General conditions of Animation Selector
Below are the conditions currently used in the engine. However, the engine also supports additional condition types.
Conditions used in the editor interface can also be applied in Animation Selector configurations.
fsm_tags ["name" ... ]
Checks whether the current FSM state contains the specified tags. The list of valid tags can be found in the FSM configuration files. For human units, these are located in resource\properties\human_fsm\*.
terrain_pp "<terrain_type>"
Checks if the unit is located on the specified terrain type. See: Terrain Type reference.
place_mask "<mask>"
Checks whether the actor is linked to a place with a name matching the given mask. Wildcard * is supported. If the mask contains no *, the comparison is exact.
See: Actor-to-vehicle place linking reference.
linked ["<prop>" ... ]
If no properties are specified, checks whether the actor is linked. If properties are listed, checks whether the linked object (via uplink) has the specified tags. Property values can be found in the .deffile of the target object.
have_enemy
Returns true if the actor has detected enemies.
movement_mode "<mode>"
Checks whether the actor is currently using the specified movement mode. See: Movement mode reference.
throwing_range <min> <max>
Checks if the target is within throwing range. The values are in meters.
cover_type "<name>"
Checks whether the unit is currently in a cover of the specified type. See: Cover type reference.
Terrain Type reference
In the Gem RTS engine, the condition terrain_pp "<terrain_type>" uses a predefined set of Terrain Types. These are defined in map configurations and influence unit behavior and animation selection (e.g., for walking, cover, vehicle movement, etc.).
groundswamproaddeep_snowwater
Actor-to-vehicle place linking reference
These are common place names used for linking actors to vehicle or weapon positions:
driver,driver1,driver2— driver seatscommander— commander seatgunner,gunner2, ... — gunner positionsseat1,seat2, ...seat10— passenger seats on vehicle hullsupport1,support2— gun crew positionssupportmove1,supportmove2— mobile gun crew positions
Movement mode reference
Running:
slow— slow runnormal— standard runfast— fast runbow— crouch runassault— assault run
Walking:
walk— standard walkspot— movement while scanning for targetssneak— stealth walk with alternate animations
Cover type reference
none— not in coverlook_left,look_right,look_2way— vertical covers that allow peekingsnipe_cover— low cover suitable for accurate firesquat_lie— lying behind a wallhide_stand— standing coverhide_squat— crouch coveropen_lie— lying in open terrainterrain_lie— terrain-based cover (dips, craters)bush_stand,bush_squat,bush_lie— cover in bushes (offers no bullet protection)
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