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Old 07-24-2005, 05:38 PM   #3
riceplant
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Join Date: Jul 2005
Posts: 348
Quote:
BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around
BOTH_GUARD_IDLE1, //# Cradling weapon and standing
BOTH_ALERT1, //# Startled by something while on guard
BOTH_GESTURE1, //# Generic gesture, non-specific
BOTH_GESTURE2, //# Generic gesture, non-specific
BOTH_GESTURE3, //# Generic gesture, non-specific
BOTH_WALK1TALKCOMM1, //# Talking into coom link while walking
BOTH_TALK1, //# Generic talk anim
BOTH_TALK2, //# Generic talk anim
BOTH_TALKCOMM1START, //# Start talking into a comm link
BOTH_TALKCOMM1, //# Talking into a comm link
BOTH_TALKCOMM1STOP, //# Stop talking into a comm link
BOTH_TALKGESTURE1, //# Generic talk anim
BOTH_TALKGESTURE2, //# Generic talk anim
BOTH_TALKGESTURE3, //# Generic talk anim
BOTH_TALKGESTURE4START, //# Beginning talk anim 4
BOTH_TALKGESTURE4, //# Talk gesture 4
BOTH_TALKGESTURE4STOP, //# Ending talk anim 4
BOTH_TALKGESTURE5START, //# Start hand on chin
BOTH_TALKGESTURE5, //# Hand on chin
BOTH_TALKGESTURE5STOP, //# Stop hand on chin
BOTH_TALKGESTURE6START, //# Starting Motions to self
BOTH_TALKGESTURE6, //# Pointing at self
BOTH_TALKGESTURE6STOP, //# Ending Motions to self
BOTH_TALKGESTURE7START, //# Start touches Kyle on shoulder
BOTH_TALKGESTURE7, //# Hold touches Kyle on shoulder
BOTH_TALKGESTURE7STOP, //# Ending touches Kyle on shoulder
BOTH_TALKGESTURE8START, //# Lando's chin hold
BOTH_TALKGESTURE8, //# Lando's chin hold
BOTH_TALKGESTURE8STOP, //# Lando's chin hold
BOTH_TALKGESTURE9, //# Same as gesture 2 but with the right hand
BOTH_TALKGESTURE10, //# Shoulder shrug
BOTH_TALKGESTURE11START, //# Arms folded across chest
BOTH_TALKGESTURE11STOP, //# Arms folded across chest
BOTH_TALKGESTURE12, //# Tavion taunting Kyle
BOTH_TALKGESTURE13START, //# Luke warning Kyle
BOTH_TALKGESTURE13, //# Luke warning Kyle
BOTH_TALKGESTURE13STOP, //# Luke warning Kyle
BOTH_TALKGESTURE14, //# Luke gesturing to Kyle
BOTH_TALKGESTURE15START, //# Desann taunting Kyle
BOTH_TALKGESTURE15, //# Desann taunting Kyle
BOTH_TALKGESTURE15STOP, //# Desann taunting Kyle
BOTH_TALKGESTURE16, //# Bartender gesture cin #15
BOTH_TALKGESTURE17, //# Bartender gesture cin #15
BOTH_TALKGESTURE18, //# Bartender gesture cin #15
BOTH_TALKGESTURE19START, //# Desann lifting his arm "Join me" (cin #34)
BOTH_TALKGESTURE19STOP, //# Desann lifting his arm "Join me" (cin #34)
BOTH_TALKGESTURE20START, //# Kyle lifting his arm "Join us" (cin #34)
BOTH_TALKGESTURE21, //# generic talk gesture from stand3
BOTH_TALKGESTURE22, //# generic talk gesture from stand3
BOTH_TALKGESTURE23, //# generic talk gesture from stand3
BOTH_PAUSE1START, //# Luke pauses to warn Kyle (cin #24) start
BOTH_PAUSE1STOP, //# Luke pauses to warn Kyle (cin #24) stop
Out of this block in anims.h, only BOTH_GESTURE1, BOTH_WALK1TALKCOMM1, BOTH_TALK1 and BOTH_TALKCOMM1 work. All of these animations appear in the game's cutscenes, so why do they not appear in the glas? If anims.h can't be used, where can I find a list of animation values, bearing in mind that these also appear in the drop-down in BehavEd.
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