thanks MK83-
So busy weekend with family and other stuff but managed to convert the "tf341_anim_viewer" FPI program for the T341 models in FPSC classic and made some small adjustments to get it working with LUA.
Updated the program to also include the original "DESC" FPI description+some other small fixes/improvements.
If you want to use the code below, you will need to make sure you have the sound file installed or swap it with another one of your choice. It's just a click sound.
Changed the FPGC-- commands to use the TEXT LUA command at the moment.
--[[ LUA Script converted from FPSC to GameGuru by M.Fowler (c) 2017
Original FPI file can be found under:
C:\Program Files (x86)\The Game Creators\FPS Creator\Files\scriptbank\341\TF341_anim_viewer.fpi
]]
--[[ desc = anim viewer ]]
local state = 0 ;
local anim =0;
function tf341_anim_viewer_init(e)
sound1loaded = 0 ;
g_Entity[e]['frame']=0
setAnimation(anim)
SetAnimationFrame(e,GetEntityAnimationStart( e, anim ))
end
function tf341_anim_viewer_main(e)
if state == 0 then
anim = 1
end
if state == 0 then
--HUDRESET
--HUDX = 50
--HUDY = 90
--HUDTEXT = [PgUp] / [PgDn]
Text(50,90,1,"[PgUp] / [PgDn]")
--HUDNAME = ANIMprompt
--HUDHIDE = 1
--display = CreateSprite(myImage)
end
RotateY(e,8)
--SetAnimation(anim)
--PlayAnimation(e)
--FPGCRAWTEXTSIZE = 24
--FPGCRAWTEXTFONT = verdana
--FPGCRAWTEXTX = 50
--FPGCRAWTEXTY = 85
if state == 1 and GetKeyState(201)==1 then
StopAnimation(e)
anim = anim + 1
if sound1loaded==0 then LoadGlobalSound("audiobank\\switches\\click.wav",1) ; end;
PlayGlobalSound(1)
SetAnimation(anim)
SetAnimationFrames(GetEntityAnimationStart( e, anim ),GetEntityAnimationFinish( e, anim ))
LoopAnimation(e)
state = 2
end
if state == 1 and GetKeyState(209)==1 then
StopAnimation(e)
anim = anim - 1
PlayGlobalSound(1)
SetAnimation(anim)
SetAnimationFrames(GetEntityAnimationStart( e, anim ),GetEntityAnimationFinish( e, anim ))
LoopAnimation(e)
state = 3
end
if state == 3 and anim == -1 then
anim = 149
end
if anim == 0 then
Text(50,85,1,"anim0 Spawn")
end
if anim == 1 then
Text(50,85,1,"anim1 Aimed Idle")
end
if anim == 2 then
Text(50,85,1,"anim2 Aimed Move Slow")
end
if anim == 3 then
Text(50,85,1,"anim3 Strafe Left")
end
if anim == 4 then
Text(50,85,1,"anim4 Strafe Right")
end
if anim == 5 then
Text(50,85,1,"anim5 Aimed Move Fast")
end
if anim == 6 then
Text(50,85,1,"anim6 Throw / Reload")
end
if anim == 7 then
Text(50,85,1,"anim7 Climb")
end
if anim == 8 then
Text(50,85,1,"anim8 MELEE PUNCH / STRIKE1")
end
if anim == 9 then
Text(50,85,1,"anim9 MELEE UPPERCUT / STRIKE2")
end
if anim == 10 then
Text(50,85,1,"anim10 N/A")
end
if state == 2 and anim == 10 then
anim = 11
end
if state == 3 and anim == 10 then
anim = 9
end
if anim == 11 then
Text(50,85,1,"anim11 Impact Front")
end
if anim == 12 then
Text(50,85,1,"anim12 Bounce Front")
end
if anim == 13 then
Text(50,85,1,"anim13 Get Up Front")
end
if anim == 14 then
Text(50,85,1,"anim14 Impact Back")
end
if anim == 15 then
Text(50,85,1,"anim15 Bounce Back")
end
if anim == 16 then
Text(50,85,1,"anim16 Get Up Back")
