sit_high_out_1" },
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[1] = { "animpoint_sit_high_out_1" }},
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idle = { [0] = "animpoint_sit_high_idle_1",
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[1] = "animpoint_sit_high_idle_1" },
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rnd = nil},
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animpoint_sit_normal = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_sit_normal_in_1" },
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[1] = { "animpoint_sit_normal_in_1" }},
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out = { [0] = { "animpoint_sit_normal_out_1" },
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[1] = { "animpoint_sit_normal_out_1" }},
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idle = { [0] = "animpoint_sit_normal_idle_1",
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[1] = "animpoint_sit_normal_idle_1" },
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rnd = nil},
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animpoint_sit_low = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_sit_low_in_1" },
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[1] = { "animpoint_sit_low_in_1" }},
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out = { [0] = { "animpoint_sit_low_out_1" },
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[1] = { "animpoint_sit_low_out_1" }},
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idle = { [0] = "animpoint_sit_low_idle_1",
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[1] = "animpoint_sit_low_idle_1" },
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rnd = nil},
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------------------------------------------------------------------------------
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-- Áàçà ñ îðóæèåì
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------------------------------------------------------------------------------
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animpoint_stay_wall_weapon = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_stay_wall_weapon_in_1" },
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[1] = { "animpoint_stay_wall_weapon_in_1" }},
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out = { [0] = { "animpoint_stay_wall_weapon_out_1" },
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[1] = { "animpoint_stay_wall_weapon_out_1" }},
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idle = { [0] = "animpoint_stay_wall_weapon_idle_1",
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[1] = "animpoint_stay_wall_weapon_idle_1" },
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rnd = { [0] = { "animpoint_stay_wall_weapon_idle_rnd_1", "animpoint_stay_wall_weapon_idle_rnd_2", "animpoint_stay_wall_weapon_idle_rnd_3", "animpoint_stay_wall_weapon_idle_rnd_4"},
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[1] = { "animpoint_stay_wall_weapon_idle_rnd_1", "animpoint_stay_wall_weapon_idle_rnd_2", "animpoint_stay_wall_weapon_idle_rnd_3", "animpoint_stay_wall_weapon_idle_rnd_4"}
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}},
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animpoint_stay_table_weapon = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_stay_table_weapon_in_1" },
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[1] = { "animpoint_stay_table_weapon_in_1" }},
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out = { [0] = { "animpoint_stay_table_weapon_out_1" },
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[1] = { "animpoint_stay_table_weapon_out_1" }},
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idle = { [0] = "animpoint_stay_table_weapon_idle_1",
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[1] = "animpoint_stay_table_weapon_idle_1" },
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rnd = { [0] = { "animpoint_stay_table_weapon_idle_rnd_1", "animpoint_stay_table_weapon_idle_rnd_2", "animpoint_stay_table_weapon_idle_rnd_3", "animpoint_stay_table_weapon_idle_rnd_4", "animpoint_stay_table_weapon_idle_rnd_5", "animpoint_stay_table_weapon_idle_rnd_6"},
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[1] = { "animpoint_stay_table_weapon_idle_rnd_1", "animpoint_stay_table_weapon_idle_rnd_2", "animpoint_stay_table_weapon_idle_rnd_3", "animpoint_stay_table_weapon_idle_rnd_4", "animpoint_stay_table_weapon_idle_rnd_5", "animpoint_stay_table_weapon_idle_rnd_6"}
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}},
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animpoint_sit_high_weapon = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_sit_high_weapon_in_1" },
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[1] = { "animpoint_sit_high_weapon_in_1" }},
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out = { [0] = { "animpoint_sit_high_weapon_out_1" },
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[1] = { "animpoint_sit_high_weapon_out_1" }},
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idle = { [0] = "animpoint_sit_high_weapon_idle_1",
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[1] = "animpoint_sit_high_weapon_idle_1" },
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rnd = { [0] = { "animpoint_sit_high_weapon_idle_rnd_1", "animpoint_sit_high_weapon_idle_rnd_2", "animpoint_sit_high_weapon_idle_rnd_3", "animpoint_sit_high_weapon_idle_rnd_4", "animpoint_sit_high_weapon_idle_rnd_5", "animpoint_sit_high_weapon_idle_rnd_6" },
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[1] = { "animpoint_sit_high_weapon_idle_rnd_1", "animpoint_sit_high_weapon_idle_rnd_2", "animpoint_sit_high_weapon_idle_rnd_3", "animpoint_sit_high_weapon_idle_rnd_4", "animpoint_sit_high_weapon_idle_rnd_5", "animpoint_sit_high_weapon_idle_rnd_6" }
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}},
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animpoint_sit_normal_weapon = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_sit_normal_weapon_in_1" },
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[1] = { "animpoint_sit_normal_weapon_in_1" }},
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out = { [0] = { "animpoint_sit_normal_weapon_out_1" },
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[1] = { "animpoint_sit_normal_weapon_out_1" }},
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idle = { [0] = "animpoint_sit_normal_weapon_idle_1",
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[1] = "animpoint_sit_normal_weapon_idle_1" },
