.


:




:

































 

 

 

 





 

, - . ? , , , , . (, ) 1 - , , stepkill, Waipoint, . - 0. - Waipoint, . 2 , stepkill. 2.1 Condition: entity/tag - ( - ), zone - stepkill. 2.2 Commands: delay - 1; 2.3 loop - 3. : 2.3.1 music/start - , fade - 1. 2.3.2 delay 1 2. 2.4 loop - 3. : 2.4.1 spawn/entity - service/damage/artillery_explosion, waypoint - 0. 2.4.2 delay 1 2.

 

 

1. - entities/construction/entourage/dunamite_fuse. tag, det.

2. tag, dyn. tag , .

3. trigger detonation.

3.1. Conditions: entities/source - advanced.

3.2. - selector - +group.

3.3. - Select - +tag, tag - det.

3.4. - include - +tag, tag - switch.

4.1. Commands: delay - 1.

4.2. effect - selector/tag - dyn, effect - explosion.

4.3. delay - 1.

4.4. entiety_state - selector/tag - det, tag_remove - switch.

5. trigger - detonation.

 

,

 

 

,


, . , , ..
, , . . .
waypint, .
( ) actor_component/component - engine, state - broken.

, ,

 

1. . tag - clon hidden. .

2. waypoint , , waypoint , commands delete.

3. :

3.1 waypoint - 0 ( waypoint)

3.2 actor_state/mid ( ), state - normal ( )

 

,

 

1. . tag - clon hidden. . 2. waypoint, , waypoint, commands delete. 3. trigger clone autoreset . 4.Commands: 4.1 waypoint. Actors/tag - clon. Action/waypoint - 0. Action/clone - On. () Action/approach teleport & rotate. 4.2 delay/Time - 3. ( 3 ) 4.3 trigger - clone

 


(resource/map) mp3.
music, commands', music, .

 

,

 

1. (area). , , (radius) . (). meetsoldier. 2. ( ) tag hero. 3. trigger. meetsoldier. 4. conditions entity, tag hero, zone - meetsoldier. 5. commands: talk/selector - tag . talk , . .LNG , , !

 

 

1. advanced selector: , group - , .. , sort - amount - - 2.Group select ( ) include ( exclude ( ) 3. select select : mid ( , alt+i) tag ( , alt+t) zone ( - , ) zone_ex - entity squad ( ) id ( , ) inventory_items ( . , human ) 4. include zone ( ) mids tag player relation (, ) prop ( , human, creature, car, vehicle, tank) discovered() state( , - dead, operatable, moveable, chasiss_work, user_control(.. , ) ) with_item (, ) broken_components ( , , , , left track) destroyed_components movement_type entity_stuff ( , ) cover ( , , ) team ( a b - ) order exclude - , 5. sort: shuffle - , amount waypoint - (nearest) (fathest) (wpid - ) entity - , - amount . 

?
, select, , include , exclude


- camera , , , - , , , . . zone, , , , .
- entities ( , )
, , , . source : standart advance ()
advance selector'u :
+group
+sort
+amount

group select, include, exclude.
select :
+mids - mid , .
+tags - .
+zone - , , mids tags.
+zone_ex - , , .
+id - - , , mid .
+inventory_items - .. "box" "min"

include exclude , , .
:
+zone - .
+mids - .
+tag - .
+player -
+relation (: , , )
+prop (: , , , , )
+state (dead - , operatable - , moveable - , chassis_work - , inhabited - , inactive - , , linked - : , .., user_control - , fallen - , , examined - , , discovered - , in_squad - , commander - )
+with_item - (using - , existance - , amount - )
+broken_components - , :
Track left - ,
Track right- ,
Engine- ,
Body- ,
Turret - ,
Gun- ,
mgun-

+destroyed_components - , .
+movement_type - (, , , )
+entity_stuff -
+cover - ( F2)
+team -
+order -

+sort , .
+amount - .