end
if anim == 17 then
Text(50,85,1,"anim17 Impact Left")
end
if anim == 18 then
Text(50,85,1,"anim18 Bounce Left")
end
if anim == 19 then
Text(50,85,1,"anim19 N/A")
end
if state == 2 and anim == 19 then
anim = 20
end
if state == 3 and anim == 19 then
anim = 18
end
if anim == 20 then
Text(50,85,1,"anim20 Impact Right")
end
if anim == 21 then
Text(50,85,1,"anim21 Bounce Right")
end
if anim == 22 then
Text(50,85,1,"anim22 N/A")
end
if state == 2 and anim == 22 then
anim = 23
end
if state == 3 and anim == 22 then
anim = 21
end
if anim == 23 then
Text(50,85,1,"anim23 MELEE KICK")
end
if anim == 24 then
Text(50,85,1,"anim24 TRANSITION CROUCH")
end
if anim == 25 then
Text(50,85,1,"anim25 TRANSITION STAND")
end
if anim == 26 then
Text(50,85,1,"anim26 MELEE STAND DEFEND / STAND COCK")
end
if anim == 27 then
Text(50,85,1,"anim27 MELEE STAND LEFT PUNCH / STAND RECOIL SEMI")
end
if anim == 28 then
Text(50,85,1,"anim28 SHIELD BACKHAND / STAND RECOIL BURST")
end
if anim == 29 then
Text(50,85,1,"anim29 MELEE STAND AIM DOWN ")
end
if anim == 30 then
Text(50,85,1,"anim30 MELEE STAND AIM UP")
end
if anim == 31 then
Text(50,85,1,"anim31 Crouched Idle")
end
if anim == 32 then
Text(50,85,1,"anim32 Crouched Move")
end
if anim == 33 then
Text(50,85,1,"anim33 STACK IDLE")
end
if anim == 34 then
Text(50,85,1,"anim34 STACK MOVE SLOW")
end
if anim == 35 then
Text(50,85,1,"anim35 SHIELD CROUCH ADVANCE")
end
if anim == 36 then
Text(50,85,1,"anim36 Crouched Throw / Crouched Reload")
end
if anim == 37 then
Text(50,85,1,"anim37 MELEE DEFEND IDLE / CROUCH COCK")
end
if anim == 38 then
Text(50,85,1,"anim38 SHIELD CROUCH IDLE / CROUCH RECOIL SEMI")
end
if anim == 39 then
Text(50,85,1,"anim39 SHIELD CROUCH IDLE 2 / CROUCH RECOIL BURST")
end
if anim == 40 then
Text(50,85,1,"anim40 GUARD MOVE FAST")
end
if anim == 41 then
Text(50,85,1,"anim41 N/A")
end
if state == 2 and anim == 41 then
anim = 42
end
if state == 3 and anim == 41 then
anim = 40
end
if anim == 42 then
Text(50,85,1,"anim42 Recover Back")
end
if anim == 43 then
Text(50,85,1,"anim43 Recover Face")
end
if anim == 44 then
Text(50,85,1,"anim44 FLINCH GUT")
end
if anim == 45 then
Text(50,85,1,"anim45 FLINCH LEFT")
end
if anim == 46 then
Text(50,85,1,"anim46 FLINCH RIGHT")
end
if anim == 47 then
Text(50,85,1,"anim47 JUMP")
end
if anim == 48 then
Text(50,85,1,"anim48 GUARD IDLE")
end
if anim == 49 then
Text(50,85,1,"anim49 GUARD MOVE SLOW")
end
if anim == 50 then
anim = 100
end
if anim == 50 then
Text(50,85,1,"anim50 Weapon Spawn")
end
if anim == 51 then
Text(50,85,1,"anim51 Weapon Idle")
end
if anim == 52 then
Text(50,85,1,"anim52 Weapon Aimed Move Slow")
end
if anim == 53 then
Text(50,85,1,"anim53 Weapon Strafe Left")
end
if anim == 54 then
Text(50,85,1,"anim54 Weapon Strafe Right")
end
if anim == 55 then
Text(50,85,1,"anim55 Weapon Aimed Move Fast")
end
if anim == 56 then
Text(50,85,1,"anim56 Weapon Reload")
end
if anim == 57 then
Text(50,85,1,"anim57 Weapon Climb")
end
if anim == 58 then
Text(50,85,1,"anim58 Weapon Melee 1")
end
if anim == 59 then
Text(50,85,1,"anim59 Weapon Melee 2")
