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thirtyg

Animation names

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I would have used this thread but it is closed.

I'm looking for suggestions on which animations (both BIS and 3rd party) cutscene editors and the boys/girls that make the nice OFP:CP pictures find the best for using in the following situations:

- shaking hands

- motioning hello/goodbye

- motioning for someone to move towards you

- motioning for someone to move away from you

- Any other saluation/greeting animations

Some of the above may not exist

Note i dont need links to command references just advice on what animations people use or know do the above.

smile_o.gif thanks

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I once had all written down somewhere in one missions trigger but i think i deleted it crazy_o.gif

The one all-purpose talk/call/taunt/sign one is:

"effectstandtalk"

I hope i have written it correctly , there are more but this one i good enough ,IF you arent counting in CUSTOM anims that is.

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would be nice if it could be an animation where a soldier waves for a copper. (like he want the copper to see him and rescue him) biggrin_o.gif

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Simple question,what is the name of that anim ??

sr25.jpg

thx in advance wink_o.gif

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FXCivilFoldOnesArms

it's mentioned in the ofpec resource on switchmoves

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Newest animations in Resistence.....

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadMagazine="HandGunCrouchReloadMagazine";

throwGrenade="HandGunStandThrowGrenade1";

lying="Lying";

civilLying="CivilLying";

crouch="Crouch";

combat="Combat";

stand="Stand";

civil="Civil";

die="HandGunCrouchDead";

handGunOn="HandGunCrouch";

weaponOn="Weapon";

binocOn="BinocHandGunCrouch";

binocOff="HandGunCrouch";

medic="HandGunMedic";

walkF="HandGunCrouchWalkF";

walkLF="HandGunCrouchWalkLF";

walkRF="HandGunCrouchWalkRF";

walkL="HandGunCrouchWalkL";

walkR="HandGunCrouchWalkR";

walkLB="HandGunCrouchWalkLB";

walkRB="HandGunCrouchWalkRB";

walkB="HandGunCrouchWalkB";

slowF="HandGunCrouchWalkF";

slowLF="HandGunCrouchWalkLF";

slowRF="HandGunCrouchWalkRF";

slowL="HandGunCrouchWalkL";

slowR="HandGunCrouchWalkR";

slowLB="HandGunCrouchWalkLB";

slowRB="HandGunCrouchWalkRB";

slowB="HandGunCrouchWalkB";

fastF="HandGunCrouchRunF";

fastLF="HandGunCrouchRunLF";

fastRF="HandGunCrouchRunRF";

fastL="HandGunCrouchRunL";

fastR="HandGunCrouchRunR";

fastLB="HandGunCrouchRunLB";

fastRB="HandGunCrouchRunRB";

fastB="HandGunCrouchRunB";

turnL="HandGunCrouchTurnL";

turnR="HandGunCrouchTurnR";

getInCar="HandGunGetInCar";

getOutCar="HandGunStand";

getInTank="HandGunGetInTank";

getOutTank="HandGunGetOutTank";

default="HandGunCrouch";

upDegree="ManPosHandGunCrouch"

stop="HandGunLying";

down="HandGunStand";

up="HandGunCrouch";

reloadMagazine="HandGunLyingReloadMagazine";

throwGrenade="HandGunLyingThrowGrenade1";

lying="Lying";

civilLying="CivilLying";

crouch="Crouch";

combat="Combat";

stand="Stand";

civil="Civil";

die="HandGunLyingDead";

handGunOn="HandGunLying";

weaponOn="Weapon";

binocOn="BinocHandGunLying";

binocOff="HandGunLying";

medic="HandGunMedic";

putDown="HandGunLyingPutDown";

takeFlag="HandGunStandToHandGunTakeFlag";

walkF="HandGunLyingCrawlF";

walkLF="HandGunLyingCrawlLF";

walkRF="HandGunLyingCrawlRF";

walkL="HandGunLyingCrawlL";

walkR="HandGunLyingCrawlR";

walkLB="HandGunLyingCrawlLB";

walkRB="HandGunLyingCrawlRB";

walkB="HandGunLyingCrawlB";

slowF="HandGunLyingCrawlF";

