Brute 11 Posted July 20, 2009 I am trying to look for a list of actions, the one i could find on the wiki didnt include ones like "Surrender" that i know exist because i have tested them in-game. Is there a better one or a more up to date one? Share this post Link to post Share on other sites
rübe 127 Posted July 20, 2009 (edited) You have to look at the files from anims.pbo: anims_sdr_config.bin (male animations?) and anims_wmn_config.bin (female animations?) The following is an extract from the first file: class ManActions { SceneCommanderTalk = "UnaErcVelitelProslov2"; SceneSleepC = "AidlPpneMstpSnonWnonDnon_SleepC_sleep"; SceneSleepB = "AidlPpneMstpSnonWnonDnon_SleepB_sleep1"; SceneSleepA = "AidlPpneMstpSnonWnonDnon_SleepA_sleepS"; SceneSitUnarm_R = "sitUnarm_R_idleLoop"; SceneSitUnarm_L = "sitUnarm_L_idleLoop"; SceneSitRfl_L = "sitRfl_L_BidleLoop"; SceneSitRfl_R = "sitRfl_R_BidleLoop"; ScenePoslechVelitele = "UnaErcPoslechVelitele1"; dooraction = "amovpercmwlksnonwnondf"; GestureLegPush = ""; agonyStart = "AinjPpneMstpSnonWnonDnon"; agonyStop = "AmovPpneMstpSnonWnonDnon"; medicStop = "AinvPknlMstpSnonWnonDnon_medicEnd"; medicStart = "AinvPknlMstpSnonWnonDnon_medic"; GestureAgonyCargo = ""; grabCarry = ""; grabCarried = ""; grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2"; grabDragged = "AinjPpneMstpSnonWrflDb_grab"; carriedStill = "AinjPfalMstpSnonWrflDnon_carried_still"; released = ""; releasedBad = ""; Stop = ""; StopRelaxed = ""; TurnL = ""; TurnR = ""; TurnLRelaxed = ""; TurnRRelaxed = ""; ReloadMagazine = ""; ReloadMGun = ""; ReloadAT = ""; ReloadMortar = ""; ThrowGrenade = ""; WalkF = ""; WalkLF = ""; WalkRF = ""; WalkL = ""; WalkR = ""; WalkLB = ""; WalkRB = ""; WalkB = ""; SlowF = ""; SlowLF = ""; SlowRF = ""; SlowL = ""; SlowR = ""; SlowLB = ""; SlowRB = ""; SlowB = ""; FastF = ""; FastLF = ""; FastRF = ""; FastL = ""; FastR = ""; FastLB = ""; FastRB = ""; FastB = ""; EvasiveForward = ""; EvasiveLeft = ""; EvasiveRight = ""; EvasiveBack = ""; StartSwim = ""; StopSwim = ""; Down = ""; Up = ""; PlayerStand = ""; PlayerCrouch = ""; PlayerProne = ""; Lying = ""; Stand = ""; Combat = ""; Crouch = ""; CanNotMove = ""; Civil = ""; CivilLying = ""; FireNotPossible = ""; Die = ""; WeaponOn = ""; WeaponOff = ""; Default = ""; JumpOff = ""; StrokeFist = ""; StrokeGun = ""; SitDown = ""; Salute = ""; saluteOff = ""; GetOver = ""; Diary = ""; Surrender = ""; Gear = ""; BinocOn = ""; BinocOff = ""; PutDown = ""; PutDownEnd = ""; Medic = ""; Treated = ""; LadderOnDown = ""; LadderOnUp = ""; LadderOff = ""; LadderOffTop = ""; LadderOffBottom = ""; GetInLow = ""; GetInMedium = ""; GetInHigh = ""; GetOutLow = ""; GetOutMedium = ""; GetOutHigh = ""; TakeFlag = ""; HandGunOn = ""; gestureAttack = ""; gestureGo = ""; gestureGoB = ""; gestureFreeze = ""; gesturePoint = ""; gestureCeaseFire = ""; gestureCover = ""; gestureUp = ""; gestureNo = ""; gestureYes = ""; gestureFollow = ""; gestureAdvance = ""; gestureHi = ""; gestureHiB = ""; gestureHiC = ""; gestureNod = ""; GestureSpasm0 = ""; GestureSpasm1 = ""; GestureSpasm2 = ""; GestureSpasm3 = ""; GestureSpasm4 = ""; GestureSpasm5 = ""; GestureSpasm6 = ""; GestureSpasm0weak = ""; GestureSpasm1weak = ""; GestureSpasm2weak = ""; GestureSpasm3weak = ""; GestureSpasm4weak = ""; GestureSpasm5weak = ""; GestureSpasm6weak = ""; healedStart = ""; healedStop = ""; TestDriver = "BasicDriver"; TestDriverOut = "BasicDriverOut"; TestGunner = "BasicSittingGunner"; }; Btw. I suggest to always use playAction or playActionNow in case you can (and there is a animation for that) instead of switchMove, for it chooses the right animations for the transitions between the outgoing and the target state automatically... (they are defined in the mentioned files). Keep in mind that you can't use ManActions/animations for female units and I guess vica-versa, which is a damn shame.. Hope this will get patched, so any unit can do any animation.. Edited July 20, 2009 by ruebe Share this post Link to post Share on other sites
manonfire 10 Posted August 2, 2009 I'm trying to figure out how can I decript the PBO files, so I can see the list of moves as you said, but only found a tool from kegetys. Even so, the files are a bit messed up and I can't understand a thing. Can anyone point me the right directions? I would like to know if there is a more complete list of moves for playAction/playActionNow and where can I find it? Share this post Link to post Share on other sites