end
if anim == 60 then
Text(50,85,1,"anim60 N/A")
end
if anim == 61 then
Text(50,85,1,"anim61 Weapon Impact Front")
end
if anim == 62 then
Text(50,85,1,"anim62 Weapon Bounce Front")
end
if anim == 63 then
Text(50,85,1,"anim63 Weapon Get Up Front")
end
if anim == 64 then
Text(50,85,1,"anim64 Weapon impact Back")
end
if anim == 65 then
Text(50,85,1,"anim65 Weapon Bounce Back")
end
if anim == 66 then
Text(50,85,1,"anim66 Weapon Get Up Back")
end
if anim == 67 then
Text(50,85,1,"anim67 Weapon impact Left")
end
if anim == 68 then
Text(50,85,1,"anim68 Weapon Bounce Left")
end
if anim == 69 then
Text(50,85,1,"anim69 N/A")
end
if anim == 70 then
Text(50,85,1,"anim70 Weapon Impact Right")
end
if anim == 71 then
Text(50,85,1,"anim71 Weapon Bounce Right")
end
if anim == 72 then
Text(50,85,1,"anim72 N/A")
end
if anim == 73 then
Text(50,85,1,"anim73 Weapon MELEE KICK")
end
if anim == 74 then
Text(50,85,1,"anim74 Weapon TRANSITION CROUCH")
end
if anim == 75 then
Text(50,85,1,"anim75 Weapon TRANSITIONSTAND")
end
if anim == 76 then
Text(50,85,1,"anim76 Weapon STAND COCK")
end
if anim == 77 then
Text(50,85,1,"anim77 Weapon STAND RECOIL SEMI")
end
if anim == 78 then
Text(50,85,1,"anim78 Weapon STAND RECOIL BURST")
end
if anim == 79 then
Text(50,85,1,"anim79 Weapon STAND AIM DOWN")
end
if anim == 80 then
Text(50,85,1,"anim80 Weapon STAND AIM UP")
end
if anim == 81 then
Text(50,85,1,"anim81 Weapon Crouched Idle")
end
if anim == 82 then
Text(50,85,1,"anim82 Weapon Crouched Move (same)")
end
if anim == 83 then
Text(50,85,1,"anim83 Weapon STACK IDLE")
end
if anim == 84 then
Text(50,85,1,"anim84 Weapon STACK MOVE SLOW")
end
if anim == 85 then
Text(50,85,1,"anim85 Weapon Crouched Move (same)")
end
if anim == 86 then
Text(50,85,1,"anim86 Weapon Crouched Reload")
end
if anim == 87 then
Text(50,85,1,"anim87 Weapon CROUCH COCK")
end
if anim == 88 then
Text(50,85,1,"anim88 Weapon CROUCH RECOIL SEMI")
end
if anim == 89 then
Text(50,85,1,"anim89 Weapon CROUCH RECOIL BURST")
end
if anim == 90 then
Text(50,85,1,"anim90 Weapon GUARD MOVE FAST")
end
if anim == 91 then
Text(50,85,1,"anim91 N/A")
end
if anim == 92 then
Text(50,85,1,"anim92 Weapon Recover Back")
end
if anim == 93 then
Text(50,85,1,"anim93 Weapon Recover Face")
end
if anim == 94 then
Text(50,85,1,"anim94 Weapon FLINCH GUT")
end
if anim == 95 then
Text(50,85,1,"anim95 Weapon FLINCH LEFT")
end
if anim == 96 then
Text(50,85,1,"anim96 Weapon FLINCH RIGHT")
end
if anim == 97 then
Text(50,85,1,"anim97 Weapon JUMP ")
end
if anim == 98 then
Text(50,85,1,"anim98 Weapon GUARD IDLE")
end
if anim == 99 then
Text(50,85,1,"anim99 Weapon GUARD MOVE SLOW")
end
if anim == 99 then
anim = 49
end
if anim == 100 then
Text(50,85,1,"anim100 TALK NEUTRAL 1")
end
if anim == 101 then
Text(50,85,1,"anim101 TALK NEUTRAL 2")
end
if anim == 102 then
Text(50,85,1,"anim102 TALK RADIO PTT START")
end
if anim == 103 then
Text(50,85,1,"anim103 TALK RADIO PTT IDLE")
end
if anim == 104 then
Text(50,85,1,"anim104 TALK RADIO PTT LOOP")
end
if anim == 105 then
Text(50,85,1,"anim105 TALK RADIO PTT END")
