Enemy Animation List
I've compiled a list of several common enemy slots, as a resource for those looking to modify and/or convert enemy slots. For ease of use, I've followed Fluen's format from the Lara Animation List found [URL="http://www.tombraiderforums.com/showthread.php?t=148859"]here[/URL]. I've started with the most commonly used enemy slots (based on what I see on TRsearch) and plan to add more. Some hard-coded features have been noted. [B]All enemies are from the original TR4 unless specified.[/B]
And remember, the stateIds don't actually tell the enemy [I]what[/I] to do -- only [I]how[/I] to do it. Removing StateIds from the AnimCommands only removes the link to the animation, the StateId is still in the Code for that slot and your enemy may freeze or force behaviour without an animation to do so. When forced by the engine, the enemy will not have an animation to revert to normal behaviour. Sometimes you can bypass this problem by having single frame animations reverting back to another animation, as certain behaviours might only happen on a specific frame like shooting or smashing objects. [U] Some basic observations:[/U] Common State Ids (running/walking/melee attacks) are not hardcoded : you can simply copy and past your enemy into another slot and only change the StateIds (dont forget to change them in the anim command menu too!) to get [I]basic[/I] functionality. Many death animations are fixed but you can play any death animation in these slots Shooting Animations are probably hardcoded to that animation number or at least fixed to certain frames. Melee attacks are more dependent on the correct mesh number to deal correct damage Certain meshes are coded to face Lara, either head, torso or arm/gun meshes. Incorrect meshtrees can cause limbs to rotate bizarrely as it's been designated as a head or arm! You can fix this with TRwad Reorganizer. ---------------------------------------------------------------------------------- [U]BADDY 1 & 2[/U]* [SIZE="1"]*note - these marked animations are used for Baddy_2 only, Baddy_1 will not recognise the StateIds.[/SIZE] 00 - Run 01 - Run→Still (part 1) 02 - Run→Still (part 2) 03 - Sommersault (→04)* 04 - Land Sommersault* 05 - Raise Sword to Block* 06 - [I][SIZE="1"]Not used[/SIZE][/I] 07 - [I][SIZE="1"]Not used[/SIZE][/I] [B]08 - Block Bullets* [/B] [COLOR="Red"][B]HARDCODED[/B][/COLOR] Baddy2 is temporarily invincible even without the animation [B]09 - Jump to Monkey Bars[/B] [B][COLOR="Red"]HARDCODED?[/COLOR][/B] - enemy will 'freeze' below monkey bars if anim command is missing. Not sure if anim_slot or stateid is hardcoded. 10 - Hang on Monkey Bars 11 - Monkey swing 12 - Hang→Monkey Swing 13 - Monkey swing→Hang (Left Hand) 14 - Monkey swing→Hang (Right Hand) 15 - Drop from monkey bars→Still [B]16 - Aim Gun on Monkey Swing→Monkey Swing (idle) [/B][B][COLOR="Red"]HARDCODED[/COLOR][/B] Mesh 9 (arm) will rotate to follow Lara 17 - Sword retracts (→19)* 18 - Still 19 - Lower Block (→Still)* [B]20 - Draw Gun[/B] [B][COLOR="Red"]HARDCODED[/COLOR][/B] swaps mesh11 [B]21 - Holster Gun[/B] [B][COLOR="Red"]HARDCODED[/COLOR][/B] swaps mesh11 [B]22 - Draw Sword[/B] [B][COLOR="Red"]HARDCODED[/COLOR][/B] swaps meshes 14 to 22 [B]23 - Put away sword [/B][B][COLOR="Red"]HARDCODED[/COLOR][/B] swaps meshes 14 to 22 24 - Roll to the right p1 25 - Roll to the right p2 26 - Roll to the right p3 27 - Roll to Crouch p1 28 - Roll to Crouch p2 [B]29 - Crouch[/B] [COLOR="Red"][B]HARDCODED[/B][/COLOR] Baddy will freeze over uzi ammo if anim_command for this animation is not present 30 - Crouch→Stand 