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