end
if anim == 106 then
Text(50,85,1,"anim106 TALK RADIO PTT FULL")
end
if anim == 107 then
Text(50,85,1,"anim107 N/A")
end
if state == 2 and anim == 107 then
anim = 108
end
if state == 3 and anim == 107 then
anim = 106
--RESETHEAD
end
if anim == 108 then
Text(50,85,1,"anim108 GROUND SLUMP IDLE")
end
if anim == 108 and RANDOM(15)==1 then
--ROTATEHEADRANDOM = 60
end
if anim == 109 then
Text(50,85,1,"anim109 GROUND SLUMP GET UP")
--RESETHEAD
end
if anim == 110 then
Text(50,85,1,"anim110 MELEE SWORD SLASH")
end
if anim == 111 then
Text(50,85,1,"anim111 MELEE SWORD STAB")
end
if anim == 112 then
Text(50,85,1,"anim112 MELEE SWORD RIPOSTE")
end
if anim == 113 then
Text(50,85,1,"anim113 MELEE SWORD PARRY")
end
if anim == 114 then
Text(50,85,1,"anim114 MELEE AXE CHOP")
end
if anim == 115 then
Text(50,85,1,"anim115 N/A")
end
if state == 2 and anim == 115 then
anim = 116
end
if state == 3 and anim == 115 then
anim = 114
end
if anim == 116 then
Text(50,85,1,"anim116 SHIELD TRANSITION")
end
if anim == 117 then
Text(50,85,1,"anim117 N/A")
end
if state == 2 and anim == 117 then
anim = 118
end
if state == 3 and anim == 117 then
anim = 116
end
if anim == 118 then
Text(50,85,1,"anim118 SHIELD IDLE")
end
if anim == 119 then
Text(50,85,1,"anim119 SHIELD FLINCH")
end
if anim == 120 then
Text(50,85,1,"anim120 SHIELD ADVANCE")
end
if anim == 121 then
Text(50,85,1,"anim121 SHIELD THROW NADE")
end
if anim == 122 then
Text(50,85,1,"anim122 N/A")
end
if state == 2 and anim == 122 then
anim = 123
end
if state == 3 and anim == 122 then
anim = 121
end
if anim == 123 then
Text(50,85,1,"anim123 SIT CHAIR DIE")
end
if anim == 124 then
Text(50,85,1,"anim124 SIT CHAIR FLINCH 1")
end
if anim == 125 then
Text(50,85,1,"anim125 SIT CHAIR FLINCH 2")
end
if anim == 126 then
Text(50,85,1,"anim126 N/A")
end
if anim == 127 then
Text(50,85,1,"anim127 N/A")
end
if anim == 128 then
Text(50,85,1,"anim128 N/A")
end
if anim == 129 then
Text(50,85,1,"anim129 N/A")
end
if anim == 130 then
Text(50,85,1,"anim130 N/A")
end
if state == 2 and anim == 126 then
anim = 132
end
if state == 3 and anim == 130 then
anim = 125
end
if anim == 131 then
Text(50,85,1,"anim131 COWER TO")
end
if anim == 132 then
Text(50,85,1,"anim132 COWER IDLE")
end
if anim == 133 then
Text(50,85,1,"anim133 COWER FLINCH")
end
if anim == 134 then
Text(50,85,1,"anim134 COWER FROM")
end
if anim == 135 then
Text(50,85,1,"anim135 SIT CHAIR STAND-UP")
end
if anim == 136 then
Text(50,85,1,"anim136 SIT CHAIR SIT-DOWN")
end
if anim == 137 then
Text(50,85,1,"anim137 SIT CHAIR")
end
if anim == 138 then
Text(50,85,1,"anim138 SIT CHAIR KBD")
end
if anim == 139 then
Text(50,85,1,"anim139 SIT CHAIR KBD TYPE")
end
if anim == 140 then
Text(50,85,1,"anim140 FEMALE WALK")
end
if anim == 141 then
Text(50,85,1,"anim141 FEMALE IDLE")
end
if anim == 142 then
Text(50,85,1,"anim142 FEMALE IDLE 2")
end
if anim == 143 then
Text(50,85,1,"anim143 N/A")
end
if anim == 144 then
Text(50,85,1,"anim144 N/A")
end
if anim == 145 then
Text(50,85,1,"anim145 N/A")
end
if anim == 146 then
Text(50,85,1,"anim146 N/A")
