Animations
Overview of the animation system in VJ Base.
Important Note
Walk frames are required for NPCs to physically move! (Unless you make your own system in Lua)
Types¶
Most animation systems, including VJ_ACT_PLAYACTIVITY
use the following scheme:
Type | Examples | Prefix |
---|---|---|
Activity | ACT enums, idle2 , dance | N/A |
Sequence | vjseq_idle , vjseq_im_a_sequence | vjseq_ |
Gesture | vjges_shoot , vjges_im_a_gesture | vjges_ |
Reserved Activities¶
Reserved activities are specific animations that should only be used for their reserved actions.
Includes activities reserved both by the engine itself and VJ Base.
Table Key
✅ – Can safely translate and edit in Lua!
⛔ – Engine's control activities, do NOT translate or edit!
Activity Name | Description | Edit | Source |
---|---|---|---|
ACT_IDLE | Idle stand, sequences in the QC should be flagged with loop | ✅ | Engine & Lua |
ACT_IDLE_ANGRY | Idle stand replacement when alerted with an active weapon, sequences in the QC should be flagged with loop | ✅ | Engine & Lua |
ACT_COWER | Idle stand replacement when scared & hiding | ✅ | Lua |
ACT_WALK | Walking movement | ✅ | Engine |
ACT_WALK_AGITATED | Walking movement replacement while alerted | ✅ | Lua |
ACT_WALK_AIM | Walking movement replacement while aiming a gun | ✅ | Engine & Lua |
ACT_RUN | Running movement | ✅ | Engine |
ACT_RUN_AGITATED | Running movement replacement while alerted | ✅ | Lua |
ACT_RUN_AIM | Running movement replacement while aiming a gun | ✅ | Engine & Lua |
ACT_RUN_PROTECTED | Running movement replacement when scared & hiding | ✅ | Lua |
ACT_JUMP | Movement jump start | ✅ | Engine |
ACT_GLIDE | Movement jump in air, played after ACT_JUMP has finished! | ✅ | Engine |
ACT_LAND | Movement jump land (finish) | ✅ | Engine |
ACT_CLIMB_UP | Movement climb up | ✅ | Engine |
ACT_CLIMB_DOWN | Movement climb down | ✅ | Engine |
ACT_CLIMB_DISMOUNT | Movement climb finish | ✅ | Engine |
ACT_TURN_RIGHT | Turn right if ang <= -45 | ✅ | Engine |
ACT_90_RIGHT | Turn right if ang <= -80 and ang >= -100 | ✅ | Engine |
ACT_TURN_LEFT | Turn left if ang >= 45 | ✅ | Engine |
ACT_90_LEFT | Turn left if ang >= 80 and ang <= 100 | ✅ | Engine |
ACT_180_LEFT | Turn left if ang >= 160 | ✅ | Engine |
ACT_INVALID ( -1 ) | Used to check for invalid / non-existent animations | ⛔ | Engine & Lua |
ACT_RESET ( 0 ) | Used to force m_Activity to m_IdealActivity , bypassing the need for NPC:MaintainActivity | ⛔ | Engine |
ACT_DO_NOT_DISTURB | Keeps NPC:MaintainActivity from overriding sequences | ⛔ | Engine & Lua |
ACT_TRANSITION | For transitions between animations | ⛔ | Engine |