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Text File  |  2005-05-08  |  15KB  |  622 lines

  1. // "act busy name"            This is the name that a mapmaker must specify in the hint node.
  2. // { 
  3. //        "busy_anim"         "Activity Name".
  4. //        "entry_anim"        "Activity Name"
  5. //        "exit_anim"            "Activity Name"
  6. //        "busy_sequence"        "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
  7. //        "entry_sequence"     "Sequence Name". If specified, this is used over the entry anim.
  8. //        "exit_sequence"     "Sequence Name". If specified, this is used over the exit anim.
  9. //        "min_time"            "Minimum time to spend in this busy anim"
  10. //        "max_time"            "Maximum time to spend in this busy anim"    0 = only stop when interrupted by external event
  11. //        "interrupts"        One of:
  12. //                            "BA_INT_NONE"        break out only when time runs out. No external influence will break me out.
  13. //                            "BA_INT_DANGER"        break out of this anim only if threatened
  14. //                            "BA_INT_PLAYER"        break out of this anim if I can see the player, or I'm threatened
  15. //                            "BA_INT_AMBUSH"        someone please define this - I have no idea what it does
  16. //                            "BA_INT_COMBAT"        break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
  17. // }
  18. //
  19. // 
  20. "ActBusy.txt"
  21. {
  22.     "binoculars_idle"
  23.     {
  24.         "busy_sequence"     "binoculars_idle"
  25.         "min_time"        "0.0"
  26.         "max_time"        "0.0"
  27.         "interrupts"    "BA_INT_PLAYER"
  28.     }
  29.     "d2_coast03_PreBattle_Scan_Skies"
  30.     {
  31.         "busy_sequence"     "d2_coast03_PreBattle_Scan_Skies"
  32.         "min_time"        "0.0"
  33.         "max_time"        "0.0"
  34.         "interrupts"    "BA_INT_None"
  35.     }
  36.     "d2_coast03_PreBattle_Scan_Skies02"
  37.     {
  38.         "busy_sequence"     "d2_coast03_PreBattle_Scan_Skies02"
  39.         "min_time"        "0.0"
  40.         "max_time"        "0.0"
  41.         "interrupts"    "BA_INT_None"
  42.     }
  43.     "d2_coast03_PreBattle_Scan_Skies03"
  44.     {
  45.         "busy_sequence"     "d2_coast03_PreBattle_Scan_Skies03"
  46.         "min_time"        "0.0"
  47.         "max_time"        "0.0"
  48.         "interrupts"    "BA_INT_None"
  49.     }
  50.     "d2_coast03_PreBattle_Kneel_Idle"
  51.     {
  52.         "busy_sequence"     "d2_coast03_PreBattle_Kneel_Idle"
  53.         "min_time"        "0.0"
  54.         "max_time"        "0.0"
  55.         "interrupts"    "BA_INT_None"
  56.     }
  57.     "d2_coast03_PreBattle_Stand_Look"
  58.     {
  59.         "busy_sequence"     "d2_coast03_PreBattle_Stand_Look"
  60.         "min_time"        "0.0"
  61.         "max_time"        "0.0"
  62.         "interrupts"    "BA_INT_None"
  63.     }
  64.     "idle_alert_01"
  65.     {
  66.         "busy_sequence"     "idle_alert_01"
  67.         "min_time"        "0.0"
  68.         "max_time"        "0.0"
  69.         "interrupts"    "BA_INT_None"
  70.     }
  71.     "idle_alert_02"
  72.     {
  73.         "busy_sequence"     "idle_alert_02"
  74.         "min_time"        "0.0"
  75.         "max_time"        "0.0"
  76.         "interrupts"    "BA_INT_None"
  77.     }
  78.     "idle_relaxed_01"
  79.     {
  80.         "busy_sequence"     "idle_relaxed_01"
  81.         "min_time"        "0.0"
  82.         "max_time"        "0.0"
  83.         "interrupts"    "BA_INT_None"
  84.     }
  85.     "idle_relaxed_02"
  86.     {
  87.         "busy_sequence"     "idle_relaxed_02"
  88.         "min_time"        "0.0"
  89.         "max_time"        "0.0"
  90.         "interrupts"    "BA_INT_None"
  91.     }
  92.     "d1_town05_Leon_Lean_Table_Idle"
  93.     {
  94.         "busy_sequence"     "d1_town05_Leon_Lean_Table_Idle"
  95.         "entry_sequence"    "d1_town05_Leon_Lean_Table_Entry"
  96.         "exit_sequence"    "d1_town05_Leon_Lean_Table_Exit"        
  97.         "min_time"        "0.0"
  98.         "max_time"        "0.0"
  99.         "interrupts"    "BA_INT_None"
  100.     }
  101.  
