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- |Name=GetAnimTime( <animation> ) |Module=Animation ...320 bytes (45 words) - 09:33, 31 July 2009
- |Name=GetAnimLength( <animation> ) |Module=Animation ...326 bytes (42 words) - 09:34, 31 July 2009
- |Name=GetAnimAssetType( <animation> ) |Module=Animation ...338 bytes (48 words) - 09:35, 31 July 2009
- |Module=Animation |Summary=Returns the rotation difference in the given animation ...447 bytes (73 words) - 09:35, 31 July 2009
- |Module=Animation ...190 bytes (28 words) - 09:35, 31 July 2009
- |Name=ClearAnim( <animation>, <time> ) |Module=Animation ...467 bytes (75 words) - 09:35, 31 July 2009
- |Name=AnimScripted( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- |Name=AnimRelative( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- |Name=AnimHasNotetrack( <animation>, <note track> ) |Module=Animation ...410 bytes (57 words) - 09:36, 31 July 2009
- 1 KB (212 words) - 16:37, 29 August 2011
Page text matches
- |Name=AnimScripted( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- |Name=AnimRelative( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) |Module=Animation ...696 bytes (109 words) - 09:36, 31 July 2009
- # <aim low> The animation to play for the actor aiming low # <aim level> The animation to play for the actor aiming straight ...854 bytes (142 words) - 03:01, 31 July 2009
- |Summary=Forces the viewmodel to play the nightvision pulldown animation for the specified weapon. # <weaponName>: Name of the weapon to play an animation from. ...497 bytes (69 words) - 09:57, 31 July 2009
- |Name=StartScriptedAnim( <notify>, <origin>, <angles>, <animation>, <mode>, <root> ) # <animation> The animation ...641 bytes (93 words) - 03:15, 31 July 2009
- [[Image:Nutshell.png]] The Animation system in Call of Duty is entirely scripted in GSCs, from body animations t ...dy]], [[Facial_Animation|Facial]] or [[Animation_Interactive|Interactive]] animation pages. ...4 KB (651 words) - 15:24, 10 November 2008
- # <death animation duration> the duration of the death animation ...336 bytes (44 words) - 09:59, 31 July 2009
- We will go over how to implement body animations and what you can do with animation system in regards to body animations and mixing it in with dialog. ...on (AI and GSC script), visit the [[Call of Duty 5: Animation Overview|'''Animation Overview''']] page. ...5 KB (755 words) - 17:12, 29 July 2009
- ...up in front of your screen speaking chances are they have a unique facial animation for the voice over. Otherwise, there is a dynamic facial lip syncing system We will go over how to implement facial animations and what you can do with animation system in regards to dialog. ...5 KB (805 words) - 15:29, 10 November 2008
- |Module=Animation |Summary=Set the animation tree of an entity ...274 bytes (42 words) - 09:12, 31 July 2009
- dvar set com_errorMessage animation 'p_zombie_perkacola_drink' not defined in anim tree 'multiplayer' ERROR: animation 'p_zombie_perkacola_drink' not defined in anim tree 'multiplayer' ...1 KB (162 words) - 18:14, 14 April 2009
- |Module=Animation ...195 bytes (26 words) - 09:13, 31 July 2009
- |Module=Animation ...190 bytes (28 words) - 09:35, 31 July 2009
- |Module=Animation ...204 bytes (30 words) - 09:31, 31 July 2009
- ==Animation== ...807 bytes (118 words) - 14:10, 17 July 2011
- |Module=Animation ...230 bytes (31 words) - 09:14, 31 July 2009
- ...body animations are inside '''generic_human.atr'''. If you see a specific animation in a level when playing the game, you can do a search for the level name an Another good location to find an animation that you may recall from a level is in the level's _anim script file. ...2 KB (403 words) - 02:27, 3 August 2009
- ...mx.com/ TomBMX] is a tool that allows to export any Cod4 Cod5 or Black Ops animation}} This tool allows you to export any Cod4 Cod5 or Black Ops animation. ...1 KB (197 words) - 12:24, 10 August 2012
- ...vior tree, an animation state machine, an animation selector table, and an animation map. ...ct out the desired behavior. At the end of any behavior tree evaluation an animation state much be selected, otherwise the behavior tree is in an invalid state. ...6 KB (964 words) - 17:37, 19 January 2017
- |Module=Animation ...326 bytes (51 words) - 09:29, 31 July 2009