Moves – Arma 2 Talk
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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.