- near , , distance, , .
- crew , .
- linked , . , .
- see_enemy -, ,
- see-actors near see_enemy,
- arrival / , entities
- inventory , , ., ..
- event , event , ,
- trigger , ,
- rand
- signal , :
- movement ,
- shot
- hit
- injure
- explosion
- mandie
- sound , .
- ally_info ,
- task , : , , (shown)
- difficulty , , harde , , , easy , , . .
- cmp_i ,
- mined ,
- waypoint_canmove , , , .
- side , : , ,

actor - , ...
- ables :
- crew /
- ally_crew / ( , Playerom)
- any_crew /
- repair
- talk
- select
- fight
- personage -
- recruit - ()
- unmask ( Player mask_player, mask_player playerom )
- emit_on_attack
- emit_passenger_on_enemy
- emit_crew_on_injure ,
- emit_on_mandie
- burning
- sinking -
- exploded ,
- action
- none -
- select - ,
- disable - . :
{components "turret" disable work repair}
. "" \ . ( , - repair - , )
- move - - ( )
- rotate - - .
- cover
- accelerate -
- cancel -
- drop - .
- pour_in - ( ).
- pour_out - .
- board -
- emit -
- enter -
- repair - -
- collect - - .
- examine - . , / ..
- care - - .
- injection - . .
- attach - .
- detach - (, )
- reinforce
- throw_ap_grenade -
- throw_at_grenade -
- throw_sk_grenade -
- aimed_shot -
- bazooka_shot -
- suppression_fire -
- advance - -
- attack -
- attack_ground - ( )
- attack_melee -
- heal -
- call_ally -
- mine -
- burn -
- climb - . ( ) .
- dynamite_activation -
- follow -
- hagehog - " ". , .
- hidden_door - (?)
- hide - , . .. , . ( hide), - .
- mine_detection -
- open_door -
- open_gate -
- open_tent -
- plant - .
- pour_over -
- put_dynamite -
- ring_post - (. )
- spread -
- switch - - (, /)
- turn_railway_switch_left - /
- turn_railway_switch_right - /
- use -

- actor_fire -
- actor_component () , ,
- actor_to_cover
- air_attack -
- air_state -
- animation -
W-5. AniPlay - name. collage, flags loop.
speed (< 1 , >1 ), cicledelay - , delay - .
- board -
- emit -
- mine - , . , . . action mine - , .. .
- player - .
- talk - , . text , ( . . .
- wait -

entity -
- animate ,
- effect
:
crush - ,
die -
up - ( )
explosion - ,
open / open_disable / open_enable - (, , ),
close -
break - (, , )
burn / _burn / burn_1(2)(3)_start -
cut_wheels -
activate - (, )
start - , ,
stop -
move_front / move_back - , /
update_land -
switch - , /
disable_touch / enable_touch -
- entity_state -
- inventory - ,
- linker - / , ..
- rt_function W--->5 (aniplay)

generic -
- call - (. W--->5)
- con -
- if - "".
- loop - ( ), .
- select - . , current
- set_i - (variable). , , - .. F3-F9 vars
- switch - ( "if")
:

switch
if case rand 0.25
then print "A"
default
switch
if case rand 0.33
then print ""
default
switch
if case rand 0.5
then print ""
default
print "D"
ABCD ...

- thread - (??)
- while - - . , while' .


- actor_recon , , .
- actor_to_waypoint - ( , , )
- autoassign .
- autosave -
- extraspawn - .
- fade , (), ON , OFF , time
- mp_event - ()
- objective_progress
- placement , , mid , target mid .
- reinforcement , F9, .
- squad_to_waypoint -
- throw_off - / ( ), , , , , )
- unlink - ( )

scene - ,
- environment - , , ( F3-F6). ..
- fog_in_zone -
- fog_mode - /
- game_speed -
- gameover -
- gamestatus -
- music -
- scenario , .
- set_clip - , , .. , F2-3
- sound -
- spawn - /. . , , , .
- task -
- timer - ( )

squad - ,
- squad - :
assign - AI
add -
dismiss - , ""
commander_set - , , .
commander_drop - .
drop_task - .
drop_name - .
return_to_user - , .
exclude - .
- squad_create - , , user'a.
- sguad_dismiss -
- sguad_spread - ( )
- sguad_state -

actor_state -
- fire_mode (hold , return , open )
- move_mode (hold , zone , free )
- move_radius move_mode zone
- weapon_prepare ON , OFF

delay -
delete -
event -
trigger -
waypoint - . (suspend), (resume). - .

