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SP Animation Scripts
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Seeded[USAF] put together this handy reference
Hello all! It's Seeded[USAF] again here to bring you something so awesome, you'll wet your pants! Well, maybe not... Anyway, check these out! For all you SP mappers here this is the text to be reading because it can really help juice up your map. All of these are animscripts to use to make dramatic scenes, much like the animscript that makes the actors jump over the walls on a map. To use these, simply use the key "animscript" and the value as one of the ones listed below.

fence_climb - Makes the character climb a 48 unit fence

jump_across_72 - Makes the character do a lateral jump of 72 units.

jump_down_56 - Makes the character jump down off a ledge.  Designed for 56 units but should work for 44-70 or so.

jump_down_96 - Makes the character jump down off a ledge.  Designed for 96 units but should work for 70-110 or so.

jump_over_high_wall - Makes the character dive over a high wall.  Designed for getting bad guys into levels - it looks bad from the back due to no actual climbing wall animation.

ladder_down - Climbs down a ladder of any height by using a looping animation, and gets off at the bottom.

ladder_up - Climbs a ladder of any height by using a looping animation, and gets off at the top.

stairs_down - Climbs down stairs of any height by using a looping animation.

stairs_up - Climbs stairs of any height by using a looping animation, and gets off at the top.

step_down - Makes the character step down off a ledge.  Currently the ledge is assumed to be 36 units.

step_up - Makes the character step up onto a ledge. Currently the ledge is assumed to be 36 units.

wall_dive - Makes the character dive over a low wall

window - Makes the character climb through a window with a 36 unit high lower edge.

Now, in order to use these properly, you need to do the following:

First: Create your actors where they need to be.

Second: Create your nodes and pathnodes to their destination using the most direct route.

Third: Create a negotiation_begin node where the animation would start.

Fourth: Open the entity editor and in the key enter "animscript" and value whatever animation you want.

Fifth: Create a negotiation_end node where the animation should stop and link these two nodes.

DO NOT link your primary nodes to the negotiation nodes. The game will take care of it! When the actor comes about the obstacle and the negotiation_begin it will go ahead and execute.

HINTS AND TIPS:

Make sure you use the key "angles" and the value " x y z" (example 0 270 0) to point in the direction they should execute the animation.

Don't hug the ground with these all the time. If you want to jump over a wall, place the negotiations higher up than normal.

For better results, check the spawer box on the enemy actors. This will tell the game to only spawn them with the trigger or whatnot.

Hope this helps somebody here! Peace!

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