;anim
animmax = 1
anim0 = 2552,2603
playanimineditor = 1
;AIAnims (Classic + Zombie)
csi_relaxed1 = 2552,2603
csi_relaxed2 = 2608,2659
csi_relaxedmovefore = 2500,2519
csi_cautious = 2552,2603
csi_cautiousmovefore = 2500,2519
csi_unarmed1 = 2664,2715
csi_unarmed2 = 2720,2771
csi_unarmedconversation = 3046,3094
csi_unarmedexplain = 3105,3155
csi_unarmedpointfore =
csi_unarmedpointback =
csi_unarmedpointleft =
csi_unarmedpointright =
csi_unarmedmovefore = 2500,2519
csi_unarmedmoverun = 2500,2519
csi_unarmedstairascend =
csi_unarmedstairdecend =
csi_unarmedladderascend1 =
csi_unarmedladderascend2 =
csi_unarmedladderascend3 =
csi_unarmedladderdecend1 =
csi_unarmedladderdecend2 =
csi_unarmeddeath = 3380,3439
csi_unarmedimpactfore = 3245,3300
csi_unarmedimpactback = 3159,3234
csi_unarmedimpactleft = 3310,3370
csi_unarmedimpactright = 3380,3439
csi_inchair =
csi_inchairsit =
csi_inchairgetup =
csi_swim =
csi_swimmovefore =
csi_stoodnormal =
csi_stoodrocket =
csi_stoodfidget1 =
csi_stoodfidget2 =
csi_stoodfidget3 =
csi_stoodfidget4 =
csi_stoodstartled = 2861,2904
csi_stoodpunch = 2775,2848
csi_stoodkick = 2916,2969
csi_stoodmovefore =
csi_stoodmoveback =
csi_stoodmoveleft =
csi_stoodmoveright =
csi_stoodstepleft =
csi_stoodstepright =
csi_stoodstrafeleft =
csi_stoodstraferight =
csi_stoodturnleft =
csi_stoodsubtleturnleft =
csi_stoodvault =
csi_stoodmoverun =
csi_stoodmoverunleft =
csi_stoodmoverunright =
csi_stoodreload =
csi_stoodreloadrocket =
csi_stoodwave =
csi_stoodtoss = 2981,3034
csi_stoodfirerocket =
csi_stoodincoverleft =
csi_stoodincoverpeekleft =
csi_stoodincoverthrowleft =
csi_stoodincoverright =
csi_stoodincoverpeekright =
csi_stoodincoverthrowright =
csi_crouchidlenormal1 =
csi_crouchidlenormal2 =
csi_crouchidlerocket =
csi_crouchdown =
csi_crouchdownrocket =
csi_crouchrolldown =
csi_crouchrollup =
csi_crouchmovefore =
csi_crouchmoveback =
csi_crouchmoveleft =
csi_crouchmoveright =
csi_crouchmoverun =
csi_crouchreload =
csi_crouchreloadrocket =
csi_crouchwave =
csi_crouchtoss =
csi_crouchfirerocket =
csi_crouchimpactfore =
csi_crouchimpactback =
csi_crouchimpactleft =
csi_crouchimpactright =
csi_crouchgetup =
csi_crouchgetuprocket =
The current character model has a little trouble holding the pistol in V1.0085 so we have improved it for V1.009. It's not PERFECT yet but it's a little better than the floaty version it replaces.
Ending on a lighter note, during my work on replacing the hacked internal animation values, my enemy decided to do a swan dive for me. Thought it was quite amusing, and quite an unexpected attack from my enemy!
Friday sees the work begin on the terrain blending and ramping, which has been a long requested feature and so I am looking forward to seeing what I can do. Watch this space for some terrain magic :)
That last screen shot reminds me of Tombraider ;)
ReplyDeleteThis is great news about the frames and the ability to use 3rd party characters i tip my hat to you ;)
ReplyDeleteGreat work Lee (again) great progress all round.
ReplyDeleteDave
Excellent, excellent! Can't wait to see what happens in the terrain department :D
ReplyDeleteOMG my animator heart is loving all the new values :D
ReplyDeleteI know it's minor, but should "stood" be "stand"?
ReplyDeleteYes. It'd be good if Lee were able to change this easily.
Delete