.
. 2 ( F2) MAP ( ESC). (New).
- ( ). .

Heights ( 2 ). , , - Z. , . + (NumPad), / (slow/fast) , 10%.
, , heightmap, .

- Textures. , , , winter/ridden_snow1a sand/floor_sand1. , (soft/sharp slow/fast ), , , .

. landscape/water/water8b.
water , .
- ( alt+F). Z 0.

ctrl+ins shift+ins , Z 0 - .
. heights water altitude, -10. - .
- ( ), () ( ) Z- water-altitude . , water-altitude , , .

? , , . : landscape/nature/ice_block01/
, , .
Terrains texture-fills , , . .
, , .

-==-

, blend sequence.

blend - ,

sequence - (, , , , , , , , - , , , , , , )

((( flag - loop.
speed - 1, , - .
time - , loop -1 .
ciclelay - , delay - .
- 60 , 10 , , , .)))

idle_passive_squat_ground_gun_strap_sleep - " "

stand_dig_trench , ( ).

blend "pose_die_water" -

blend "pose_lie_empty" -

blend "pose_lie_pistol"

blend "pose_lie_gun"

blend "pose_lie_mgun"

blend "pose_snipe_pistol" -

blend "pose_snipe_gun"

blend "pose_stand_pistol_up"

blend "pose_stand_empty_1"

blend "pose_stand_strap_1"

blend "pose_stand_bazooka"

blend "pose_stand_1hand"

blend "pose_stand_2hand"

blend "pose_stand_flag"

blend "pose_stand_down"

blend "pose_stand_gun_down"

blend "pose_squat_empty"

blend "pose_squat_bazooka"

blend "pose_stand_giveup_1"

blend "pose_stand_giveup_2"

blend "Steam_locomotive_driver

blend "pose_watch_binocular" -

blend "pose_squat_watch_binocular"

blend "pose_lie_watch_binocular"

blend "pose_squat_mortar" - , ( )

blend "pose_pak40_gunlayer"

blend "pose_pak40_charger"

blend "pose_vickers_gunlayer"

blend "Stand_on_LCI"

blend "pose_mgun_pz6"

blend "pose_mgun_sherman"

blend "pose_maxson"

blend "pose_pdr25_gunlayer"

blend "pose_pdr25_charger"

blend "pose_m5_gunlayer"

blend "pose_m5_charger"

blend "pose_155gpf_gunlayer"

blend "pose_155gpf_charger"

blend "pose_kpvt_charger"

blend "pose_kpvt_gunlayer"

blend "pose_m8_charger"

blend "pose_m8_gunlayer"

blend "pose_flak38_charger_right"

blend "pose_flak38_charger_left"

blend "pose_flak38_gunlayer"

blend "pose_flak38-1_charger"

blend "pose_flak38-1_gunlayer"

blend "pose_oerlikon_charger"

blend "pose_nebel42_gunlayer"

blend "pose_flak41_gunlayer"

blend "pose_flak41_gunlayer_1"

blend "pose_k18_gunlayer_l1"

blend "pose_k18_gunlayer_l1"

blend "pose_k18_gunlayer_r1"

blend "pose_k18_gunlayer_r2"

blend "pose_vickers_gunlaeyr-L"

blend "pose_vickers_gunlaeyr-R"

blend "pose_mgun_stan"

blend "pose_mgun_stan1"

blend "pose_seat_cannon_left" -

blend "pose_seat_cannon_right"

blend "pose_seat_cannon1_left"

blend "pose_seat_cannon1_right"

blend "pose_mgun_stan1"

blend "pose_seat_armor_1"

blend "pose_seat_armor_2"

blend "pose_mg_stan_charger"

