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Old 22-03-16, 01:37   #1
disapearing-boy
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Join Date: Oct 2006
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Post 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 here. 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. All enemies are from the original TR4 unless specified.

And remember, the stateIds don't actually tell the enemy what to do -- only how 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.

Some basic observations:

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 basic 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.

----------------------------------------------------------------------------------

BADDY 1 & 2*
*note - these marked animations are used for Baddy_2 only, Baddy_1 will not recognise the StateIds.

00 - Run
01 - Run→Still (part 1)
02 - Run→Still (part 2)
03 - Sommersault (→04)*
04 - Land Sommersault*
05 - Raise Sword to Block*
06 - Not used
07 - Not used
08 - Block Bullets* HARDCODED Baddy2 is temporarily invincible even without the animation
09 - Jump to Monkey Bars HARDCODED? - 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
16 - Aim Gun on Monkey Swing→Monkey Swing (idle) HARDCODED Mesh 9 (arm) will rotate to follow Lara
17 - Sword retracts (→19)*
18 - Still
19 - Lower Block (→Still)*
20 - Draw Gun HARDCODED swaps mesh11
21 - Holster Gun HARDCODED swaps mesh11
22 - Draw Sword HARDCODED swaps meshes 14 to 22
23 - Put away sword HARDCODED 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
29 - Crouch HARDCODED 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
35 - Aim gun HARDCODED 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
39 - Crouch pickup HARDCODED 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)
45 - Die (→ 70 Dead) HARDCODED 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 HARDCODED? 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
68 - Stunned By Flash Grendade HARDCODED? Again, not sure if it's the anim_slot or stateID itself but baddy will freeze when flashgrenades are used
69 - Stunned→Still
70 - Dead HARDCODED? This must be the last frame of death from anim45

STATE_ID
00 - Still
01 - Walk
02 - Run
04 - Raise Sword*
05 - Not used
06 - Sword Expand*
07 - Not used
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


----------------------------------------------------------------------------------

DOG

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


STATE_ID
01 - Still
02 - Walk
03 - Run
04 - Not used
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

----------------------------------------------------------------------------------

DEMIGOD SLOTS
note : the demigods all share the same list of animations but will only perform the animations appropriate for their slot.

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
12 - Die HARDCODED
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
27 - Die 2 (blown backwards -- death by shotgun?)HARDCODED?

STATE IDs
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


----------------------------------------------------------------------------------


SCORPION* AND SMALL SCORPION


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)*

STATE_ID
00 - Not used
01 - Still
02 - Walk
03 - Scuttle
04 - Pincher
05 - Tail Attack
06 - Die
07 - Kill Lara
08 - Picked up Troop

----------------------------------------------------------------------------------


SAS and TROOP

*note the first 23anims are common to both enemy -- the remaining anims are a bit different in order but share common stateIds

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

SAS
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

TROOP
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

STATE_ID
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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Last edited by disapearing-boy; 22-03-16 at 01:39.
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