Taurus 20 Posted August 2, 2009 I searched and found: http://forums.bistudio.com/showthread.php?t=81801 (see my post there) And this nice tool which Clayman has created: http://forums.bistudio.com/showthread.php?t=76033 Share this post Link to post Share on other sites
andromedagalaxe 10 Posted May 15, 2010 my characters won't perform the actions i put in their init lines. us_3 playActionNow "salute"; tried from the list above "SceneSitUnarm_L" Share this post Link to post Share on other sites
614hardcore 10 Posted June 27, 2010 my characters won't perform the actions i put in their init lines.us_3 playActionNow "salute"; tried from the list above "SceneSitUnarm_L" You dont put the anim in their init line. You put it in a trigger's On Act field. Hope that helped clear that up a little. PM me for more information. Share this post Link to post Share on other sites
Gil Galvanti 0 Posted June 27, 2010 (edited) Didn't want to make a new thread for this since it's along the same lines...is there an animation to punch? I saw there is one for boxing, but it's very long and they move quite a bit. I tried "npc1 playmove "StrokeFist";" but apparently StrokeFist isn't an action. Is there not just a simple punch action? EDIT: GAH, this is very annoying. Even using the boxing animation, it won't stop even after using: npc1 switchmove "standing"; npc1 disableAI "ANIM"; npc1 disableAI "MOVE"; How is that even possible? The npc animation is disabled? He switches to standing, but then immediately goes back to the beginning of boxing. Edited June 27, 2010 by Gil Galvanti Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 27, 2010 I'm trying to figure out how can I decript the PBO files, so I can see the list of moves as you said, but only found a tool from kegetys. Even so, the files are a bit messed up and I can't understand a thing.Can anyone point me the right directions? When you de-pbo a file, you'll end up with a file called config.bin. This file is "binarized" and not very useful as is. You also want to install BIS Tools and after installing this you can drag&drop the config.bin onto \Bohemia Interactive\Tools\BinMake\cfgconvert\CfgConvert.exe. The file will still be called the same, but is now readable. You could rename it to config.cpp if that makes sense. Config.cpp files can also be repacked directly (if you want to make modifications to a pbo) using cpbo. Being cpp seems important, it will probably not work if you call it hpp (for original config.bin that is). Share this post Link to post Share on other sites
rübe 127 Posted June 27, 2010 Didn't want to make a new thread for this since it's along the same lines...is there an animation to punch? Yes, there are some different punch animations as well as the animations for the receiving/defending part: _attackMoves = [ "amelpercmstpsnonwnondnon_amateruder1", "amelpercmstpsnonwnondnon_amateruder2", "amelpercmstpsnonwnondnon_amateruder3" ]; _defenceMoves = [ "amelpercmstpsnonwnondnon_zasah1", "amelpercmstpsnonwnondnon_zasah2", "amelpercmstpsnonwnondnon_zasah3hard", "amelpercmstpsnonwnondnon_zasah4", "amelpercmstpsnonwnondnon_zasah5hard", "amelpercmstpsnonwnondnon_zasah6hlava", "amelpercmstpsnonwnondnon_zasah7bricho" ]; This is what I've found the be useful some time ago, as I was writing a aiFistFight script.. but it's quite hard to get the timing correct, so I doesn't just look ridiculous, but a bit violent too. :) EDIT: GAH, this is very annoying. Even using the boxing animation, it won't stop even after using: npc1 switchmove "standing"; npc1 disableAI "ANIM"; npc1 disableAI "MOVE"; How is that even possible? The npc animation is disabled? He switches to standing, but then immediately goes back to the beginning of boxing. That's because if you disableAI "ANIM" you prevent the unit from switching to another animation. Thus it should loop the current animation forever if you do this. To stop forced animations, try something like: npc1 switchMove ""; And also enable "ANIM" and "MOVE" again if you've disabled them for the animations to play. If you're unsure about what's happening with your npc, make good use of the command animationState which is not only useful for debuging purposes, but also to control animation in general. For example you may use it for control flow, like in: waitUntil{!((animationState _attackerNPC) in _attackMoves)}; Share this post Link to post Share on other sites