31 - Still→Walk?? 32 - Walking 33 - Walk→Run 34 - Raise gun [B]35 - Aim gun[/B] [B][COLOR="Red"]HARDCODED[/COLOR][/B] Mesh 9 will rotate to follow Lara - make sure your custom enemy has gun-wielding arm arranged properly 36 - Shoot 37 - Lower gun 38 - Attack 1 [B]39 - Crouch pickup[/B] [B][COLOR="Red"]HARDCODED[/COLOR][/B] Baddy will freeze over uzi ammo if anim_command for this animation is not present 40 - Still→crouch 41 - Attack_2 (→42) 42 - Combo link → 44 (frame 12) 43 - Return to Still (from Attack_2) 44 - Combo Attack (from Attack 2) [B]45 - Die (→ 70 Dead)[/B] [B][COLOR="Red"]HARDCODED[/COLOR][/B] will slide continuously unless it transitions to anim70 for final frame 46 - Walk Attack 47 - Jump Left P1 48 - Jump Left P2 49 - Jump Left P311 50 - Jump Left P4 51 - Run to Walk 52 - Sword Expand→ too Anim_7 (not used??)* 53 - Still transition (link between frames→Still) 54 - Walk→Still 55 - Take Off For Standing Jump 56 - Standing Jump Part 1 57 - Standing Jump Part 2 58 - Jump (in process) 59 - Falling part 1 (→61) 60 - Falling part 2 [B][COLOR="Red"]HARDCODED?[/COLOR][/B] Gravity may be hardcoded - judging by the death anim - he may fall endlessly without command for stateID37 to detect death 61 - Fall→Die 62 - Climb 4 Clicks 63 - Climb 3 Clicks 64 - Climb 2 Clicks 65 - Drop 4 Clicks 66 - Drop 3 Clicks 67 - Run Jump→58 [B]68 - Stunned By Flash Grendade[/B] [B][COLOR="Red"]HARDCODED?[/COLOR][/B] Again, not sure if it's the anim_slot or stateID itself but baddy will freeze when flashgrenades are used 69 - Stunned→Still [B]70 - Dead[/B] [B][COLOR="Red"]HARDCODED?[/COLOR][/B] This must be the last frame of death from anim45 [U][COLOR="Blue"]STATE_ID[/COLOR][/U] 00 - Still 01 - Walk 02 - Run 04 - Raise Sword* 05 - [I][SIZE="1"]Not used[/SIZE][/I] 06 - Sword Expand* 07 - [I][SIZE="1"]Not used[/SIZE][/I] 08 - Block Bullets* 09 - Sword Retract* 10 - Draw Gun 11 - Holster Gun 12 - Draw sword 13 - Holster sword 14 - Shoot 15 - Attack 1 16 - Attack 2 17 - Attack 3 (from attack2) 18 - Jump to Monkey Swing 19 - Still on Monkey Swing 20 - Monkey swing 21 - Aim/Shoot on monkey bars 22 - Drop from monkey swing 23 - Roll right 24 - Jump Left 25 - Still→crouch 26 - Crouch 27 - Crouch pickup 28 - Crouch→Stand Still 29 - Walk and attack 30 - Sommersault forwards 31 - Aim 32 - Die/Dead 33 - Standing Jump 34 - Jumping (in air) 35 - Falling part 1 36 - Falling part 2 37 - Fall→Die 38 - Run Jump 39 - Climb 4 Clicks 40 - Climb 3 Clicks 41 - Climb 2 Clicks 42 - Drop 4 Clicks 43 - Drop 3 Clicks 44 - Stunned ---------------------------------------------------------------------------------- [U]DOG[/U] 00 - Sit 01 - Rise 02 - Still → Walk 03 - Walk 04 - Walk→Slink 05 - Slink 06 - Slink→Run 07 - Run 08 - Still (TRANSITION) 09 - Running Attack 10 - Crouch→Slink?? 11 - Slink→Crouch (Part1) 12 - Slink→Crouch (Part2) 13 - Crouch→Run 14 - Crouch 15 - Run→Crouch 16 - Howl (from crouch) 17 - Still→Crouch 18 - Turn while running→Run 19 - Walk→Still 20 - Die 1 (fall on side) 21 - Die 2 (spin 180) 22 - Die 3 (backflip -- death by shotgun?) 23 - Bite (while crouched) 24 - Crouch→Still [U][COLOR="Blue"]STATE_ID[/COLOR][/U] 01 - Still 02 - Walk 03 - Run 04 - [I][SIZE="1"]Not used[/SIZE][/I] 05 - Slink 06 - Jump Attack 07 - Howl 08 - Sit 09 - Crouch 10 - Turn while running 11 - Die (for all death animation) 12 - Bite while Crouched ---------------------------------------------------------------------------------- [U]DEMIGOD SLOTS[/U] [SIZE="1"]note : the demigods all share the same list of animations but will only perform the animations appropriate for their slot.