  102.     "d1_t03_Sit_couch"
  103.     {
  104.         "busy_sequence"     "d1_t03_Sit_couch"
  105.         "min_time"        "0.0"
  106.         "max_time"        "0.0"
  107.         "interrupts"    "BA_INT_None"
  108.     }
  109.     "d1_t03_sit_couch_consoling"
  110.     {
  111.         "busy_sequence"     "d1_t03_sit_couch_consoling"
  112.         "min_time"        "0.0"
  113.         "max_time"        "0.0"
  114.         "interrupts"    "BA_INT_None"
  115.     }
  116.     "fear_reaction_Idle"
  117.     {
  118.         "busy_sequence"     "fear_reaction_Idle"
  119.         "entry_sequence"    "fear_reaction"
  120.         "min_time"        "0.0"
  121.         "max_time"        "0.0"
  122.         "interrupts"    "BA_INT_None"
  123.     }
  124.     "cower_Idle"
  125.     {
  126.         "busy_sequence"     "cower_Idle"
  127.         "entry_sequence"    "cower"
  128.         "min_time"        "0.0"
  129.         "max_time"        "0.0"
  130.         "interrupts"    "BA_INT_None"
  131.     }
  132.     "d1_t03_Sit_Bed"
  133.     {
  134.         "busy_sequence"     "d1_t03_Sit_Bed"
  135.         "entry_sequence"    "d1_t03_Sit_Bed_Entry"
  136.         "exit_sequence"        "d1_t03_Sit_Bed_Exit"
  137.         "min_time"        "0.0"
  138.         "max_time"        "0.0"
  139.         "interrupts"    "BA_INT_None"
  140.     }
  141.     "LineIdle01"
  142.     {
  143.         "busy_sequence"     "LineIdle01"
  144.         "min_time"        "0.0"
  145.         "max_time"        "0.0"
  146.         "interrupts"    "BA_INT_None"
  147.     }
  148.     "d1_t01_BreakRoom_WatchBreen"
  149.     {
  150.         "busy_sequence"     "d1_t01_BreakRoom_WatchBreen"
  151.         "min_time"        "0.0"
  152.         "max_time"        "0.0"
  153.         "interrupts"    "BA_INT_None"
  154.     }
  155.     "d1_t02_Plaza_Sit01_Idle"
  156.     {
  157.         "busy_sequence"     "d1_t02_Plaza_Sit01_Idle"
  158.         "entry_sequence"    "Idle_to_d1_t01_BreakRoom_Sit01"
  159.         "exit_sequence"        "d1_t01_BreakRoom_Sit01_to_Idle"
  160.         "min_time"        "20.0"
  161.         "max_time"        "30.0"
  162.         "interrupts"    "BA_INT_DANGER"
  163.     }
  164.     "d1_t02_Plaza_Sit02"
  165.     {
  166.         "busy_sequence"     "d1_t02_Plaza_Sit02"
  167.         "entry_sequence"    "d1_t01_BreakRoom_Sit02_Entry"
  168.         "exit_sequence"        "d1_t01_BreakRoom_Sit02_Exit"
  169.         "min_time"        "20.0"
  170.         "max_time"        "30.0"
  171.         "interrupts"    "BA_INT_DANGER"
  172.     }
  173.     "d1_t02_Playground_Cit2_Pockets"
  174.     {
  175.         "busy_sequence"     "d1_t02_Playground_Cit2_Pockets"
  176.         "min_time"        "0.0"
  177.         "max_time"        "0.0"
  178.         "interrupts"    "BA_INT_None"
  179.     }
  180.     "d1_t02_Playground_Cit1_Arms_Crossed"
  181.     {
  182.         "busy_sequence"     "d1_t02_Playground_Cit1_Arms_Crossed"
  183.         "min_time"        "0.0"
  184.         "max_time"        "0.0"
