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.

Condition
Description

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.).

  • ground

  • swamp

  • road

  • deep_snow

  • water

Actor-to-vehicle place linking reference

These are common place names used for linking actors to vehicle or weapon positions:

  • driver, driver1, driver2 — driver seats

  • commander — commander seat

  • gunner, gunner2, ... — gunner positions

  • seat1, seat2, ... seat10 — passenger seats on vehicle hull

  • support1, support2 — gun crew positions

  • supportmove1, supportmove2 — mobile gun crew positions

Movement mode reference

Running:

  • slow — slow run

  • normal — standard run

  • fast — fast run

  • bow — crouch run

  • assault — assault run

Walking:

  • walk — standard walk

  • spot — movement while scanning for targets

  • sneak — stealth walk with alternate animations

Cover type reference
  • none — not in cover

  • look_left, look_right, look_2way — vertical covers that allow peeking

  • snipe_cover — low cover suitable for accurate fire

  • squat_lie — lying behind a wall

  • hide_stand — standing cover

  • hide_squat — crouch cover

  • open_lie — lying in open terrain

  • terrain_lie — terrain-based cover (dips, craters)

  • bush_stand, bush_squat, bush_lie — cover in bushes (offers no bullet protection)

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