Human-specific conditions

The following conditions are used in the Animation Selector specifically for actors of type human.

Condition
Description

human_fsm_semaphore "<name>"

Checks whether the specified semaphore is currently active.

See: Semaphore documentation

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 hands

  • mounting — the item is being equipped

  • picking — 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

Item type to props mapping
Item type
Properties names (props)
Description

nothing

Unit is holding nothing

bazooka

weapon, rocketlauncher

Shoulder-fired rocket launcher

mgun

weapon, mgun

Machine gun

smg

weapon, smg

Submachine gun

rifle

weapon, rifle

Rifle

pistol

weapon, pistol

Pistol

flamer

weapon, flame_thrower

Flamethrower

small

smallitemin1hand

Small item, e.g., a grenade

1hand

itemin1hand

One-handed item, e.g., a canister

2hands

itemin2hands

Two-handed item, e.g., a crate

body

human

Corpse

flag

flag

Flag

Kill flags reference
Flag
Description

front

Killed from the front

back

Killed from behind

blast

Killed by explosion

piercing

Killed by bullet

go

The soldier was moving

run

The soldier was running

cover_in_trench

The soldier was in a trench in snipe state ⚠️ Note: The standard linked check won’t work here because at the moment of death, the unit is already unlinked.

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 counter

  • The available check modes are:

    • inc — increment the counter by 1 and compare it to <value>

    • get — check the current value without changing it

    • once — return true if the counter value is greater than 0, and reset it to 0

FSM counter names for human actors
  • knife — knife throw

  • down — going prone

  • alert — dodge from grenade

  • pose — pose selection

  • forced_smoke — smoking request triggered by script

Examples: FSM counter check
{if human_fsm_counter "down" inc 0 of 2 [...]}
{if human_fsm_counter "down" get 0 of 2 [...]}

Last updated