[/SIZE] 00 - Still 01 - Walk 02 - Run 03 - Raise Staff 04 - Attack 1 05 - Lower Staff 06 - Demigod_2 Raise Staff 07 - Demigod_2 Aim Staff 08 - Demigod_2 Shoot 09 - Demigod-2 Lower staff 10 - Run→Walk 11 - Walk→Run [B]12 - Die[/B] [COLOR="Red"][B]HARDCODED[/B][/COLOR] 13 - Still→Run 14 - Walk→Still 15 - Demigod_3 Raise Staff 2 16 - Demigod_3 Blast 17 - Demigod_3 Lower Staff→Still 18 - Demigod_3 Still→Crouch 19 - Demigod_3 Crouching Attack (Blast) 20 - Demigod_3 Crouch→Still 21 - Demigod_3 Crouch 22 - Demigod_1 Crouch 23 - Demigod_1 Slam Hammer (from 22) 24 - Demigod_1 Crouch 25 - Demigod_1 Crouch → Still 26 - Run→Still [B]27 - Die 2 [/B](blown backwards -- death by shotgun?)[COLOR="Red"][B]HARDCODED?[/B][/COLOR] [COLOR="Blue"][U]STATE IDs[/U][/COLOR] 00 - Still 01 - Walk 02 - Run 03 - Demigod_2 Aim Staff 04 - Demigod_2 Blast 05 - Raise Staff (Demigod 1&2) 06 - Ariel Blast (Demigod 1&2) 07 - Lower Staff (Demigod 1&2) 08 - Die 09 - Demigod_3 Raise Staff 10 - Demigod_3 Strong Blast 11 - Demigod_3 Crouch 12 - Demigod_3 Crouching Attack (Blast) 13 - Demigod_1 Crouch with Hammer 14 - Demigod_1 Slam Hammer 15 - Die 2 ---------------------------------------------------------------------------------- [U] SCORPION* AND SMALL SCORPION[/U] 00 - Walk 01 - Scuttle (faster than walk) 02 - Still 03 - Pincher Attack 04 - Tail Attack 05 - Die 06 - Pick up Lara and Toss Away* 07 - Picked up Troop (→ 06 Toss away)* [U][COLOR="Blue"]STATE_ID[/COLOR][/U] 00 - [I][SIZE="1"]Not used[/SIZE][/I] 01 - Still 02 - Walk 03 - Scuttle 04 - Pincher 05 - Tail Attack 06 - Die 07 - Kill Lara 08 - Picked up Troop ---------------------------------------------------------------------------------- [U] SAS and TROOP[/U] [SIZE="1"]*note the first 23anims are common to both enemy -- the remaining anims are a bit different in order but share common stateIds[/SIZE] 00 - Walk 01 - Run 02 - Shoot (while standing - single shot) 03 - Aim (while standing) 04 - Walk→18 05 - Run→Still (-- see anim12) 06 - Walk and shoot 07 - Still→Aim 08 - Walk and shoot→ Walk 09 - Walk to Run 10 - Still → Stand Down (--see anim14) 11 - Still → Walk 12 - Still (weapon in hand, ready to fire) 13 - Stand Down → Still 14 - Stand Down (relaxed, weapon lowered/hand on hips) 15 - Stand Down → Shoot 16 - Still → Walk 17 - Walk → Stand still 18 - Walk & shoot → walk 19 - Die 20 - Still → Shoot Stance 21 - Shooting Stance (more accurate, burst fire) 22 - Shooting Stance → Still [U]SAS[/U] 23 - SAS Load grenade (from shooting stance1) 24 - Fire grenande (from 23) 25 - Still → Kneeling Stance 26 - Kneel Stance Shooting (rapid fire, most accurate) 27 - Kneeling → Still 28 - Stunned (by flash grenade) 29 - Stunned → Still [U]TROOP[/U] 23 - TROOP Picked up by Scorpion and Tossed Away 24 - Still → Kneeling Stance 25 - Kneel Stance Shooting (rapid fire, most accurate) 26 - Kneeling → Still 27 - Held by Scorpion (killing him → anim23) 28 - Stunned (by flash grenade) 29 - Stunned → Still [U][COLOR="Blue"]STATE_ID[/COLOR][/U] 00 - not used 01 - Standing Still 02 - Walk 03 - Run 04 - Stand Down 05 - Standing Shoot (single shot) 06 - Walking Shoot 07 - Die 08 - Aim from Standing 09 - Transition Walking/Walking Shoot (?) 10 - Transition Shooting Stance 11 - Shooting Stance 12 - Still → Kneel 13 - Shoot while kneeling 14 - Kneel → Still 15 - SAS Load Grenade 15 - TROOP - Picked Up By Scorpion 16 - SAS Fire Grendade 16 - TROOP - Held by Scorpion 17 - Stunned ---------------------------------------------------------------------------------- I will add more later. |
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