NPC Activities & Sequences

A list of activities that can be performed by NPCs. 
== Actbusy ==
These can be used in an actbusy routine.
=== npc_citizen ===
*ACT_BUSY_LEAN_LEFT
*ACT_BUSY_LEAN_BACK
*ACT_BUSY_SIT_CHAIR
*ACT_BUSY_STAND
*ACT_BUSY_QUEUE
*Cover_R
*Cover_L
*Coverlow_R
*Coverlow_L
*cower_Idle
*D1_C01a_Mary_kneel
*D1_C03_Matt_sitground
*d1_t01_BreakRoom_Sit01_Idle
*d1_t01_BreakRoom_Sit02
*d1_t01_BreakRoom_WatchBreen
*d1_t01_BreakRoom_WatchClock_Sit
*d1_t01_BreakRoom_WatchClock_Sit_MX
*d1_t01_Clutch_Chainlink_Idle
*d1_t02_Plaza_Sit01_Idle
*d1_t02_Plaza_Sit02
*d1_t02_Playground_Cit2_Pockets
*d1_t02_Playground_Cit1_Arms_Crossed
*d1_t03_LookOutDoor
*d1_t03_LookOutWindow
*d1_t03_PreRaid_Peek_Idle
*d1_t03_Sit_Bed
*d1_t03_Sit_couch
*d1_t03_sit_couch_consoling
*d1_t03_Tenements_Look_Out_Window_Idle
*d1_town05_Leon_Lean_Table_Idle
*d2_coast03_PreBattle_Scan_Skies
*d2_coast03_PreBattle_Scan_Skies02
*d2_coast03_PreBattle_Scan_Skies03
*d2_coast03_PreBattle_Kneel_Idle
*d2_coast03_PreBattle_Stand_Look
*drinker_sit_idle
*drinker_sit_idle_ss
*idle_alert_01
*idle_alert_02
*idle_relaxed_01
*idle_relaxed_02
*fear_reaction_Idle
*food_queue_front
*laycouch1
*laycouch1
*lean_back
*Lean_Left
*LineIdle01
*railing_idle
*Sit_Chair02
*Sit_Chair03
*sitchairtable1
*sitcouch1
*sitcouchfeet1
*sitcouchknees1
*sitccouchtv1
===npc_combine_s===
*binoculars_idle
*Cover_crouch
*Cover_crouch_B
*Idle_Alert
*LeanWall_Right
*LeanWall_Corner_Right
*LeanWall_Left
*LeanWall_Left_B
*LeanWall_CrouchLeft_A
*LeanWall_CrouchLeft_B
*LeanWall_CrouchLeft_C
*LeanWall_CrouchLeft_D
*Signal_Advance
*Signal_group
===npc_metropolice===
*ACT_BUSY_STAND
*Crouch_idle_pistol_A
*Crouch_idle_smg1_A
*Idle_harrassidle_A
== Shared activities ==
<List of activities by game and NPC>
You can bind animation sequences to an activity name by using the $sequence Command in the model's QC file.
=== General ===
*ACT_RESET
*ACT_IDLE
*ACT_TRANSITION
*ACT_COVER
*ACT_COVER_MED
*ACT_COVER_LOW
*ACT_WALK
*ACT_WALK_AIM
*ACT_WALK_CROUCH
*ACT_WALK_CROUCH_AIM
*ACT_RUN
*ACT_RUN_AIM
*ACT_RUN_CROUCH
*ACT_RUN_CROUCH_AIM
*ACT_RUN_PROTECTED
*ACT_SCRIPT_CUSTOM_MOVE
*ACT_RANGE_ATTACK1
*ACT_RANGE_ATTACK2
*ACT_RANGE_ATTACK1_LOW
*ACT_RANGE_ATTACK2_LOW
*ACT_DIESIMPLE
*ACT_DIEBACKWARD
*ACT_DIEFORWARD
*ACT_DIEVIOLENT
*ACT_DIERAGDOLL
*ACT_FLY
*ACT_HOVER
*ACT_GLIDE
*ACT_SWIM
*ACT_JUMP
*ACT_HOP
*ACT_LEAP
*ACT_LAND
*ACT_CLIMB_UP
*ACT_CLIMB_DOWN
*ACT_CLIMB_DISMOUNT
*ACT_SHIPLADDER_UP
*ACT_SHIPLADDER_DOWN
*ACT_STRAFE_LEFT
*ACT_STRAFE_RIGHT
*ACT_ROLL_LEFT
*ACT_ROLL_RIGHT
*ACT_TURN_LEFT
*ACT_TURN_RIGHT
*ACT_CROUCH
*ACT_CROUCHIDLE
*ACT_STAND
*ACT_USE
*ACT_SIGNAL1
*ACT_SIGNAL2
*ACT_SIGNAL3
*ACT_SIGNAL_ADVANCE
*ACT_SIGNAL_FORWARD
*ACT_SIGNAL_GROUP
*ACT_SIGNAL_HALT
*ACT_SIGNAL_LEFT
*ACT_SIGNAL_RIGHT
*ACT_SIGNAL_TAKECOVER
*ACT_LOOKBACK_RIGHT