  185.         "interrupts"    "BA_INT_None"
  186.     }
  187.     "d1_t03_LookOutDoor"
  188.     {
  189.         "busy_sequence"     "d1_t03_LookOutDoor"
  190.         "entry_sequence"    "d1_t03_LookOutDoor_Entry"
  191.         "exit_sequence"        "d1_t03_LookOutDoor_Exit"
  192.         "min_time"        "0.0"
  193.         "max_time"        "0.0"
  194.         "interrupts"    "BA_INT_None"
  195.     }
  196.     "d1_t03_LookOutWindow"
  197.     {
  198.         "busy_sequence"     "d1_t03_LookOutWindow"
  199.         "min_time"        "0.0"
  200.         "max_time"        "0.0"
  201.         "interrupts"    "BA_INT_None"
  202.     }
  203.     "d1_t03_Tenements_Look_Out_Window_Idle"
  204.     {
  205.         "busy_sequence"     "d1_t03_Tenements_Look_Out_Window_Idle"
  206.         "min_time"        "0.0"
  207.         "max_time"        "0.0"
  208.         "interrupts"    "BA_INT_None"
  209.     }
  210.     "d1_t03_PreRaid_Peek_Idle"
  211.     {
  212.         "busy_sequence"     "d1_t03_PreRaid_Peek_Idle"
  213.         "exit_sequence"    "d1_t03_Preraid_Peek_Exit"
  214.         "min_time"        "0.0"
  215.         "max_time"        "0.0"
  216.         "interrupts"    "BA_INT_None"
  217.     }
  218.     "d1_t01_Clutch_Chainlink_Idle"
  219.     {
  220.         "busy_sequence"     "d1_t01_Clutch_Chainlink_Idle"
  221.         "entry_sequence"    "d1_t01_Clutch_Chainlink_Entry"  
  222.         "min_time"        "0.0"
  223.         "max_time"        "0.0"
  224.         "interrupts"    "BA_INT_None"
  225.     }
  226.     "d1_t01_BreakRoom_Sit01_Idle"
  227.     {
  228.         "busy_sequence"     "d1_t01_BreakRoom_Sit01_Idle"
  229.         "entry_sequence"    "Idle_to_d1_t01_BreakRoom_Sit01"
  230.         "exit_sequence"        "d1_t01_BreakRoom_Sit01_to_Idle"
  231.         "min_time"        "0.0"
  232.         "max_time"        "0.0"
  233.         "interrupts"    "BA_INT_None"
  234.     }
  235.     "d1_t01_BreakRoom_Sit02"
  236.     {
  237.         "busy_sequence"     "d1_t01_BreakRoom_Sit02"
  238.         "entry_sequence"    "d1_t01_BreakRoom_Sit02_Entry"
  239.         "exit_sequence"        "d1_t01_BreakRoom_Sit02_Exit"
  240.         "min_time"        "0.0"
  241.         "max_time"        "0.0"
  242.         "interrupts"    "BA_INT_None"
  243.     }
  244.     "d1_t01_BreakRoom_WatchClock_Sit"
  245.     {
  246.         "busy_sequence"     "d1_t01_BreakRoom_WatchClock_Sit"
  247.         "entry_sequence"    "d1_t01_BreakRoom_WatchClock_Sit_Entry"
  248.         "min_time"        "0.0"
  249.         "max_time"        "0.0"
  250.         "interrupts"    "BA_INT_NONE"
  251.     }
  252.     "d1_t01_BreakRoom_WatchClock_Sit_MX"
  253.     {
  254.         "busy_sequence"     "d1_t01_BreakRoom_WatchClock_Sit_MX"
  255.         "entry_sequence"    "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
  256.         "min_time"        "0.0"
  257.         "max_time"        "0.0"
  258.         "interrupts"    "BA_INT_NONE"
  259.     }
  260.     "ACT_BUSY_LEAN_LEFT"
