Post by anno1404 on Feb 25, 2011 23:28:27 GMT -5
There are 164 survivor animations. many which you can add to idle survivors.
Survivors stalk and attack Chuck like Ted
For some reason Carlos (the victim that Leon kills in the park) will run after chuck anywhere in the area, and attack him.
Srv_carlos and srv_ted both have similar coding:
OR
And both will pursue Chuck across the entire area, no matter where he is at.
So I added this information to the end of srv_cinda in items.txt:
Cinda became extremely aggressive like Carlos, chasing Chuck across the entire area, but since Cinda has the line:
AttackZombiesAndBosses = "true"
She will also aggressively attack any zombies who get in her way on her way to attacking chuck.
Survivors rock out like allen rocks out.
Allen in idle mode will rock out.
I added the following to Cinda:
So Cinda's items.txt section looks like the following:
And sure enough, Cinda now rocks out in idle mode.
I am sure all the coding from Allen like the friend behavior is not needed.
Animations found in sgraph.txt
Other variations of hostile behavior
Also found in data/datafile.big/items.txt
Michael Woo and the no guns requirement in Delta Point I:
Bessie from shopping spree, when shopping valuables destroyed?:
stuart from worker's compensation:
Survivors stalk and attack Chuck like Ted
For some reason Carlos (the victim that Leon kills in the park) will run after chuck anywhere in the area, and attack him.
Srv_carlos and srv_ted both have similar coding:
cHostileBehaviour TedAggressive4
{
Condition = "1"
}
cMeleeAttackBehaviour TedMelee5
{
}
OR
cHostileBehaviour TedAggressive
{
Condition = "1"
}
cMeleeAttackBehaviour TedMelee
{
AttackChooser = "10"
DelayBetweenAttacks = ".1"
}
And both will pursue Chuck across the entire area, no matter where he is at.
So I added this information to the end of srv_cinda in items.txt:
cSurvivorItem srv_cinda
{
Age = "23"
AssetFilename = "data/models/npcs/srv_cinda"
AttackZombiesAndBosses = "true"
AudioChestFoleyType = "2"
AudioLegFoleyType = "4"
AudioShoeType = "0"
CanDefect = "false"
CanFollow = "true"
CinematicSkeletonSlotName = "SkeletonCinematicFemale"
ClearPrejoinWhenHitByPlayer = "false"
DefectsCowardly = "false"
Description = "65423"
DisplayName = "65173"
DoesNotAcceptItems = "false"
DR2 = "true"
FullName = "81618"
HealthAmount = "1000"
HealthState = "0"
InitialMoraleScore = "100"
InteractDistance = "1.5"
IsNotAutoFacing = "false"
IsZombifiable = "false"
KnockedDownByGuns = "false"
LocatedPrestigePoints = "10000"
Nature = "2"
NPCAnimationChooser = "10"
NPCType = "0"
PokerAnimTypeAllIn1 = "1"
PokerAnimTypeAllIn2 = "98"
PokerAnimTypeCall1 = "10"
PokerAnimTypeCall2 = "12"
PokerAnimTypeCheck = "14"