slowLF="HandGunLyingCrawlLF";

slowRF="HandGunLyingCrawlRF";

slowL="HandGunLyingCrawlL";

slowR="HandGunLyingCrawlR";

slowLB="HandGunLyingCrawlLB";

slowRB="HandGunLyingCrawlRB";

slowB="HandGunLyingCrawlB";

fastF="HandGunLyingFastCrawlF";

fastLF="HandGunLyingCrawlLF";

fastRF="HandGunLyingCrawlRF";

fastL="HandGunLyingCrawlL";

fastR="HandGunLyingCrawlR";

fastLB="HandGunLyingCrawlLB";

fastRB="HandGunLyingCrawlRB";

fastB="HandGunLyingCrawlB";

turnL="HandGunLyingTurnL";

turnR="HandGunLyingTurnR";

getInCar="HandGunGetInCar";

getOutCar="HandGunStand";

getInTank="HandGunGetInTank";

getOutTank="HandGunGetOutTank";

default="HandGunLying";

upDegree="ManPosHandGunLying";

stop="HandGunStand";

stopRelaxed="HandGunStandRelaxed";

down="HandGunLying";

up="HandGunCrouch";

reloadMagazine="HandGunStandReloadMagazine";

throwGrenade="HandGunStandThrowGrenade1";

lying="Lying";

civilLying="CivilLying";

crouch="Crouch";

combat="Combat";

stand="Stand";

civil="Civil";

die="HandGunStandDead";

handGunOn="HandGunStand";

weaponOn="Weapon";

binocOn="BinocHandGunStand";

binocOff="HandGunStand";

medic="HandGunMedic";

putDown="HandGunPutDown";

takeFlag="HandGunStandToHandGunTakeFlag";

walkF="HandGunStandWalkF";

walkLF="HandGunStandWalkLF";

walkRF="HandGunStandWalkRF";

walkL="HandGunStandWalkL";

walkR="HandGunStandWalkR";

walkLB="HandGunStandWalkLB";

walkRB="HandGunStandWalkRB";

walkB="HandGunStandWalkB";

slowF="HandGunStandWalkF";

slowLF="HandGunStandWalkLF";

slowRF="HandGunStandWalkRF";

slowL="HandGunStandWalkL";

slowR="HandGunStandWalkR";

slowLB="HandGunStandWalkLB";

slowRB="HandGunStandWalkRB";

slowB="HandGunStandWalkB";

fastF="HandGunStandRunF";

fastLF="HandGunStandRunLF";

fastRF="HandGunStandRunRF";

fastL="HandGunStandRunL";

fastR="HandGunStandRunR";

fastLB="HandGunStandRunLB";

fastRB="HandGunStandRunRB";

fastB="HandGunStandRunB";

turnL="HandGunStandTurnL";

turnR="HandGunStandTurnR";

turnLRelaxed="HandGunStandTurnLRelaxed";

turnRRelaxed="HandGunStandTurnRRelaxed";

getInCar="HandGunGetInCar";

getOutCar="HandGunStand";

getInTank="HandGunGetInTank";

getOutTank="HandGunGetOutTank";

default="HandGunStand";

upDegree="ManPosHandGunStand";

stop="HandGunTakeFlag";

default="HandGunTakeFlag

busDriverDying

busDriverDead

busCargo

busCargoV1

busCargoDying

busCargoDead

jawaCoDriver

jawaDriver

FXexecution

FXexecutionDead

FXdismay

FXToKneel

FXInKneel

FXFromKneel

FXshow1

FXshow2

FXshow3

FXshow4

FXshow5

FXCivilLookaround

FXCivilLookaround2

FXCivilLookback

FXCivilHandMouth

FXCivilFoldOnesArms

FXCivilArmsAkimboR

FXCivilArmsAkimboL

FXFromTable

FXToTable

FXSitLeftHandDown

FXSitRightHandDown

FXSitHandsOnTable

FXToHand

FXInHand

FXInHandStat

FXFromHand

FXNewcivil

FXWomanSur

biggrin_o.gif

[EDIT] It has just been brought to my attention that someone made a list with most of these on here. But it never hurts to have another resource ;) [EDIT]

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