 

new poses from fire animations

blend "pose_sit_chair" - , ,

blend "pose_stand_look_around_gun"

blend "pose_stand_look_around_gun_1"

blend "pose_stand_gun_aside"

blend "pose_stand_gun_aside_1"

blend "pose_stand_gun_aside_2"

blend "pose_stand_fire_gun_up_1"

blend "pose_stand_fire_gun_down_1"

blend "pose_stand_fire_gun_up"

blend "pose_stand_fire_gun_down"

blend "pose_stand_fire_rifle_up"

blend "pose_stand_fire_rifle_down"

blend "pose_stand_assault-fire_rifle_down"

blend "pose_stand_assault-fire_rifle_up"

blend "pose_stand_assault-fire_gun_down"

blend "pose_stand_assault-fire_gun_up"

blend "pose_stand_assault-fire_gun_down_1"

blend "pose_stand_assault-fire_gun_up_1"

blend "pose_stand_fire_mgun_down"

blend "pose_stand_fire_mgun_down_1"

blend "pose_stand_fire_mgun_up"

blend "pose_stand_fire_mgun_up_1"

blend "pose_stand_fire_pistol_down"

blend "pose_stand_fire_pistol_up"

blend "pose_stand_fire_pistol_down_1"

blend "pose_stand_fire_pistol_up_1"

blend "pose_stand_fire_pistol_down_2"

blend "pose_stand_fire_pistol_up_2"

blend "pose_squat_assault-fire_gun"

blend "pose_squat_assault-fire_rifle"

blend "pose_squat_fire_gun"

blend "pose_squat_fire_rifle"

blend "pose_squat_fire_pistol"

blend "pose_squat_fire_pistol_1"

blend "pose_stand_fire_gun_up_old"

blend "pose_stand_fire_mgun_up_old"

STAND IDLE

sequence "stand_idle_1hand" - , , , , .

sequence "stand_idle_empty_1"

sequence "stand_idle_empty_2"

sequence "stand_idle_empty_3"

sequence "stand_idle_empty_4"

sequence "stand_idle_strap_1"

sequence "stand_idle_strap_2"

sequence "stand_idle_strap_3"

sequence "stand_look_around_gun"

sequence "stand_look_around_gun_1"

sequence "stand_smoke_1"

sequence "stand_smoke_2"

sequence "stand_smoke_3"

sequence "stand_climb_stairs"

sequence "stand_upstairs"

sequence "stand_clime_up_rope_begin"

sequence "stand_clime_up_rope_end"

sequence "stand_move_up_rope"

sequence "stand_giveup_1" -

sequence "stand_giveup_2"

STAND OPERATIONS

sequence "stand_from_lie_back"

sequence "stand_down"

sequence "stand_put_small"

sequence "stand_take_small" -

sequence "stand_take_gun_down"

sequence "stand_take_gun_up"

sequence "stand_take_mgun_up"

sequence "stand_take_mgun_down"

sequence "stand_take_pistol_up_begin"

sequence "stand_take_pistol_up_end"

sequence "stand_take_bazooka"

sequence "stand_reload_mgun" -

sequence "stand_reload_gun"

sequence "stand_reload_pistol"

sequence "stand_reload_bazooka"

sequence "stand_pick_2hand_begin"

sequence "stand_pick_2hand_end"

sequence "stand_throw-off_tarpaulin"

sequence "stand_pick_small_begin"

sequence "stand_pick_small_end"

sequence "stand_holdback_gun_up" - , ,

sequence "stand_holdback_mgun_up"

sequence "stand_holdback_pistol_up"

sequence "stand_holdback_gun_down"

sequence "stand_holdback_mgun_down"

sequence "stand_holdback_pistol_down"

sequence "stand_flag" -

sequence "stand_ring_gong_up" -

sequence "stand_pourin_barrel" -

sequence "stand_pourin_can"

sequence "stand_pourout_barrel"

sequence "stand_pourout_can"

sequence "stand_turn_railswitch" - /

 

stand fire

sequence "stand_fire_mgun" -

sequence "stand_fire_gun"

sequence "stand_fire_pistol"

sequence "stand_fire_bazooka"