PokerAnimTypeFold1 = "17"
PokerAnimTypeFold2 = "17"
PokerAnimTypeIdle = "21"
PokerAnimTypeKnockedOut = "35"
PokerAnimTypeLoseBig1 = "40"
PokerAnimTypeLoseBig2 = "41"
PokerAnimTypeLoseBig3 = "51"
PokerAnimTypeLoseMild = "53"
PokerAnimTypeRaise1 = "73"
PokerAnimTypeRaise2 = "184"
PokerAnimTypeShortIdle1 = "26"
PokerAnimTypeShortIdle2 = "31"
PokerAnimTypeStrongTellAllIn = "87"
PokerAnimTypeStrongTellCall = "87"
PokerAnimTypeStrongTellNormal = "87"
PokerAnimTypeStrongTellRaise = "87"
PokerAnimTypeWeakTellAllIn = "83"
PokerAnimTypeWeakTellCall = "83"
PokerAnimTypeWeakTellNormal = "83"
PokerAnimTypeWeakTellRaise = "83"
PokerAnimTypeWinBig1 = "106"
PokerAnimTypeWinBig2 = "84"
PokerAnimTypeWinBig3 = "69"
PokerAnimTypeWinMild = "110"
PortraitTextureName = "portrait_cinda.bct"
PreJoinAnimLoopTimerMax = ""
PreJoinAnimLoopTimerMin = "0.000"
RescueQuote = "65424"
SafeHouseRoom = "5"
SavedPrestigePoints = "20000"
ShowUpInNoteBook = "true"
SkeletonSlotName = "SkeletonFemale"
StaysPutOnIdle = "false"
SubmitsSurvivorCall = "true"
SubmitsSurvivorHelp = "false"
Tier = "2"
UseInvertedMeleeLogicWithGuns = "false"
VoiceType = "102"
cGunAttackBehaviour x142
{
} cHostileBehaviour TedAggressive4
{
Condition = "1"
} cMeleeAttackBehaviour TedMelee5
{
}
}
Cinda became extremely aggressive like Carlos, chasing Chuck across the entire area, but since Cinda has the line:
AttackZombiesAndBosses = "true"
She will also aggressively attack any zombies who get in her way on her way to attacking chuck.
Survivors rock out like allen rocks out.
Allen in idle mode will rock out.
I added the following to Cinda:
cAnimationBehaviour PreJoinAnim918
{
AnimName = "heroes_male_strum_bass_guitar"
Type = "0"
}
cGunAttackBehaviour x47
{
}
cMeleeAttackBehaviour x93
{
}
cAnimationBehaviour AllenFinale
{
AnimName = "heroes_male_final_bass_strum"
Type = "1"
}
cAnimationBehaviour HRBass
{
AnimName = "heroes_male_bass_hit_reaction"
Type = "4"
}
cFriendBehaviour likesFloyd2
{
AttackfriendsAttacker = "false"
DefectWhenFriendDefects = "true"
DefectWhenFriendKilled = "true"
DontReunite = "true"
Friend = "srv_floyd"
IsDominant = "false"
MournDeadFriend = "0"
}
cFriendBehaviour likesJeanna
{
AttackfriendsAttacker = "false"
DefectWhenFriendDefects = "true"
DefectWhenFriendKilled = "true"
DontReunite = "true"
Friend = "srv_jeanna"
IsDominant = "false"
MournDeadFriend = "0"
}
cAnimationBehaviour HRBass
{
AnimName = "heroes_male_bass_hit_reaction"
Type = "4"
}
So Cinda's items.txt section looks like the following:
cSurvivorItem srv_cinda
{
Age = "23"
AssetFilename = "data/models/npcs/srv_cinda"
AttackZombiesAndBosses = "true"
AudioChestFoleyType = "2"
AudioLegFoleyType = "4"
AudioShoeType = "0"
CanDefect = "false"
CanFollow = "true"