  261.     {
  262.         "busy_anim"     "ACT_BUSY_LEAN_LEFT"
  263.         "entry_anim"    "ACT_BUSY_LEAN_LEFT_ENTRY"
  264.         "exit_anim"        "ACT_BUSY_LEAN_LEFT_EXIT"
  265.         "min_time"        "10.0"
  266.         "max_time"        "20.0"
  267.         "interrupts"    "BA_INT_PLAYER"
  268.     }
  269.     "Lean_Left"
  270.     {
  271.         "busy_sequence"     "Lean_Left"
  272.         "entry_anim"    "ACT_BUSY_LEAN_LEFT_ENTRY"
  273.         "exit_sequence"        "photo_react_startle"
  274.         "min_time"        "0"
  275.         "max_time"        "0"
  276.         "interrupts"    "BA_INT_NONE"
  277.     }
  278.     "ACT_BUSY_LEAN_BACK"
  279.     {
  280.         "busy_anim"     "ACT_BUSY_LEAN_BACK"
  281.         "entry_anim"    "ACT_BUSY_LEAN_BACK_ENTRY"
  282.         "exit_anim"        "ACT_BUSY_LEAN_BACK_EXIT"
  283.         "min_time"        "10.0"
  284.         "max_time"        "20.0"
  285.         "interrupts"    "BA_INT_PLAYER"
  286.     }
  287.     "lean_back"
  288.     {
  289.         "busy_sequence"     "lean_back"
  290.         "entry_anim"    "ACT_BUSY_LEAN_BACK_ENTRY"
  291.         "exit_anim"        "ACT_BUSY_LEAN_BACK_EXIT"
  292.         "min_time"        "0"
  293.         "max_time"        "0"
  294.         "interrupts"    "BA_INT_NONE"
  295.     }
  296.     "ACT_BUSY_SIT_GROUND"
  297.     {
  298.         "busy_anim"     "ACT_BUSY_SIT_GROUND"
  299.         "entry_anim"    "ACT_BUSY_SIT_GROUND_ENTRY"
  300.         "exit_anim"        "ACT_BUSY_SIT_GROUND_EXIT"
  301.         "min_time"        "20.0"
  302.         "max_time"        "30.0"
  303.         "interrupts"    "BA_INT_DANGER"
  304.     }
  305.     "ACT_BUSY_SIT_CHAIR"
  306.     {
  307.         "busy_anim"     "ACT_BUSY_SIT_CHAIR"
  308.         "entry_anim"    "ACT_BUSY_SIT_CHAIR_ENTRY"
  309.         "exit_anim"        "ACT_BUSY_SIT_CHAIR_EXIT"
  310.         "min_time"        "30.0"
  311.         "max_time"        "40.0"
  312.         "interrupts"    "BA_INT_DANGER"
  313.     }
  314.     "ACT_BUSY_STAND"
  315.     {
  316.         "busy_anim"     "ACT_BUSY_STAND"
  317.         "min_time"        "10.0"
  318.         "max_time"        "20.0"
  319.         "interrupts"    "BA_INT_DANGER"
  320.     }
  321.     "ACT_BUSY_QUEUE"
  322.     {
  323.         "busy_anim"    "ACT_BUSY_QUEUE"
  324.         "min_time"        "0.0"
  325.         "max_time"        "0.0"
  326.         "interrupts"    "BA_INT_NONE"
  327.     }
  328.     "food_queue_front"
  329.     {
  330.         "busy_sequence"    "lineIdle01"
  331.         "exit_sequence" "takepackage"
  332.         "min_time"        "0.0"
  333.         "max_time"        "0.0"
  334.         "interrupts"    "BA_INT_NONE"
  335.     }
  336.     "sitcouchfeet1"
  337.     {    "busy_sequence"    "sitcouchfeet1"
  338.         "min_time"    "0.0"
  339.         "max_time"    "0.0"
  340.         "interrupts"    "BA_INT_NONE"
  341.     }
  342.     "sitcouchknees1"
  343.     {    "busy_sequence"    "sitcouchknees1"