 

stand fire new

sequence "stand_assault-fire_gun_up" - , ,

sequence "stand_assault-fire_gun_down"

sequence "stand_assault-fire_gun_up_1"

sequence "stand_assault-fire_gun_down_1"

sequence "stand_assault-fire_rifle_up"

sequence "stand_assault-fire_rifle_down"

sequence "stand_fire_gun_down_1"

sequence "stand_fire_gun_down"

sequence "stand_fire_gun_up"

sequence "stand_fire_gun_up_1"

sequence "stand_fire_gun_up_old"

sequence "stand_fire_mgun_up_old"

sequence "stand_fire_rifle_up"

sequence "stand_fire_rifle_down"

sequence "stand_fire_mgun_down"

sequence "stand_fire_mgun_down_1"

sequence "stand_fire_mgun_up"

sequence "stand_fire_mgun_up_1"

sequence "stand_fire_pistol_down"

sequence "stand_fire_pistol_up"

sequence "stand_fire_pistol_down_1"

sequence "stand_fire_pistol_down_2"

sequence "stand_fire_pistol_up_1"

sequence "stand_fire_pistol_up_2"

 

step aside

blend "pose_step_aside_left" - , ,

blend "pose_step_aside_right"

blend "pose_step_aside_left_gun"

blend "pose_step_aside_right_gun"

 

sequence "stand_step_aside_left"

sequence "stand_step_aside_right"

sequence "stand_step_aside_left_gun"

sequence "stand_step_aside_right_gun"

WALK/RUN -

Walk

sequence "walk_gun_up" - , .

sequence "walk_down"

sequence "walk_empty_up"

sequence "walk_strap_up"

sequence "walk_1hand"

sequence "walk_2hand"

 

spot

sequence "walk_spot_gun_down" - , , ,

sequence "walk_spot_gun_up"

sequence "walk_spot_gun_up_1"

sequence "walk_spot_gun_down_1"

sequence "walk_spot_gun_up_2"

sequence "walk_spot_gun_down_2"

sequence "walk_spot_gun_belt_down"

sequence "walk_spot_gun_belt_up"

sequence "walk_spot_gun_half-mast_down"

sequence "walk_spot_gun_half-mast_up"

sequence "walk_spot_mgun_down"

sequence "walk_spot_mgun_up"

sequence "walk_spot_pistol_down"

sequence "walk_spot_pistol_up"

sequence "walk_giveup_1" - (

sequence "walk_giveup_2"

 

run slow

sequence "run_slow_down" -

sequence "run_slow_down_1"

sequence "run_slow_empty_up"

sequence "run_slow_gun_up"

sequence "run_slow_strap_up"

run normal

sequence "run_down" - ,

sequence "run_empty_up"

sequence "run_strap_up"

sequence "run_gun_up"

sequence "run_flag_up"

sequence "run_flag_down"

run backward - for manual control

sequence "run_back_down"

sequence "run_back_up"

sequence "run_strap_back_down"

sequence "run_strap_back_up"

run fast

sequence "run_fast_down" -

sequence "run_fast_empty_up"

sequence "run_fast_gun_rhand_up"

sequence "run_fast_gun_up"

sequence "run_fast_strap_up"

bow

sequence "run_bow_gun_down" - , ,

sequence "run_bow_gun_up"

sequence "run_bow_gun_tocover_down"

sequence "run_bow_gun_tocover_up"

sequence "run_bow_tocover_down"

sequence "run_bow_tocover_up"

sequence "run_bow_flag"

strafe

sequence "run_back_spot_gun_down" -

sequence "run_back_spot_gun_up"

sequence "run_spot_gun_down"

sequence "run_spot_gun_up"

sequence "run_spot_back-strafe_gun_down"

sequence "run_spot_back-strafe_gun_up"

sequence "run_spot_left-strafe_gun_down"

sequence "run_spot_left-strafe_gun_up"