CinematicSkeletonSlotName = "SkeletonCinematicFemale"
ClearPrejoinWhenHitByPlayer = "false"
DefectsCowardly = "false"
Description = "65423"
DisplayName = "65173"
DoesNotAcceptItems = "false"
DR2 = "true"
FullName = "81618"
HealthAmount = "1000"
HealthState = "0"
InitialMoraleScore = "100"
InteractDistance = "1.5"
IsNotAutoFacing = "false"
IsZombifiable = "false"
KnockedDownByGuns = "false"
LocatedPrestigePoints = "10000"
Nature = "2"
NPCAnimationChooser = "10"
NPCType = "0"
PokerAnimTypeAllIn1 = "1"
PokerAnimTypeAllIn2 = "98"
PokerAnimTypeCall1 = "10"
PokerAnimTypeCall2 = "12"
PokerAnimTypeCheck = "14"
PokerAnimTypeFold1 = "17"
PokerAnimTypeFold2 = "17"
PokerAnimTypeIdle = "21"
PokerAnimTypeKnockedOut = "35"
PokerAnimTypeLoseBig1 = "40"
PokerAnimTypeLoseBig2 = "41"
PokerAnimTypeLoseBig3 = "51"
PokerAnimTypeLoseMild = "53"
PokerAnimTypeRaise1 = "73"
PokerAnimTypeRaise2 = "184"
PokerAnimTypeShortIdle1 = "26"
PokerAnimTypeShortIdle2 = "31"
PokerAnimTypeStrongTellAllIn = "87"
PokerAnimTypeStrongTellCall = "87"
PokerAnimTypeStrongTellNormal = "87"
PokerAnimTypeStrongTellRaise = "87"
PokerAnimTypeWeakTellAllIn = "83"
PokerAnimTypeWeakTellCall = "83"
PokerAnimTypeWeakTellNormal = "83"
PokerAnimTypeWeakTellRaise = "83"
PokerAnimTypeWinBig1 = "106"
PokerAnimTypeWinBig2 = "84"
PokerAnimTypeWinBig3 = "69"
PokerAnimTypeWinMild = "110"
PortraitTextureName = "portrait_cinda.bct"
PreJoinAnimLoopTimerMax = ""
PreJoinAnimLoopTimerMin = "0.000"
RescueQuote = "65424"
SafeHouseRoom = "5"
SavedPrestigePoints = "20000"
ShowUpInNoteBook = "true"
SkeletonSlotName = "SkeletonFemale"
StaysPutOnIdle = "false"
SubmitsSurvivorCall = "true"
SubmitsSurvivorHelp = "false"
Tier = "2"
UseInvertedMeleeLogicWithGuns = "false"
VoiceType = "102"
cAnimationBehaviour PreJoinAnim918
{
AnimName = "heroes_male_strum_bass_guitar"
Type = "0"
}
cGunAttackBehaviour x47
{
}
cMeleeAttackBehaviour x93
{
}
cAnimationBehaviour AllenFinale
{
AnimName = "heroes_male_final_bass_strum"
Type = "1"
}
cAnimationBehaviour HRBass
{
AnimName = "heroes_male_bass_hit_reaction"
Type = "4"
}
cFriendBehaviour likesFloyd2
{
AttackfriendsAttacker = "false"
DefectWhenFriendDefects = "true"
DefectWhenFriendKilled = "true"
DontReunite = "true"
Friend = "srv_floyd"
IsDominant = "false"
MournDeadFriend = "0"
}
cFriendBehaviour likesJeanna
{
AttackfriendsAttacker = "false"
DefectWhenFriendDefects = "true"
DefectWhenFriendKilled = "true"
DontReunite = "true"
Friend = "srv_jeanna"
IsDominant = "false"
MournDeadFriend = "0"
}
cAnimationBehaviour HRBass
{
AnimName = "heroes_male_bass_hit_reaction"
Type = "4"
}
}
And sure enough, Cinda now rocks out in idle mode.
I am sure all the coding from Allen like the friend behavior is not needed.