*ACT_LOOKBACK_LEFT
*ACT_COWER
*ACT_SMALL_FLINCH
*ACT_BIG_FLINCH
*ACT_MELEE_ATTACK1
*ACT_MELEE_ATTACK2
*ACT_RELOAD
*ACT_RELOAD_LOW
*ACT_ARM
*ACT_DISARM
*ACT_PICKUP_GROUND
*ACT_PICKUP_RACK
*ACT_IDLE_ANGRY
*ACT_IDLE_RELAXED
*ACT_IDLE_STIMULATED
*ACT_IDLE_AGITATED
*ACT_WALK_RELAXED
*ACT_WALK_STIMULATED
*ACT_WALK_AGITATED
*ACT_RUN_RELAXED
*ACT_RUN_STIMULATED
*ACT_RUN_AGITATED
*ACT_IDLE_AIM_RELAXED
*ACT_IDLE_AIM_STIMULATED
*ACT_IDLE_AIM_AGITATED
*ACT_WALK_AIM_RELAXED
*ACT_WALK_AIM_STIMULATED
*ACT_WALK_AIM_AGITATED
*ACT_RUN_AIM_RELAXED
*ACT_RUN_AIM_STIMULATED
*ACT_RUN_AIM_AGITATED
*ACT_WALK_HURT
*ACT_RUN_HURT
*ACT_SPECIAL_ATTACK1
*ACT_SPECIAL_ATTACK2
*ACT_COMBAT_IDLE
*ACT_WALK_SCARED
*ACT_RUN_SCARED
*ACT_VICTORY_DANCE
*ACT_DIE_HEADSHOT
*ACT_DIE_CHESTSHOT
*ACT_DIE_GUTSHOT
*ACT_DIE_BACKSHOT
*ACT_FLINCH_HEAD
*ACT_FLINCH_CHEST
*ACT_FLINCH_STOMACH
*ACT_FLINCH_LEFTARM
*ACT_FLINCH_RIGHTARM
*ACT_FLINCH_LEFTLEG
*ACT_FLINCH_RIGHTLEG
*ACT_FLINCH_PHYSICS
*ACT_IDLE_ON_FIRE
*ACT_WALK_ON_FIRE
*ACT_RUN_ON_FIRE
*ACT_RAPPEL_LOOP
*ACT_180_LEFT
*ACT_180_RIGHT
*ACT_90_LEFT
*ACT_90_RIGHT
*ACT_STEP_LEFT
*ACT_STEP_RIGHT
*ACT_STEP_BACK
*ACT_STEP_FORE
*ACT_GESTURE_RANGE_ATTACK1
*ACT_GESTURE_RANGE_ATTACK2
*ACT_GESTURE_MELEE_ATTACK1
*ACT_GESTURE_MELEE_ATTACK2
*ACT_GESTURE_RANGE_ATTACK1_LOW
*ACT_GESTURE_RANGE_ATTACK2_LOW
*ACT_MELEE_ATTACK_SWING_GESTURE
*ACT_GESTURE_SMALL_FLINCH
*ACT_GESTURE_BIG_FLINCH
*ACT_GESTURE_FLINCH_BLAST
*ACT_GESTURE_FLINCH_HEAD
*ACT_GESTURE_FLINCH_CHEST
*ACT_GESTURE_FLINCH_STOMACH
*ACT_GESTURE_FLINCH_LEFTARM
*ACT_GESTURE_FLINCH_RIGHTARM
*ACT_GESTURE_FLINCH_LEFTLEG
*ACT_GESTURE_FLINCH_RIGHTLEG
*ACT_GESTURE_TURN_LEFT
*ACT_GESTURE_TURN_RIGHT
*ACT_GESTURE_TURN_LEFT45
*ACT_GESTURE_TURN_RIGHT45
*ACT_GESTURE_TURN_LEFT90
*ACT_GESTURE_TURN_RIGHT90
*ACT_GESTURE_TURN_LEFT45_FLAT
*ACT_GESTURE_TURN_RIGHT45_FLAT
*ACT_GESTURE_TURN_LEFT90_FLAT
*ACT_GESTURE_TURN_RIGHT90_FLAT
=== Half-Life monster_human_grunt compatibility ===
*ACT_BARNACLE_HIT
*ACT_BARNACLE_PULL
*ACT_BARNACLE_CHOMP
*ACT_BARNACLE_CHEW
*ACT_DO_NOT_DISTURB
=== Viewmodel ===
*ACT_VM_DRAW
*ACT_VM_HOLSTER
*ACT_VM_IDLE
*ACT_VM_FIDGET
*ACT_VM_PULLBACK
*ACT_VM_PULLBACK_HIGH
*ACT_VM_PULLBACK_LOW
*ACT_VM_THROW
*ACT_VM_PULLPIN
*ACT_VM_PRIMARYATTACK
*ACT_VM_SECONDARYATTACK
*ACT_VM_RELOAD
*ACT_VM_DRYFIRE
*ACT_VM_HITLEFT
*ACT_VM_HITLEFT2
*ACT_VM_HITRIGHT
*ACT_VM_HITRIGHT2
*ACT_VM_HITCENTER
*ACT_VM_HITCENTER2
*ACT_VM_MISSLEFT
*ACT_VM_MISSLEFT2
*ACT_VM_MISSRIGHT
*ACT_VM_MISSRIGHT2
*ACT_VM_MISSCENTER
*ACT_VM_MISSCENTER2
*ACT_VM_HAULBACK
*ACT_VM_SWINGHARD
*ACT_VM_SWINGMISS
*ACT_VM_SWINGHIT
*ACT_VM_IDLE_TO_LOWERED
*ACT_VM_IDLE_LOWERED
*ACT_VM_LOWERED_TO_IDLE
*ACT_VM_RECOIL1
*ACT_VM_RECOIL2
*ACT_VM_RECOIL3
*ACT_VM_ATTACH_SILENCER
*ACT_VM_DETACH_SILENCER
Category:AI
Category:Modeling
Category:Programming