main() { humans(); dogs(); } #using_animtree( "generic_human" ); humans() { // every stealth level has this anim and it's required by stealth behavior level._scr_anim[ "generic" ][ "patrol_turn180" ] = %patrol_bored_2_walk_180turn; level._scr_anim[ "generic" ][ "_stealth_patrol_jog" ] = %patrol_jog; level._scr_anim[ "generic" ][ "_stealth_patrol_walk" ] = %patrol_bored_patrolwalk; level._scr_anim[ "generic" ][ "_stealth_combat_jog" ] = %combat_jog; level._scr_anim[ "generic" ][ "_stealth_patrol_cqb" ] = %walk_CQB_F; if ( !isdefined( level._scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] ) ) { level._scr_anim[ "generic" ][ "_stealth_patrol_search_a" ] = %patrol_boredwalk_lookcycle_A; level._scr_anim[ "generic" ][ "_stealth_patrol_search_b" ] = %patrol_boredwalk_lookcycle_B; } level._scr_anim[ "generic" ][ "_stealth_behavior_spotted_short" ] = %exposed_idle_twitch_v4; level._scr_anim[ "generic" ][ "_stealth_behavior_spotted_long" ] = %patrol_bored_react_walkstop_short; level._scr_anim[ "generic" ][ "_stealth_look_around" ][ 0 ] = %patrol_bored_react_look_v1; level._scr_anim[ "generic" ][ "_stealth_look_around" ][ 1 ] = %patrol_bored_react_look_v2; level._scr_anim[ "generic" ][ "_stealth_behavior_saw_corpse" ] = %exposed_idle_twitch_v4; //1 is the animation that looks the best at the closest range (fast reaction )...and slower //reactions get added down the line level._scr_anim[ "generic" ][ "_stealth_behavior_generic1" ] = %patrol_bored_react_look_advance; level._scr_anim[ "generic" ][ "_stealth_behavior_generic2" ] = %patrol_bored_react_look_retreat; level._scr_anim[ "generic" ][ "_stealth_behavior_generic3" ] = %patrol_bored_react_walkstop; level._scr_anim[ "generic" ][ "_stealth_behavior_generic4" ] = %patrol_bored_react_walkstop_short; //find a body FROM a walk jog or run //level.scr_anim[ "generic" ][ "_stealth_find_walk" ] = %patrol_boredwalk_find; level._scr_anim[ "generic" ][ "_stealth_find_jog" ] = %patrol_boredjog_find; //level.scr_anim[ "generic" ][ "_stealth_find_run" ] = %patrol_boredrun_find; level._scr_anim[ "generic" ][ "_stealth_find_stand" ] = %patrol_bored_react_look_v2; //FRIENDLY STUFF level._scr_anim[ "generic" ][ "_stealth_prone_idle" ][ 0 ] = %prone_aim_idle; level._scr_anim[ "generic" ][ "_stealth_prone_stop" ] = %prone_crawl_2_prone; level._scr_anim[ "generic" ][ "_stealth_prone_start" ] = %prone_2_prone_crawl; level._scr_anim[ "generic" ][ "_stealth_prone_2_run_roll" ] = %hunted_pronehide_2_stand_v4; } #using_animtree( "dog" ); dogs() { level._scr_anim[ "generic" ][ "_stealth_dog_sleeping" ][ 0 ] = %german_shepherd_sleeping; level._scr_anim[ "generic" ][ "_stealth_dog_stop" ] = %german_shepherd_run_stop; level._scr_anim[ "generic" ][ "_stealth_dog_find" ] = %german_shepherd_run_flashbang; level._scr_anim[ "generic" ][ "_stealth_dog_howl" ] = %german_shepherd_attackidle_bark; level._scr_anim[ "generic" ][ "_stealth_dog_saw_corpse" ] = %german_shepherd_attackidle_bark; level._scr_anim[ "generic" ][ "_stealth_dog_growl" ] = %german_shepherd_attackidle_growl; level._scr_anim[ "generic" ][ "_stealth_dog_wakeup_fast" ] = %german_shepherd_wakeup_fast; level._scr_anim[ "generic" ][ "_stealth_dog_wakeup_slow" ] = %german_shepherd_wakeup_slow; }