#include animscripts\Combat_utility; #include animscripts\Utility; #include common_scripts\Utility; // Note that this script is called from the level script command animscripted, only for AI. If animscripted // is done on a script model, this script is not called - startscriptedanim is called directly. #using_animtree( "generic_human" ); main() { //thread [[anim.println]]("Entering animscripts\\scripted. anim: ",self.codeScripted["anim"],", notify: ",self.codeScripted["notifyName"],", dialogue: ",self.scripted_dialogue,", facial: ",self.facial_animation, "root: ", self.codeScripted["root"]);#/ self endon( "death" ); // wait (0); self notify( "killanimscript" ); self notify( "clearSuppressionAttack" ); self.a.suppressingEnemy = false; self.codeScripted[ "root" ] = %body; // TEMP! self endon( "end_sequence" ); // Causes potential variable overflow in Stalingrad // self thread DebugPrintEndSequence(); animation = %sprint_loop_distant; // Hardcoded default if ( isdefined( self.node.script_animation ) ) { animation = self.node.script_animation; } self setFlaggedAnimRestart( "custom", animation, 1, .1, 1.0 ); wait( 5.0 ); self lookForBetterCover(); }