Human-specific conditions
The following conditions are used in the Animation Selector specifically for actors of type human
.
human_fsm_semaphore "<name>"
Checks whether the specified semaphore is currently active.
human_fsm_state "<state_name>"
Checks whether the current FSM state matches the specified one. Registered FSM state names can be found in FSM definitions (state
blocks).
human_kill_flags "<kill_flag_name>" [...]
Checks whether all listed kill flags are active for the human
actor.
See: Kill flags reference.
human_fsm_counter
Checks the value of an FSM counter for a human
actor.
See: FSM counters reference.
human_hold_strap
Checks whether the unit needs to hold the strap of a weapon slung over their back.
human_throw_type
Checks which grenade throwing method has been selected. See: Grenade throw types.
human_stuff [holding | mounting | picking] "<item_type>"
Checks the unit’s interaction with the specified items at the current moment:
holding
— the item is currently held in handsmounting
— the item is being equippedpicking
— the item is being picked up from the ground
The item type is determined by the props
names defined in the item’s .def
file.
Multiple item types can be checked simultaneously.
See: Item type to props mapping
Conditions for checking FSM counters
FSM counter condition syntax
if human_fsm_counter <name> [inc|get|once] <value> of <loop_number>
Where:
<name>
— the name of the counterThe available check modes are:
inc
— increment the counter by 1 and compare it to<value>
get
— check the current value without changing it
once
— returntrue
if the counter value is greater than 0, and reset it to 0
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