Animations found in sgraph.txt
cAnimGroup 3761
{
cCategoryChooser random
{
ChooserType = "SURVIVORPREJOIN"
cChooserEntryInt cf_7_3_prejoin260921
{
Anim = 3764
Value = 0
}
cChooserEntryInt t2_twinswhite_idle260921
{
Anim = 3765
Value = 0
}
cChooserEntryInt female_survivor_vomit_01400796
{
Anim = 3766
Value = 0
}
cChooserEntryInt coveredgirls_sexy_1160375
{
Anim = 3767
Value = 0
}
cChooserEntryInt coveredgirls_sexy_2190703
{
Anim = 3768
Value = 0
}
cChooserEntryInt coveredgirls_sexy_3400218
{
Anim = 3769
Value = 0
}
cChooserEntryInt happily_female_stand_angry_idle320703
{
Anim = 3770
Value = 0
}
cChooserEntryInt biggame_male_survivor_vain_idle370093
{
Anim = 3771
Value = 0
}
cChooserEntryInt lost_male_survivor_searching_idle280875
{
Anim = 3772
Value = 0
}
cChooserEntryInt housecall_male_survivor_resucitate300796
{
Anim = 3773
Value = 0
}
cChooserEntryInt welcome_male_cowering_standing40250
{
Anim = 3774
Value = 0
}
cChooserEntryInt barn_female_survivor_fire_panic60359
{
Anim = 3775
Value = 0
}
cChooserEntryInt barn_male_survivor_fire_panic60359
{
Anim = 3776
Value = 0
}
cChooserEntryInt brains_male_survivor_game_160375
{
Anim = 3777
Value = 0
}
cChooserEntryInt brains_male_survivor_game_260375
{
Anim = 3778
Value = 0
}
cChooserEntryInt brains_male_survivor_game_360375
{
Anim = 3779
Value = 0
}
cChooserEntryInt brains_male_survivor_game_460375
{
Anim = 3780
Value = 0
}
cChooserEntryInt brains_male_survivor_nerdy_idle_160375
{
Anim = 3781
Value = 0
}
cChooserEntryInt brains_male_survivor_nerdy_idle_260375
{
Anim = 3782
Value = 0
}
cChooserEntryInt brains_male_survivor_nerdy_idle_360390
{
Anim = 3783
Value = 0
}
cChooserEntryInt brains_male_survivor_nerdy_idle_460390
{
Anim = 3784
Value = 0
}
cChooserEntryInt covered_female_survivor_sultryidle160390
{
Anim = 3785
Value = 0
}
cChooserEntryInt covered_female_survivor_sultryidle260390
{
Anim = 3786
Value = 0
}
cChooserEntryInt covered_female_survivor_sultryidle360390
{
Anim = 3787
Value = 0
}
cChooserEntryInt ffeud_female_survivor_bute_idle60390
{
Anim = 3788
Value = 0
}
cChooserEntryInt ffeud_female_survivor_bute_jump60390
{
Anim = 3789
Value = 0
}
cChooserEntryInt ffeud_female_survivor_bute_turn60390
{
Anim = 3790
Value = 0
}
cChooserEntryInt slave_female_survivor_cover_idle60390
{
Anim = 3791
Value = 0
}
cChooserEntryInt stranded_female_survivor_drunk_idle60406
{
Anim = 3792
Value = 0
}
cChooserEntryInt happily_male_cowering_crouched80062
{
Anim = 3793
Value = 0
}
cChooserEntryInt wilted_female_dehydrated80062
{
Anim = 3794
Value = 0
}
cChooserEntryInt heroes_male_strum_electric_guitar540037
{
Anim = 3795
Value = 0
}
cChooserEntryInt heroes_male_strum_bass_guitar30068
{
Anim = 3796
Value = 0
}
cChooserEntryInt heroes_female_sing80146
{
Anim = 3797
Value = 0
}
cChooserEntryInt foldm_male_survivor_play_slots210234
{
Anim = 3798
Value = 0
}
cChooserEntryInt horde_male_survivor_jump_idle340750
{
Anim = 3799
Value = 0
}
cChooserEntryInt happily_female_stand_angry_stomp360735
{
Anim = 3800
Value = 0
}
cChooserEntryInt chef_female_survivor_shiver579