STAND THROW

sequence "stand_throw_1hand_begin" - , ,

sequence "stand_throw_1hand_end"

sequence "stand_throw_small_begin"

sequence "stand_throw_small_end"

sequence "stand_front_throw_knife_1_begin"

sequence "stand_front_throw_knife_1_end"

sequence "stand_back_throw_knife_begin"

sequence "stand_back_throw_knife_end"

sequence "stand_throw_grenade_begin"

sequence "stand_throw_grenade_end"

sequence "stand_throw_grenade_1_begin"

sequence "stand_throw_grenade_1_end"

sequence "stand_throw_grenade_2_begin"

sequence "stand_throw_grenade_2_end"

sequence "stand_throw-side_grenade_begin"

sequence "stand_throw-side_grenade_end"

DYING

sequence "stand_die_back_1" - , , , , , , , ,

sequence "stand_die_back_2"

sequence "stand_die_back_3"

sequence "stand_die_back_4"

sequence "stand_die_back_5"

sequence "stand_die_front_1"

sequence "stand_die_front_2"

sequence "stand_die_front_3"

sequence "stand_die_front_4"

sequence "stand_die_back_4_blast"

sequence "stand_die_back_5_blast"

sequence "stand_die_front_1_blast"

sequence "stand_die_front_2_blast"

sequence "Stand_die-force_back_1"

sequence "Stand_die-force_back_2_far"

sequence "Stand_die-force_back_3_far"

sequence "Stand_die-force_front_1"

sequence "Stand_die-force_front_2"

sequence "Stand_die-force_front_3_far"

sequence "Stand_die-force_front_4_far"

sequence "stand_die_drowin"

sequence "stand_die_trench_1"

sequence "stand_die_trench_2"

sequence "stand_die_trench_3"

sequence "stand_scenic-die_front_1

sequence "stand_scenic-die_front_2

sequence "stand_scenic-die_back_1"

sequence "stand_scenic-die_back_2"

sequence "stand_die_spot"

sequence "stand_die_spot_1"

sequence "squat_die"

sequence "squat_die_front"

sequence "squat_die_back_1"

sequence "squat_die_back_2"

sequence "squat_die_force-back"

sequence "lie_die_drowin"

sequence "lie_die"

sequence "stand_fly_forward" - ,

sequence "stand_fly_forward_end"

sequence "stand_fly_back"

sequence "stand_fly_back_end"

sequence "stand_fly_tumble_back"

sequence "stand_fly_tumble_back_end"

sequence "stand_fly_back_far"

sequence "stand_fly_back_far_end"

sequence "stand_fly_tumble_back_far"

sequence "stand_fly_tumble_back_far_end"

sequence "stand_fly_forward_far"

sequence "stand_fly_forward_far_end"

sequence "stand_fly_tumble_forward_far"

sequence "stand_fly_tumble_forward_far_end"

SQUAT

sequence "squat_from_stand_empty" - , , , -

sequence "squat_from_stand_gun"

sequence "squat_from_stand_bazooka"

sequence "squat_hide"

sequence "squat_take_gun"

sequence "squat_take_pistol"

sequence "squat_take_small"

sequence "squat_put_small"

sequence "squat_reload_gun"

sequence "squat_reload_pistol"

sequence "squat_take_bazooka"

sequence "squat_reload_bazooka"

sequence "squat_throw_small_begin"

sequence "squat_throw_small_end"

sequence "squat_throw_grenade_begin"

sequence "squat_throw_grenade_end"

sequence "squat_throw_grenade_1_begin"

sequence "squat_throw_grenade_1_end"

sequence "squat_throw_knife_begin"

sequence "squat_throw_knife_end"

sequence "squat_repair_1"-

sequence "squat_repair_2"

sequence "squat_holdback_gun"

sequence "squat_holdback_pistol"

sequence "Squat_self-treatment_hand" - , , ,

sequence "Squat_self-treatment_hand_begin"

sequence "Squat_self-treatment_hand_end"

sequence "Squat_self-treatment_head"

sequence "Squat_self-treatment_head_begin"

sequence "Squat_self-treatment_head_end"

sequence "Squat_self-treatment_leg"

sequence "Squat_self-treatment_leg_begin"

sequence "Squat_self-treatment_leg_end"

squat fire old -

sequence "squat_fire_bazooka"

squat fire new

sequence "squat_assault-fire_gun"

sequence "squat_assault-fire_rifle"

sequence "squat_fire_gun"

sequence "squat_fire_rifle"

sequence "squat_fire_pistol"

sequence "squat_fire_pistol_1"