end
if anim == 147 then
Text(50,85,1,"anim147 N/A")
end
if state == 2 and anim == 143 then
anim = 148
end
if state == 3 and anim == 147 then
anim = 142
end
if anim == 148 then
Text(50,85,1,"anim148 DANCEN1")
end
if anim == 149 then
Text(50,85,1,"anim149 DANCEN2")
end
if anim == 150 then
anim = 0
end
if anim == 150 then
Text(50,85,1,"anim150 Weapon TALK NEUTRAL1")
end
if anim == 151 then
Text(50,85,1,"anim151 Weapon TALK NEUTRAL2 (same)")
end
if anim == 152 then
Text(50,85,1,"anim152 TALK RADIO PTT START")
end
if anim == 153 then
Text(50,85,1,"anim153 TALK RADIO PTT IDLE")
end
if anim == 154 then
Text(50,85,1,"anim154 Weapon TALK RADIO PTT LOOP")
end
if anim == 155 then
Text(50,85,1,"anim155 Weapon TALK RADIO PTT END")
end
if anim == 156 then
Text(50,85,1,"anim156 Weapon TALK RADIO PTT FULL")
end
if state == 0 then
--HUDSHOW = ANIMprompt
state = 1
--SetAnimation(e,anim)
end
if state == 2 and GetKeyState(201)==0 then
--SetAnimation(e,anim)
state = 1
end
if state == 3 and GetKeyState(209)==0 then
--SetAnimation(e,anim)
state = 1
end
PromptLocal (e,'state=' .. state .. ' anim=' .. anim )
end
function tf341_anim_viewer_exit(e)
end
--FPSC legacy conditional command->RANDOM
function RANDOM(val1)
if math.random(val1)>0 then
return 0
else
return 1
end
end
--*** ALL FPSC CONDITION/ACTION KEYWORDS CONVERTED :-) ***
If you want to compare against the original FPI, here it is below:
;//Artificial Intelligence Script
;//TF341 debug/QA script by EAI - assign to main AI with standard appear1 (NON-DAI). Req. FPSC x9 v1.18
;//Assign to TF341 character to easily view animation playback and see the corresponding anim reference number for scripting.
;//KNOWN ISSUES: To view anim #0, you must first go up to anim1 then back down to anim0. DO NOT load multiple characters running this script!
;//Header
desc = anim viewer
:state=0:dimlocalvar=anim,setvar=anim 1
:state=0:hudreset,hudx=50,hudy=90,hudtext=[PgUp] / [PgDn] = NEXT / PREV. Animation,hudname=ANIMprompt,hudhide=1,hudmake=display
::rotatey=2
;//:state=1:incframe=%anim
;//:state=1,animationover=%anim:setframe=%anim,incframe=%anim
::animate=%anim
::fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextx=50,fpgcrawtexty=85
:state=1,keypressed=201 1:state=2,addvar=anim 1,sound=audiobank\switches\click.wav
:state=1,keypressed=209 1:state=3,subvar=anim 1,sound=audiobank\switches\click.wav
:state=3,varequal=anim -1:setvar=anim 149
:varequal=anim 0:fpgcrawtext=anim0 Spawn
:varequal=anim 1:fpgcrawtext=anim1 Aimed Idle
:varequal=anim 2:fpgcrawtext=anim2 Aimed Move Slow
:varequal=anim 3:fpgcrawtext=anim3 Strafe Left
:varequal=anim 4:fpgcrawtext=anim4 Strafe Right
:varequal=anim 5:fpgcrawtext=anim5 Aimed Move Fast
:varequal=anim 6:fpgcrawtext=anim6 Throw / Reload
:varequal=anim 7:fpgcrawtext=anim7 Climb
:varequal=anim 8:fpgcrawtext=anim8 MELEE PUNCH / STRIKE1
:varequal=anim 9:fpgcrawtext=anim9 MELEE UPPERCUT / STRIKE2
:varequal=anim 10:fpgcrawtext=anim10 N/A
:state=2,varequal=anim 10:setvar=anim 11
:state=3,varequal=anim 10:setvar=anim 9
:varequal=anim 11:fpgcrawtext=anim11 Impact Front