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rnd = { [0] = { "animpoint_sit_normal_weapon_idle_rnd_1", "animpoint_sit_normal_weapon_idle_rnd_2", "animpoint_sit_normal_weapon_idle_rnd_3", "animpoint_sit_normal_weapon_idle_rnd_4", "animpoint_sit_normal_weapon_idle_rnd_5", "animpoint_sit_normal_weapon_idle_rnd_6" },
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[1] = { "animpoint_sit_normal_weapon_idle_rnd_1", "animpoint_sit_normal_weapon_idle_rnd_2", "animpoint_sit_normal_weapon_idle_rnd_3", "animpoint_sit_normal_weapon_idle_rnd_4", "animpoint_sit_normal_weapon_idle_rnd_5", "animpoint_sit_normal_weapon_idle_rnd_6" }
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}},
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animpoint_sit_low_weapon = { prop = { maxidle = 5,
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sumidle = 3,
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rnd = 80,
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moving = true },
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into = { [0] = { "animpoint_sit_low_weapon_in_1" },
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[1] = { "animpoint_sit_low_weapon_in_1" }},
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out = { [0] = { "animpoint_sit_low_weapon_out_1" },
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[1] = { "animpoint_sit_low_weapon_out_1" }},
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idle = { [0] = "animpoint_sit_low_weapon_idle_1",
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[1] = "animpoint_sit_low_weapon_idle_1" },
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rnd = { [0] = { "animpoint_sit_low_weapon_idle_rnd_1", "animpoint_sit_low_weapon_idle_rnd_2", "animpoint_sit_low_weapon_idle_rnd_3", "animpoint_sit_low_weapon_idle_rnd_4", "animpoint_sit_low_weapon_idle_rnd_5", "animpoint_sit_low_weapon_idle_rnd_6" },
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[1] = { "animpoint_sit_low_weapon_idle_rnd_1", "animpoint_sit_low_weapon_idle_rnd_2", "animpoint_sit_low_weapon_idle_rnd_3", "animpoint_sit_low_weapon_idle_rnd_4", "animpoint_sit_low_weapon_idle_rnd_5", "animpoint_sit_low_weapon_idle_rnd_6" }
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}},
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zat_b3_tech_idle = { prop = { maxidle = 1,
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sumidle = 1,
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rnd = 100,
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moving = true },
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into = nil,
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out = nil,
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idle = { [0] = "zat_b3_tech_idle",
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[1] = "zat_b3_tech_idle" },
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rnd = nil},
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zat_b22_medic_turn_idle = { prop = { maxidle = 1,
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sumidle = 1,
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rnd = 100,
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moving = true },
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into = nil,
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out = nil,
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idle = { [0] = "zat_b22_medic_turn_idle",
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[1] = "zat_b22_medic_turn_idle" },
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rnd = nil},
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jup_b15_zulus_sit_idle_short = { prop = { maxidle = 1,
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sumidle = 1,
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rnd = 100,
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moving = true },
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into = nil,
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out = nil,
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idle = { [0] = "jup_b15_zulus_sit_idle_short",
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[1] = "jup_b15_zulus_sit_idle_short" },
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rnd = nil},
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pri_a21_sentry_madness_idle = { prop = { maxidle = 1,
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sumidle = 1,
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rnd = 100,
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moving = true },
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into = nil,
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out = nil,
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idle = { [0] = "pri_a21_sentry_madness_idle",
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[1] = "pri_a21_sentry_madness_idle" },
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rnd = nil},
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pri_a20_colonel_radio = { prop = { maxidle = 1,
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sumidle = 1,
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rnd = 100,
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moving = true },
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into = { [0] = {"pri_a20_colonel_radio_in", {f=xr_effects.pri_a20_radio_start}}},
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out = { [0] = {"pri_a20_colonel_radio_out"}},
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idle = { [0] = "pri_a20_colonel_radio_idle"},
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rnd = nil},
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pri_a22_colonel_lean_on_table = { prop = { maxidle = 1,
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sumidle = 1,
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rnd = 100,
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moving = true },
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into = { [0] = {"pri_a22_colonel_lean_on_tabl_in", {f=xr_effects.pri_a22_kovalski_speak}}},
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out = { [0] = {"pri_a22_colonel_lean_on_tabl_out"}},
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idle = { [0] = "pri_a22_colonel_lean_on_tabl_idle"},
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rnd = nil},
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}
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end
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