37 lines
1.2 KiB
Plaintext

#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();
}