:varequal=anim 12:fpgcrawtext=anim12 Bounce Front
:varequal=anim 13:fpgcrawtext=anim13 Get Up Front
:varequal=anim 14:fpgcrawtext=anim14 Impact Back
:varequal=anim 15:fpgcrawtext=anim15 Bounce Back
:varequal=anim 16:fpgcrawtext=anim16 Get Up Back
:varequal=anim 17:fpgcrawtext=anim17 Impact Left
:varequal=anim 18:fpgcrawtext=anim18 Bounce Left
:varequal=anim 19:fpgcrawtext=anim19 N/A
:state=2,varequal=anim 19:setvar=anim 20
:state=3,varequal=anim 19:setvar=anim 18
:varequal=anim 20:fpgcrawtext=anim20 Impact Right
:varequal=anim 21:fpgcrawtext=anim21 Bounce Right
:varequal=anim 22:fpgcrawtext=anim22 N/A
:state=2,varequal=anim 22:setvar=anim 23
:state=3,varequal=anim 22:setvar=anim 21
:varequal=anim 23:fpgcrawtext=anim23 MELEE KICK
:varequal=anim 24:fpgcrawtext=anim24 TRANSITION CROUCH
:varequal=anim 25:fpgcrawtext=anim25 TRANSITION STAND
:varequal=anim 26:fpgcrawtext=anim26 MELEE STAND DEFEND / STAND COCK
:varequal=anim 27:fpgcrawtext=anim27 MELEE STAND LEFT PUNCH / STAND RECOIL SEMI
:varequal=anim 28:fpgcrawtext=anim28 SHIELD BACKHAND / STAND RECOIL BURST
:varequal=anim 29:fpgcrawtext=anim29 MELEE STAND AIM DOWN
:varequal=anim 30:fpgcrawtext=anim30 MELEE STAND AIM UP
:varequal=anim 31:fpgcrawtext=anim31 Crouched Idle
:varequal=anim 32:fpgcrawtext=anim32 Crouched Move
:varequal=anim 33:fpgcrawtext=anim33 STACK IDLE
:varequal=anim 34:fpgcrawtext=anim34 STACK MOVE SLOW
:varequal=anim 35:fpgcrawtext=anim35 SHIELD CROUCH ADVANCE
:varequal=anim 36:fpgcrawtext=anim36 Crouched Throw / Crouched Reload
:varequal=anim 37:fpgcrawtext=anim37 MELEE DEFEND IDLE / CROUCH COCK
:varequal=anim 38:fpgcrawtext=anim38 SHIELD CROUCH IDLE / CROUCH RECOIL SEMI
:varequal=anim 39:fpgcrawtext=anim39 SHIELD CROUCH IDLE 2 / CROUCH RECOIL BURST
:varequal=anim 40:fpgcrawtext=anim40 GUARD MOVE FAST
:varequal=anim 41:fpgcrawtext=anim41 N/A
:state=2,varequal=anim 41:setvar=anim 42
:state=3,varequal=anim 41:setvar=anim 40
:varequal=anim 42:fpgcrawtext=anim42 Recover Back
:varequal=anim 43:fpgcrawtext=anim43 Recover Face
:varequal=anim 44:fpgcrawtext=anim44 FLINCH GUT
:varequal=anim 45:fpgcrawtext=anim45 FLINCH LEFT
:varequal=anim 46:fpgcrawtext=anim46 FLINCH RIGHT
:varequal=anim 47:fpgcrawtext=anim47 JUMP
:varequal=anim 48:fpgcrawtext=anim48 GUARD IDLE
:varequal=anim 49:fpgcrawtext=anim49 GUARD MOVE SLOW
:varequal=anim 50:setvar=anim 100
:varequal=anim 50:fpgcrawtext=anim50 Weapon Spawn
:varequal=anim 51:fpgcrawtext=anim51 Weapon Idle
:varequal=anim 52:fpgcrawtext=anim52 Weapon Aimed Move Slow
:varequal=anim 53:fpgcrawtext=anim53 Weapon Strafe Left
:varequal=anim 54:fpgcrawtext=anim54 Weapon Strafe Right
:varequal=anim 55:fpgcrawtext=anim55 Weapon Aimed Move Fast
:varequal=anim 56:fpgcrawtext=anim56 Weapon Reload
:varequal=anim 57:fpgcrawtext=anim57 Weapon Climb
:varequal=anim 58:fpgcrawtext=anim58 Weapon Melee 1
:varequal=anim 59:fpgcrawtext=anim59 Weapon Melee 2
:varequal=anim 60:fpgcrawtext=anim60 N/A
:varequal=anim 61:fpgcrawtext=anim61 Weapon Impact Front
:varequal=anim 62:fpgcrawtext=anim62 Weapon Bounce Front