{
Anim = 3801
Value = 0
}
cChooserEntryInt female_rebecca_tied_up_idle230546
{
Anim = 3802
Value = 0
}
cChooserEntryInt brains_male_survivor_game_getup_4280164
{
Anim = 3803
Value = 0
}
cChooserEntryInt brains_male_survivor_game_getup_2280195
{
Anim = 3804
Value = 0
}
cChooserEntryInt brains_male_survivor_game_getup_3280195
{
Anim = 3805
Value = 0
}
cChooserEntryInt slave_female_survivor_hiding_idle370883
{
Anim = 3806
Value = 0
}
cChooserEntryInt female_survivor_idle_sitting_floor210906
{
Anim = 3807
Value = 0
}
cChooserEntryInt welcome_male_cowering_standing_flinch100148
{
Anim = 3808
Value = 0
}
cChooserEntryInt workers_male_survivor_break_into_cage210672
{
Anim = 3809
Value = 0
}
cChooserEntryInt workers_male_survivor_coming_to_senses100282
{
Anim = 3810
Value = 0
}
cChooserEntryInt stranded_female_survivor_drunk_idle170094
{
Anim = 3792
Value = 0
}
cChooserEntryInt stranded_female_survivor_drunken_kick450610
{
Anim = 3811
Value = 0
}
cChooserEntryInt found_female_survivor_searching_idle470344
{
Anim = 3812
Value = 0
}
cChooserEntryInt brains_male_survivor_game_getup_1210610
{
Anim = 3813
Value = 0
}
cChooserEntryInt bitten_male_survivor_injured_to_stand290703
{
Anim = 3814
Value = 0
}
cChooserEntryInt bitten_male_survivor_zombrex150000
{
Anim = 3815
Value = 0
}
cChooserEntryInt bitten_male_survivor_injured470578
{
Anim = 3816
Value = 0
}
cChooserEntryInt generic_survivor_hit_crouched10610
{
Anim = 3817
Value = 0
}
cChooserEntryInt civic_male_survivor_atm_withdrawal210500
{
Anim = 3818
Value = 0
}
cChooserEntryInt hungerpains_male_rummage_fridge310703
{
Anim = 3819
Value = 0
}
cChooserEntryInt workers_female_pointing_at_chuck110593
{
Anim = 3820
Value = 0
}
cChooserEntryInt looter_npc_pawnshop_idle80234
{
Anim = 3821
Value = 0
}
cChooserEntryInt female_survivor_idle_scared150093
{
Anim = 3822
Value = 0
}
cChooserEntryInt diva_survivor_cameron_tied_up260187
{
Anim = 3823
Value = 0
}
cChooserEntryInt diva_survivor_juan_tied_up400734
{
Anim = 3824
Value = 0
}
cChooserEntryInt indust_willa_injured40031
{
Anim = 3825
Value = 0
}
cChooserEntryInt srv_diva_prejoin_idle320028
{
Anim = 3826
Value = 0
}
cChooserEntryInt diva_survivor_allison_tied_up100171
{
Anim = 3827
Value = 0
}
cChooserEntryInt lastcall_male_prejoin_wave370046
{
Anim = 3828
Value = 0
}
cChooserEntryInt female_poker_strip_naked40250
{
Anim = 3829
Value = 0
}
cChooserEntryInt female_vicki_tied_up_kneeling_idle750
{
Anim = 3830
Value = 0
}
}
Other variations of hostile behavior
Also found in data/datafile.big/items.txt
Michael Woo and the no guns requirement in Delta Point I:
cGunAttackBehaviour x37
{
FireOnArmedHumans = "true"
MaxShotInterval = "1.0"
MinShotInterval = ".5"
RangedAttackDistance = "15"
RangedEngagementDistance = "19"
}
cMeleeAttackBehaviour x83
{
}
cHostileBehaviour hostile_when4
{
Condition = "2"
}
Bessie from shopping spree, when shopping valuables destroyed?:
cHostileBehaviour hostile_when1
{
Condition = "3"
}
stuart from worker's compensation:
cHostileBehaviour hostile_when7
{
Condition = "4"
}