Moves – Arma 2 Talk

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Revision as of 11:42, 30 December 2009 by NomDePlume (talk | contribs) (Animation naming convention section)
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Considering adding a "decoder ring" for the animation naming scheme. This is what I have so far, but it does take up a lot of space and I don't know if anyone else would find it useful. But to me it's useful to help working out which animations might be of interest. --nomdeplume 11:42, 30 December 2009 (CET)


Move naming conventions

A typical move name looks like this:

AdthPercMrunSlowWrflDfl_4

A: Animation type

cin ???
crg ???
cts Cutscene?
dth Death sequence
idl Idle animation
inj Injured animation?
inv ???
ldr ???
mel ???
mov Movements?
ovr ???
sig ???
swm Swimming?
wop ???

P: Character position/stance

erc Standing
fal ???
knl Kneeling
pne Prone
sit Sitting
swm Swimming?

M: Character motion/movement

non None
run Running
spr Sprinting
stp Stopped/standing
wlk Walking

S: Weapon stance/position

gth ???
lay Weapon in position when prone???
low Weapon lowered
non None / no weapon
opt ???
pat ???
ras Weapon raised
rld Weapon reloading?
sur ???

W: Weapon type

axe ???
bin ???
lnr Launcher?
mag ???
non None (maybe synonym for "any"?)
pst Pistol
rfl Rifle
una Unarmed?

D: ???

Not sure what this is for. Most are followed by "non", but many aren't.