:varequal=anim 63:fpgcrawtext=anim63 Weapon Get Up Front
:varequal=anim 64:fpgcrawtext=anim64 Weapon impact Back
:varequal=anim 65:fpgcrawtext=anim65 Weapon Bounce Back
:varequal=anim 66:fpgcrawtext=anim66 Weapon Get Up Back
:varequal=anim 67:fpgcrawtext=anim67 Weapon impact Left
:varequal=anim 68:fpgcrawtext=anim68 Weapon Bounce Left
:varequal=anim 69:fpgcrawtext=anim69 N/A
:varequal=anim 70:fpgcrawtext=anim70 Weapon Impact Right
:varequal=anim 71:fpgcrawtext=anim71 Weapon Bounce Right
:varequal=anim 72:fpgcrawtext=anim72 N/A
:varequal=anim 73:fpgcrawtext=anim73 Weapon MELEE KICK
:varequal=anim 74:fpgcrawtext=anim74 Weapon TRANSITION CROUCH
:varequal=anim 75:fpgcrawtext=anim75 Weapon TRANSITIONSTAND
:varequal=anim 76:fpgcrawtext=anim76 Weapon STAND COCK
:varequal=anim 77:fpgcrawtext=anim77 Weapon STAND RECOIL SEMI
:varequal=anim 78:fpgcrawtext=anim78 Weapon STAND RECOIL BURST
:varequal=anim 79:fpgcrawtext=anim79 Weapon STAND AIM DOWN
:varequal=anim 80:fpgcrawtext=anim80 Weapon STAND AIM UP
:varequal=anim 81:fpgcrawtext=anim81 Weapon Crouched Idle
:varequal=anim 82:fpgcrawtext=anim82 Weapon Crouched Move (same)
:varequal=anim 83:fpgcrawtext=anim83 Weapon STACK IDLE
:varequal=anim 84:fpgcrawtext=anim84 Weapon STACK MOVE SLOW
:varequal=anim 85:fpgcrawtext=anim85 Weapon Crouched Move (same)
:varequal=anim 86:fpgcrawtext=anim86 Weapon Crouched Reload
:varequal=anim 87:fpgcrawtext=anim87 Weapon CROUCH COCK
:varequal=anim 88:fpgcrawtext=anim88 Weapon CROUCH RECOIL SEMI
:varequal=anim 89:fpgcrawtext=anim89 Weapon CROUCH RECOIL BURST
:varequal=anim 90:fpgcrawtext=anim90 Weapon GUARD MOVE FAST
:varequal=anim 91:fpgcrawtext=anim91 N/A
:varequal=anim 92:fpgcrawtext=anim92 Weapon Recover Back
:varequal=anim 93:fpgcrawtext=anim93 Weapon Recover Face
:varequal=anim 94:fpgcrawtext=anim94 Weapon FLINCH GUT
:varequal=anim 95:fpgcrawtext=anim95 Weapon FLINCH LEFT
:varequal=anim 96:fpgcrawtext=anim96 Weapon FLINCH RIGHT
:varequal=anim 97:fpgcrawtext=anim97 Weapon JUMP
:varequal=anim 98:fpgcrawtext=anim98 Weapon GUARD IDLE
:varequal=anim 99:fpgcrawtext=anim99 Weapon GUARD MOVE SLOW
:varequal=anim 99:setvar=anim 49
:varequal=anim 100:fpgcrawtext=anim100 TALK NEUTRAL 1
:varequal=anim 101:fpgcrawtext=anim101 TALK NEUTRAL 2
:varequal=anim 102:fpgcrawtext=anim102 TALK RADIO PTT START
:varequal=anim 103:fpgcrawtext=anim103 TALK RADIO PTT IDLE
:varequal=anim 104:fpgcrawtext=anim104 TALK RADIO PTT LOOP
:varequal=anim 105:fpgcrawtext=anim105 TALK RADIO PTT END
:varequal=anim 106:fpgcrawtext=anim106 TALK RADIO PTT FULL
:varequal=anim 107:fpgcrawtext=anim107 N/A
:state=2,varequal=anim 107:setvar=anim 108
:state=3,varequal=anim 107:setvar=anim 106,resethead
:varequal=anim 108:fpgcrawtext=anim108 GROUND SLUMP IDLE
:varequal=anim 108,random=15:rotateheadrandom=60
:varequal=anim 109:fpgcrawtext=anim109 GROUND SLUMP GET UP,resethead
:varequal=anim 110:fpgcrawtext=anim110 MELEE SWORD SLASH
:varequal=anim 111:fpgcrawtext=anim111 MELEE SWORD STAB
:varequal=anim 112:fpgcrawtext=anim112 MELEE SWORD RIPOSTE
:varequal=anim 113:fpgcrawtext=anim113 MELEE SWORD PARRY