LIE

sequence "crawl" - , , , , , ,

sequence "crawl_gun"

sequence "lie_from_stand"

sequence "lie_from_stand_1"

sequence "lie_from_squat_empty"

sequence "lie_from_squat_gun"

sequence "lie_reload_gun"

sequence "lie_take_gun"

sequence "lie_fire_gun"

sequence "lie_holdback_gun"

sequence "lie_from_squat_mgun"

sequence "lie_reload_mgun"

sequence "lie_take_mgun"

sequence "lie_fire_mgun"

sequence "lie_from_squat_pistol"

sequence "lie_take_pistol"

sequence "lie_fire_pistol"

sequence "lie_reload_pistol"

sequence "lie_holdback_pistol"

sequence "lie_take_small"

sequence "lie_put_small"

sequence "lie_take_item_begin"

sequence "lie_take_item_end"

sequence "lie_throw_small_begin"

sequence "lie_throw_small_end"

sequence "lie_throw_grenade_begin"

sequence "lie_throw_grenade_end"

sequence "lie_throw_grenade_1_begin"

sequence "lie_throw_grenade_1_end"

sequence "lie_rotate_l45"

sequence "lie_rotate_r45"

sequence "lie_rotate_l45_gun"

sequence "lie_rotate_r45_gun"

sequence "lie_grenade_alert"

RLOOK / LLOOK

sequence "rlook_gun" - /, , , ,

sequence "llook_gun"

sequence "rlook_pistol"

sequence "llook_pistol"

sequence "rlook_item"

sequence "rlook_throw_item_begin"

sequence "rlook_throw_item_end"

sequence "llook_item"

sequence "llook_throw_item_begin"

sequence "llook_throw_item_end"

sequence "rlook_peep"

sequence "llook_peep_gun"

sequence "llook_stealth_gun"

sequence "rlook_stealth_gun"

sequence "llook_stealth_item"

sequence "llook_stealth_throw_item_begin"

sequence "llook_stealth_throw_item_end"

sequence "rlook_stealth_item"

sequence "rlook_stealth_throw_item_begin"

sequence "rlook_stealth_throw_item_end"

SNIPE/COVER

sequence "snipe_take_pistol" - ,

sequence "cover_from_stand_empty"

sequence "cover_from_snipe_gun"

sequence "cover_from_snipe_gun_for_wind"

sequence "snipe_from_cover_gun"

sequence "snipe_from_cover_gun_for_wind"

sequence "snipe_put_gun"

sequence "snipe_reload_gun"

sequence "cover_grenade_alert_left"

sequence "cover_grenade_alert_left_gun"

sequence "cover_grenade_alert_right_gun"

SWIM

sequence "swim_from_stand_gun" -

sequence "swim_gun"

sequence "swim_spot_gun"

sequence "swim_from_stand_empty"

sequence "swim_on_the_spot_empty"

sequence "swim_empty"

sequence "swim_fast_empty"

GET OVER

sequence "getover_middle" - ,

FIGHT

sequence "fight_front_knife" - , , ,

sequence "fight_front_club_begin"

sequence "fight_club_finish"

sequence "fight_kick_lying_begin"

sequence "Fight_hit_right_hand"

sequence "Fight_hit_left_hand"

sequence "fight_straight_hit_Rhand"

sequence "Fight_straight_hit_Lhand"

sequence "fight_upper-cut_Rhand"

sequence "fight_body-hit_Rhand"

sequence "stand_after_straight_hit" - , , ,

sequence "stand_after_hit"

sequence "stand_after_hit_1"

sequence "stand_after_body-hit"

sequence "Step_back_after_hit"

sequence "Step_back_after_hit_1"

sequence "Step_back_after_body-hit"

sequence "Step_back_after_body-hit_1"