  344.         "min_time"    "0.0"
  345.         "max_time"    "0.0"
  346.         "interrupts"    "BA_INT_NONE"
  347.     }
  348.     "sitchairtable1"
  349.     {    "busy_sequence"    "sitchairtable1"
  350.         "min_time"    "0.0"
  351.         "max_time"    "0.0"
  352.         "interrupts"    "BA_INT_NONE"
  353.     }
  354.     "sitcouch1"
  355.     {    "busy_sequence"    "sitcouch1"
  356.         "min_time"    "0.0"
  357.         "max_time"    "0.0"
  358.         "interrupts"    "BA_INT_NONE"
  359.     }
  360.     "sitccouchtv1"
  361.     {    "busy_sequence"    "sitccouchtv1"
  362.         "min_time"    "0.0"
  363.         "max_time"    "0.0"
  364.         "interrupts"    "BA_INT_NONE"
  365.     }
  366.     "laycouch1"
  367.     {    "busy_sequence"    "laycouch1"
  368.         "exit_sequence" "laycouch1_exit"
  369.         "min_time"    "0.0"
  370.         "max_time"    "0.0"
  371.         "interrupts"    "BA_INT_NONE"
  372.     }
  373.     "laycouch1"
  374.     {    
  375.         "busy_sequence"    "laycouch1"
  376.         "min_time"    "0.0"
  377.         "max_time"    "0.0"
  378.         "interrupts"    "BA_INT_NONE"
  379.     }
  380.     "Sit_Chair02"
  381.     {    
  382.         "busy_sequence"    "Sit_Chair02"
  383.         "entry_sequence"     "Idle_to_Sit_Chair02"
  384.         "exit_sequence"     "Sit_Chair02_to_Idle"
  385.         "min_time"    "0.0"
  386.         "max_time"    "0.0"
  387.         "interrupts"    "BA_INT_NONE"
  388.     }
  389.     "Sit_Chair03"
  390.     {    
  391.         "busy_sequence"    "Sit_Chair03"
  392.         "entry_sequence"     "Idle_to_Sit_Chair03"
  393.         "exit_sequence"     "Sit_Chair03_to_Idle"
  394.         "min_time"    "0.0"
  395.         "max_time"    "0.0"
  396.         "interrupts"    "BA_INT_NONE"
  397.     }
  398.     "drinker_sit_idle"
  399.     {    
  400.         "busy_sequence"    "drinker_sit_idle"
  401.         "entry_sequence"     "drinker_sit"
  402.         "min_time"    "0.0"
  403.         "max_time"    "0.0"
  404.         "interrupts"    "BA_INT_NONE"
  405.     }
  406.     "drinker_sit_idle_ss"
  407.     {    
  408.         "busy_sequence"    "drinker_sit_idle_ss"
  409.         "entry_sequence"     "drinker_sit_ss"
  410.         "min_time"    "0.0"
  411.         "max_time"    "0.0"
  412.         "interrupts"    "BA_INT_NONE"
  413.     }
  414.     "railing_idle"
  415.     {    
  416.         "busy_sequence"    "railing_idle"
  417.         //"entry_sequence"     "railing_enter"
  418.         "exit_sequence"     "railing_exit"
  419.         "min_time"    "0.0"
  420.         "max_time"    "0.0"
  421.         "interrupts"    "BA_INT_NONE"
  422.     }
  423.     "D1_C01a_Mary_kneel"
  424.     {
  425.         "busy_sequence"     "canals_mary_postidle"
  426.         "min_time"        "0.0"
  427.         "max_time"        "0.0"
  428.         "interrupts"    "BA_INT_NONE"
  429.     }
  430.     "D1_C03_Matt_sitground"
  431.     {
  432.         "busy_anim"         "ACT_BUSY_SIT_GROUND"
