//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2010 ** // ** //**************************************************************************** // ** // Module: Anim Support ** // ** // Created: DATE - CREATOR ** // ** //**************************************************************************** #include common_scripts\utility; #include common_scripts\_nx_fx; #include maps\_utility; #include maps\_anim; #include maps\_nx_vignette_util; #include maps\_vehicle; main() { generic_human(); player_anims(); script_models(); } #using_animtree("generic_human"); generic_human() { level._scr_anim[ "ally" ][ "top_at_console" ] = %proto_nx_harbor_ally_top_atconsole; level._scr_anim[ "ally" ][ "top_from_console" ] = %proto_nx_harbor_ally_top_fromconsole; level._scr_anim[ "ally" ][ "top_to_console" ] = %proto_nx_harbor_ally_top_toconsole; level._scr_anim[ "ally" ][ "top_door_cross_left" ] = %proto_nx_harbor_ally_top_cross1; level._scr_anim[ "ally" ][ "top_door_cross_right" ] = %proto_nx_harbor_ally_top_cross2; level._scr_anim[ "ally" ][ "top_door_left" ] = %proto_nx_harbor_ally_top_left; level._scr_anim[ "ally" ][ "top_door_right" ] = %proto_nx_harbor_ally_top_right; level._scr_anim[ "ally" ][ "bottom_window_cross_left" ] = %proto_nx_harbor_ally_bottom_cross1; level._scr_anim[ "ally" ][ "bottom_window_cross_right" ] = %proto_nx_harbor_ally_bottom_cross2; level._scr_anim[ "ally" ][ "bottom_window_left" ] = %proto_nx_harbor_ally_bottom_left; level._scr_anim[ "ally" ][ "bottom_window_right" ] = %proto_nx_harbor_ally_bottom_right; // wakeup in vehicle bay level._scr_anim[ "ally" ][ "tram_derail" ] = %proto_nx_harbor_tp_ending_ally01; } #using_animtree( "player" ); player_anims() { level._scr_animtree[ "player_rig" ] = #animtree; level._scr_model[ "player_rig" ] = "viewmodel_base_viewhands"; level._scr_anim[ "player_rig" ][ "tram_derail" ] = %proto_nx_harbor_fp_ending; } #using_animtree("script_model"); script_models() { level._scr_animtree[ "tram" ] = #animtree; level._scr_model[ "tram" ] = "nx_prototype_harbor_train"; level._scr_anim[ "tram" ][ "tram_derail" ] = %proto_nx_harbor_pr_ending_tram; } //******************************************************************* // * // * //*******************************************************************