BOARD

sequence "board_bigcar" - ( )

sequence "board_tank"

sequence "board_plane_right"

sequence "board_plane_left"

sequence "board_rubber_boat"

sequence "board_torpedo_boat"

sequence "board_steam_locomotive"

sequence "board_ju-52"

sequence "board_big-midcar_driver"

sequence "board_big-midcar"

sequence "board_big-highcar_driver"

sequence "board_big-highcar"

sequence "board_willis"

sequence "board_willis_driver"

sequence "board_willysat_driver"

sequence "board_gaz-m"

sequence "board_gaz-m_driver"

sequence "board_pz4_driver"

sequence "board_jtiger_driver"

sequence "board_hummel_driver"

sequence "board_hummel"

sequence "board_t34_driver"

sequence "board_pz-6"

sequence "board_T-34"

sequence "board_Sherman_left"

sequence "board_Sherman_right"

sequence "board_cromwell"

sequence "board_Kv"

sequence "board_SdKfz7"

sequence "board_SdKfz251-1"

sequence "board_body"

sequence "board_Kv-85

sequence "board_Is-2"

sequence "board_su76"

sequence "board_tank_right"

sequence "board_tank_left"

sequence "board_Horch_passanger_left"

sequence "board_Ba-20m_driver"

sequence "board_Ba-20m"

sequence "board_Sd222_driver"

sequence "board_Sd222_gunner_1"

sequence "board_Sd222_gunner_2"

sequence "board_SdKfz-232_left"

sequence "board_SdKfz-232_right"

sequence "board_Kubel_driver"

sequence "board_Kubel_commander"

sequence "board_Kubel_leftpassenger"

sequence "board_Kubel_rightpassenger"

sequence "board_LowTank_left"

sequence "board_LowArmor"

sequence "board_LowTank_stand"

sequence "board_LowTank_stand_1"

sequence "board_HighArmor"

sequence "board_Dodge"

sequence "board_Dodge_body"

sequence "board_Dodge_bodyBack"

sequence "board_MiddleArmor"

sequence "emit_tank_1" - ( , )

sequence "emit_tank_1_hold"

sequence "emit_tank_2_hold"

sequence "emit_tank_2"

sequence "emit_torpedo_boat"

sequence "emit_body"

sequence "emit_cg-4a"

sequence "emit_Bk1124"

sequence "emit_lcvp"

sequence "emit_sd222_driver"

sequence "emit_t34_hold"

sequence "seat_armor" - , , , , ,

sequence "seat_armor1"

sequence "seat_crew_cannon"

sequence "seat_crew_cannon1"

sequence "seat_driver_car"

sequence "seat_driver_moto"

sequence "seat_gunner_moto"

sequence "seat_gunner_stand"

sequence "seat_passenger"

sequence "seat_willis_driver"

sequence "seat_willis_passenger"

sequence "seat_willysat_driver

sequence "pose_mgun_tank_pz6_sherman"

sequence "seat_sd222_gunner_1"

sequence "seat_sd222_gunner_2"

sequence "seat_sd223_gunner"

sequence "seat_tankturret_gunner_1"

sequence "seat_tankturret_gunner_2"

sequence "seat_m7_mgunner"

sequence "seat_m7_gunner"

sequence "seat_m7_com"

sequence "seat_sd251_mgunner"

sequence "seat_willysat_basooker"

blend "seat_torpedo"

sequence "Cannon_pak40_charger" - , , ,

sequence "Cannon_pak40_gunlayer"

sequence "Cannon_pak40_pusher_right"

sequence "Cannon_pak40_pusher_left"

sequence "Squat_load_mortar"

sequence "Squat_load_mortar_begin"

sequence "Squat_load_mortar_end"

sequence "mgun_stan_charger"

sequence "mgun_stan_charger1"

sequence "Cannon_zis3_charger_test"

sequence "Cannon_pdr25_gunlayer_fire-alert"

sequence "Cannon_zis3_gunlayer"

sequence "Cannon_zis3_charger_fire"

sequence "Cannon_zis3_charger"

sequence "Cannon_gunlayer_fire-alert"

sequence "Cannon_pdr25_gunlayer"

sequence "Cannon_pdr25_charger"

sequence "Cannon_pdr25_charger_fire"

sequence "Cannon_m5_gunlayer"

sequence "Cannon_m5_charger"

sequence "Cann





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