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
Item type to props mapping
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
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 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— returntrueif the counter value is greater than 0, and reset it to 0
Last updated