  433.         "entry_anim"        "ACT_BUSY_SIT_GROUND_ENTRY"
  434.         "min_time"        "0.0"
  435.         "max_time"        "0.0"
  436.         "interrupts"    "BA_INT_NONE"
  437.     }
  438.     "Cover_R"
  439.     {
  440.         "busy_sequence"        "Cover_R"
  441.         "min_time"        "0.0"
  442.         "max_time"        "0.0"
  443.         "interrupts"    "BA_INT_NONE"
  444.     }
  445.     "Cover_L"
  446.     {
  447.         "busy_sequence"        "Cover_L"
  448.         "min_time"        "0.0"
  449.         "max_time"        "0.0"
  450.         "interrupts"    "BA_INT_NONE"
  451.     }
  452.     "Coverlow_R"
  453.     {
  454.         "busy_sequence"        "Coverlow_R"
  455.         "min_time"        "0.0"
  456.         "max_time"        "0.0"
  457.         "interrupts"    "BA_INT_NONE"
  458.     }
  459.     "Coverlow_L"
  460.     {
  461.         "busy_sequence"        "Coverlow_L"
  462.         "min_time"        "0.0"
  463.         "max_time"        "0.0"
  464.         "interrupts"    "BA_INT_NONE"
  465.     }
  466.  
  467. //*****************************************************************************
  468. //************  Soldier actbusy section   *************************************
  469. //*****************************************************************************
  470.  
  471.     
  472.  
  473.     "Cover_crouch"
  474.     {
  475.         "busy_sequence"        "crouchidle_AB"
  476.         "exit_sequence"        "crouch_to_combat_stand"
  477.         "min_time"        "0.0"
  478.         "max_time"        "0.0"
  479.         "interrupts"    "BA_INT_AMBUSH"
  480.     }
  481.     
  482.     "Cover_crouch_B"
  483.     {
  484.         "busy_sequence"        "crouchidle_AB"
  485.         "exit_sequence"        "crouchidle_ABexit"
  486.         "min_time"        "0.0"
  487.         "max_time"        "0.0"
  488.         "interrupts"    "BA_INT_AMBUSH"
  489.     }
  490.  
  491.     "Signal_group"
  492.     {
  493.         "busy_sequence"        "signal_group"
  494.         "min_time"        "0.0"
  495.         "max_time"        "0.0"
  496.         "interrupts"    "BA_INT_AMBUSH"
  497.     }
  498.  
  499.     "Idle_Alert"
  500.     {
  501.         "busy_sequence"        "CombatIdle1"
  502.         "min_time"        "0.0"
  503.         "max_time"        "0.0"
  504.         "interrupts"    "BA_INT_AMBUSH"
  505.     }    
  506.  
  507.     "Signal_Advance"
  508.     {
  509.         "busy_sequence"        "CombatIdle1"
  510.         "exit_sequence"        "signal_advance"
  511.         "min_time"        "0.0"
  512.         "max_time"        "0.0"
  513.         "interrupts"    "BA_INT_AMBUSH"
  514.     }
  515.  
  516.     "LeanWall_Right"
  517.     {
  518.         "busy_sequence"        "leanwall_right_idle"
  519.         "exit_sequence"        "leanwall_right_exit"
  520.         "min_time"        "0.0"
  521.         "max_time"        "0.0"
  522.         "interrupts"    "BA_INT_AMBUSH"
  523.     }
  524.  