:varequal=anim 114:fpgcrawtext=anim114 MELEE AXE CHOP
:varequal=anim 115:fpgcrawtext=anim115 N/A
:state=2,varequal=anim 115:setvar=anim 116
:state=3,varequal=anim 115:setvar=anim 114
:varequal=anim 116:fpgcrawtext=anim116 SHIELD TRANSITION
:varequal=anim 117:fpgcrawtext=anim117 N/A
:state=2,varequal=anim 117:setvar=anim 118
:state=3,varequal=anim 117:setvar=anim 116
:varequal=anim 118:fpgcrawtext=anim118 SHIELD IDLE
:varequal=anim 119:fpgcrawtext=anim119 SHIELD FLINCH
:varequal=anim 120:fpgcrawtext=anim120 SHIELD ADVANCE
:varequal=anim 121:fpgcrawtext=anim121 SHIELD THROW NADE
:varequal=anim 122:fpgcrawtext=anim122 N/A
:state=2,varequal=anim 122:setvar=anim 123
:state=3,varequal=anim 122:setvar=anim 121
:varequal=anim 123:fpgcrawtext=anim123 SIT CHAIR DIE
:varequal=anim 124:fpgcrawtext=anim124 SIT CHAIR FLINCH 1
:varequal=anim 125:fpgcrawtext=anim125 SIT CHAIR FLINCH 2
:varequal=anim 126:fpgcrawtext=anim126 N/A
:varequal=anim 127:fpgcrawtext=anim127 N/A
:varequal=anim 128:fpgcrawtext=anim128 N/A
:varequal=anim 129:fpgcrawtext=anim129 N/A
:varequal=anim 130:fpgcrawtext=anim130 N/A
:state=2,varequal=anim 126:setvar=anim 132
:state=3,varequal=anim 130:setvar=anim 125
:varequal=anim 131:fpgcrawtext=anim131 COWER TO
:varequal=anim 132:fpgcrawtext=anim132 COWER IDLE
:varequal=anim 133:fpgcrawtext=anim133 COWER FLINCH
:varequal=anim 134:fpgcrawtext=anim134 COWER FROM
:varequal=anim 135:fpgcrawtext=anim135 SIT CHAIR STAND-UP
:varequal=anim 136:fpgcrawtext=anim136 SIT CHAIR SIT-DOWN
:varequal=anim 137:fpgcrawtext=anim137 SIT CHAIR
:varequal=anim 138:fpgcrawtext=anim138 SIT CHAIR KBD
:varequal=anim 139:fpgcrawtext=anim139 SIT CHAIR KBD TYPE
:varequal=anim 140:fpgcrawtext=anim140 FEMALE WALK
:varequal=anim 141:fpgcrawtext=anim141 FEMALE IDLE
:varequal=anim 142:fpgcrawtext=anim142 FEMALE IDLE 2
:varequal=anim 143:fpgcrawtext=anim143 N/A
:varequal=anim 144:fpgcrawtext=anim144 N/A
:varequal=anim 145:fpgcrawtext=anim145 N/A
:varequal=anim 146:fpgcrawtext=anim146 N/A
:varequal=anim 147:fpgcrawtext=anim147 N/A
:state=2,varequal=anim 143:setvar=anim 148
:state=3,varequal=anim 147:setvar=anim 142
:varequal=anim 148:fpgcrawtext=anim148 DANCEN1
:varequal=anim 149:fpgcrawtext=anim149 DANCEN2
:varequal=anim 150:setvar=anim 0
:varequal=anim 150:fpgcrawtext=anim150 Weapon TALK NEUTRAL1
:varequal=anim 151:fpgcrawtext=anim151 Weapon TALK NEUTRAL2 (same)
:varequal=anim 152:fpgcrawtext=anim152 TALK RADIO PTT START
:varequal=anim 153:fpgcrawtext=anim153 TALK RADIO PTT IDLE
:varequal=anim 154:fpgcrawtext=anim154 Weapon TALK RADIO PTT LOOP
:varequal=anim 155:fpgcrawtext=anim155 Weapon TALK RADIO PTT END
:varequal=anim 156:fpgcrawtext=anim156 Weapon TALK RADIO PTT FULL
:state=0:hudshow=ANIMprompt,state=1,setframe=%anim
:state=2,keypressed=201 0:state=1,setframe=%anim
:state=3,keypressed=209 0:state=1,setframe=%anim
;End of Script
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
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FPSC to GameGuru Tools: AutoWelder/SegAutoWelder, Entity+Weapon Welder, FPEtoBAT