SDT Animation
From GECK
Unused Function This function, despite being registered in the game, is confirmed to be broken, unimplemented, leftover or otherwise unusable in Fallout: New Vegas. |
Player Selected
- [actor name]
- Run <[string], ACTION-> [string]> HK_STATE-> [string] Note: Walk could appear in place of Run when applicable. The section in <> brackets displays during player action.
- BoneLOD [int] of [int]
1st Person
- Idle -> //[Anim Type], Count: [int]
- Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
- Weapon -> //[Anim Type], Count: [int] Note: This appears when applicable
- time [float] move [float] attack [float] speed [int]/[int] delta [float]
- [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle
3rd Person
- Idle -> //[Anim Type], Count: [int]
- Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
- Weapon -> //[Anim Type], Count: [int] Note: This appears when applicable
- WeaponUp -> //[Anim Type], Count: [int] Note: This appears when applicable
- WeaponDown -> //[Anim Type], Count: [int] Note: This appears when applicable
- SpecialIdle -> //[Anim Type], Count: [int] Note: This appears when applicable
- time [float] move [float] attack [float] speed [int]/[int] delta [float]
- [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle
Non-player Character selected
- [actor name]
- Walk <[string], ACTION-> [string]> HK_STATE-> [string] Note: Run can appear in place of walk when applicable. The section in <> brackets displays during movement.
- BoneLOD [int] of [int]
- Idle -> //[Anim Type], Count: [int]
- SpecialIdle -> //[Anim Type], Count: [int] Note: This appears when applicable
- Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
- time [float] move [float] attack [float] speed [int]/[int] delta [float]
- [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle