//"ACT_IDLE" - This is the name of the original activity //{ // "remapactivity" "ACT_IDLE_RELAXED" - This is the name of the activy we're going to remap to. // "readiness" "AIRL_STIMULATED" - This is the value of the readiness level // "aiming" "TRS_FALSE" - Does this activity aim a weapon //} // "extra" // Use extra to add extra information that is specific to certain classes. // For example, citizens use readiness and aiming so they specify the values there. // Valid readiness level names: // AIRL_PANIC // AIRL_STEALTH // AIRL_RELAXED // AIRL_STIMULATED // AIRL_AGITATED // Valid aiming values names: // TRS_FALSE - This animation doesn't aim // TRS_TRUE - This animation needs to aim // TRS_NONE - Don't care "npc_playercompanion" { //ACT_IDLE "ACT_IDLE" { "remapactivity" "ACT_IDLE_RELAXED" "extra" { "readiness" "AIRL_RELAXED" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } "ACT_IDLE" { "remapactivity" "ACT_IDLE_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_IDLE" { "remapactivity" "ACT_IDLE_AIM_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_TRUE" "weaponrequired" "TRUE" } } "ACT_IDLE" { "remapactivity" "ACT_IDLE_AGITATED" "extra" { "readiness" "AIRL_AGITATED" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } "ACT_IDLE" { "remapactivity" "ACT_IDLE_STEALTH" "extra" { "readiness" "AIRL_STEALTH" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } "ACT_IDLE" { "remapactivity" "ACT_CROUCH_PANICKED" "extra" { "readiness" "AIRL_PANIC" "aiming" "TRS_NONE" "weaponrequired" "FALSE" } } //ACT_IDLE_ANGRY "ACT_IDLE_ANGRY" { "remapactivity" "ACT_IDLE_RELAXED" "extra" { "readiness" "AIRL_RELAXED" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } "ACT_IDLE_ANGRY" { "remapactivity" "ACT_IDLE_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_IDLE_ANGRY" { "remapactivity" "ACT_IDLE_AIM_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_TRUE" "weaponrequired" "TRUE" } } "ACT_IDLE_ANGRY" { "remapactivity" "ACT_IDLE_AGITATED" "extra" { "readiness" "AIRL_AGITATED" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } "ACT_IDLE_ANGRY" { "remapactivity" "ACT_IDLE_STEALTH" "extra" { "readiness" "AIRL_STEALTH" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } //ACT_WALK "ACT_WALK" { "remapactivity" "ACT_WALK_RELAXED" "extra" { "readiness" "AIRL_RELAXED" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } "ACT_WALK" { "remapactivity" "ACT_WALK_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_WALK" { "remapactivity" "ACT_WALK_AIM_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_TRUE" "weaponrequired" "TRUE" } } "ACT_WALK" { "remapactivity" "ACT_WALK_AGITATED" "extra" { "readiness" "AIRL_AGITATED" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_WALK" { "remapactivity" "ACT_WALK_STEALTH" "extra" { "readiness" "AIRL_STEALTH" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_WALK" { "remapactivity" "ACT_WALK_AIM_STEALTH" "extra" { "readiness" "AIRL_STEALTH" "aiming" "TRS_TRUE" "weaponrequired" "TRUE" } } //ACT_RUN "ACT_RUN" { "remapactivity" "ACT_RUN_RELAXED" "extra" { "readiness" "AIRL_RELAXED" "aiming" "TRS_NONE" "weaponrequired" "TRUE" } } "ACT_RUN" { "remapactivity" "ACT_RUN_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_RUN" { "remapactivity" "ACT_RUN_AIM_STIMULATED" "extra" { "readiness" "AIRL_STIMULATED" "aiming" "TRS_TRUE" "weaponrequired" "TRUE" } } "ACT_RUN" { "remapactivity" "ACT_RUN_AGITATED" "extra" { "readiness" "AIRL_AGITATED" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_RUN" { "remapactivity" "ACT_RUN_STEALTH" "extra" { "readiness" "AIRL_STEALTH" "aiming" "TRS_FALSE" "weaponrequired" "TRUE" } } "ACT_RUN" { "remapactivity" "ACT_RUN_AIM_STEALTH" "extra" { "readiness" "AIRL_STEALTH" "aiming" "TRS_TRUE" "weaponrequired" "TRUE" } } "ACT_RUN" { "remapactivity" "ACT_RUN_PANICKED" "extra" { "readiness" "AIRL_PANIC" "aiming" "TRS_NONE" "weaponrequired" "FALSE" } } }