  525.     "LeanWall_Corner_Right"
  526.     {
  527.         "busy_sequence"        "leanwall_Corner_right_idle"
  528.         "exit_sequence"        "leanwall_Corner_right_exit"
  529.         "min_time"        "0.0"
  530.         "max_time"        "0.0"
  531.         "interrupts"    "BA_INT_AMBUSH"
  532.     }
  533.  
  534.     "LeanWall_Left"
  535.     {
  536.         "busy_sequence"        "leanwall_left_idle"
  537.         "exit_sequence"        "leanwall_left_exit"
  538.         "min_time"        "0.0"
  539.         "max_time"        "0.0"
  540.         "interrupts"    "BA_INT_AMBUSH"
  541.     }
  542.  
  543.     "LeanWall_Left_B"
  544.     {
  545.         "busy_sequence"        "leanwall_left_b_idle"
  546.         "exit_sequence"        "leanwall_left_b_exit"
  547.         "min_time"        "0.0"
  548.         "max_time"        "0.0"
  549.         "interrupts"    "BA_INT_AMBUSH"
  550.     }
  551.  
  552.     "LeanWall_CrouchLeft_A"
  553.     {
  554.         "busy_sequence"        "leanwall_CrouchLeft_A_idle"
  555.         "exit_sequence"        "leanwall_CrouchLeft_A_exit"
  556.         "min_time"        "0.0"
  557.         "max_time"        "0.0"
  558.         "interrupts"    "BA_INT_AMBUSH"
  559.     }
  560.  
  561.     "LeanWall_CrouchLeft_B"
  562.     {
  563.         "busy_sequence"        "leanwall_CrouchLeft_B_idle"
  564.         "exit_sequence"        "leanwall_CrouchLeft_B_exit"
  565.         "min_time"        "0.0"
  566.         "max_time"        "0.0"
  567.         "interrupts"    "BA_INT_AMBUSH"
  568.     }
  569.  
  570.     "LeanWall_CrouchLeft_C"
  571.     {
  572.         "busy_sequence"        "leanwall_CrouchLeft_C_idle"
  573.         "exit_sequence"        "leanwall_CrouchLeft_C_exit"
  574.         "min_time"        "0.0"
  575.         "max_time"        "0.0"
  576.         "interrupts"    "BA_INT_AMBUSH"
  577.     }
  578.  
  579.     "LeanWall_CrouchLeft_D"
  580.     {
  581.         "busy_sequence"        "leanwall_CrouchLeft_D_idle"
  582.         "exit_sequence"        "leanwall_CrouchLeft_D_exit"
  583.         "min_time"        "0.0"
  584.         "max_time"        "0.0"
  585.         "interrupts"    "BA_INT_AMBUSH"
  586.     }
  587.  
  588. //*****************************************************************************
  589. //************  Metrocop actbusy section   ************************************
  590. //*****************************************************************************
  591.  
  592.     "Crouch_idle_pistol_A"
  593.     {
  594.         "busy_sequence"        "Crouch_idle_pistol"
  595.         "exit_sequence"        "Crouch_to_shootpistol"
  596.         "min_time"        "1.0"
  597.         "max_time"        "0.0"
  598.         "interrupts"    "BA_INT_COMBAT"
  599.     }
  600.  
  601.     "Crouch_idle_smg1_A"
  602.     {
  603.         "busy_sequence"        "Crouch_idle_smg1"
  604.         "exit_sequence"        "Crouch_to_shootsmg1"
  605.         "min_time"        "1.0"
  606.         "max_time"        "0.0"
  607.         "interrupts"    "BA_INT_COMBAT"
  608.     }
  609.  
  610.     "Idle_harrassidle_A"
  611.     {
  612.         "busy_sequence"        "harrassidle"
  613.         "min_time"        "1.0"
  614.         "max_time"        "0.0"
  615.         "interrupts"    "BA_INT_COMBAT"
  616.     }
  617.  
  618.  
  619.  
  620. }
  621.  
  622.