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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