#include maps\_anim;
#using_animtree( "generic_human" );

/*Don't forget to add this file to be loaded in the zone file this way:
rawfile,maps/test_animez_anim.gsc
*/

main()
{


	level.scr_anim[ "price" ][ "sas1_anim" ]				= %explosive_plant_knee; //loads the Single anim (without [0] after id name ) for the AI to play
	level.scr_anim[ "gaz" ][ "sas2_anim" ] [0]				= %ambush_vip_son_idle; //loads the Loop anim (WITH [0] after id name ) for the AI to play
	
	/*You can simply remove the [0] after anim id to make it single anim so it can be played once or the exact opposite. 
	Which means that if you used anim_loop_solo for the anim with [0] after its id (id = sas2_anim, for example) you will remove the [0]
	and use anim_single_solo in your main script instead of anim_loop_solo. You can also experiment with other animations by looking in raw/xanim 
	and copy a name, paste it over the anim after % above, and load it in zone file. Be careful, not all animations in raw/xanim are able to play on AIs.
	Only those that are defined from IW in animtree generic_human. I didn't managed to modify it in order to add more animations in it from MP for example.
	Take care and have fun. I hope it was helpful.
	*/
	
	
	
}


