Everything you could ever wish to know about...
sr2_AnimationsGuide_Animated.gif

This guide will explain everything you need to know about Animations in Saints Row 2.
Everything here was learned through the development of FPA+.


What This Guide Covers:
- .anim_pc filename structure.
- How to add Triggers, Inverse Kinematics, Foleys, Props, and Effects to an animation via Anim_Files.xtbl.
- Preloading animations via preload_anim.tbl.
- Animation Sets, and how they all interact with each other (including tree diagrams).
- "State" vs "Action" animations.
- Customizing Compliments, Taunts and Walk Styles for Player Creation (Plastic Surgeon).


Don't be fooled by the "Spoilers". There is A LOT of information in this guide.


CLICK A SPOILER TO GET STARTED!
.anim_pc Filename Structure:
These files are the Animations themselves. Their Prefixes are named after the Animation Set they were designed for.

The following list breaks down the naming structure of these files. It is as complete as I could make it from memory of FPA+'s development over two years ago.
There might be a couple of things missing here and there, or some things I'm not entirely sure of at the time of writing.
PREFIXES:
Cutscene:
Filename:Translation:Notes:
ACCSActivity Cutscene
Human:
Filename:Translation:Notes:
gml1Generic Male Life 1Male Playa, etc.
gml4Generic Male Life 4Unused?
gfl1Generic Female Life 1Female Playa, etc.
pml1Pedestrian Male Life
pfl1Pedestrian Female Life
pol1Pedestrian Old LifeAlso Bums
cml1Cop Male Life
custCustomizationWardrobe, etc.
broBrotherhood
trblBrotherhoodTribal
cribSamediCaribbean
ykzaRoninYakuza
Lipsync:
Filename:Translation:Notes:
bfplayerBlack Female Player
bmplayerBlack Male Player
hfplayerHispanic Female Player
hmplayerHispanic Male Player
wfplayerWhite Female Player
wmplayerWhite Male Player
Vehicle:
Filename:Translation:Intended Animation Set:Notes:
apcAPCanim_auto_apc.xtbleg: Grizzly
apchApachee Helicopteranim_helifighter.xtbleg: Tornado
atvATVanim_moto_atv.xtbleg: Toad
autoAutomobileanim_auto.xtblGeneric Cars
bipnBi-Planeanim_biplane.xtbleg: Parrot/Corsette/High Rise
boatBoatanim_boats.xtblGeneric Boats
chopMotorcycleanim_moto_chopper.xtbleg: Sabertooth
crftWavecraftanim_boats_craft.xtbleg: Shark
crsrCruisersanim_moto_cruiser.xtbleg: Sabertooth, Shark
dirtDirtbikeanim_moto_dirt.xtbleg: Sandstorm
fghtFighter Planeanim_planes.xtbleg: Wolverine
hydroHydroplaneAnim_Boats_Hydro.xtblUnused - Enter/Exit animations for the Hurricane
jetJet Planeanim_jet.xtbleg: Snipes 57
jet1Jet PlaneIngame_Jetplane.xtblUnused - Enter/Exit animations for a Jet Plane - Likely Snipes 57
mopdMopedanim_moto_moped.xtbleg: Widowmaker
pcktPocket Bikeanim_moto_pocket.xtbleg: Peewee
planUnusedUnusedUnused - Enter/Exit animations for a Plane - Possibly Wolverine
poliPolice Helicopteranim_police_4d.xtbleg: Oppressor
rcktCrotch Rocket (Motorcycle)anim_moto_rocket.xtbleg: Tetsuo, Kenshin
sped1Speed Boat 1anim_boats_sped1.xtblUnused - Enter/Exit animations for Speed Boats
ufoUFOUFO.xtblDestroy
SUB-FIXES:
Generic:
Filename:Translation:Notes:
aimAim
arArrest
atkAttack
attkAttack
bashBashWeapon Melee
bsBase
bsejmpBase Jump
cellCellphone
chCrouch
compCompliment
crCrouch Ready
cvCover
cwCower
cyCarry
dvDive
eatEat
etEat
faceFacial Expression
faimFine Aim
fireFire Weapon
flFall
flnchFlinch
fnFence
getGetRecieve
giveGive
grGrip LedgeClimbing
grpGrapple
grndGround
hbHospital Bedrn07
hlHoldGrapple
hsHuman Shield
idleIdleTimeout
insultTaunt
jmJump
jogRun
jrJump Running
lgLounge
lnLean
mMultiTo be used over State animations
onfOn Fire
phoneCellphone
pmpPimpThese can be SR1 animations
pwupPower-UpFood/Drugs
pwupmPower-UpMulti
ptPant
rdReady
reacReaction
runRun
runfrRun, Fire Weapon
sdStand
situSituation
stSit
streakingStreaking Diversion
strtlStartle
sttlSettle
spSleep
sprintSprint
suSurrender
swimSwimming
talkTalk
tredSwim Stationary
trnTurn
trvsTraverse
walkWalk
wlkWalk
wlkfrWalk, Fire Weapon
Weapons:
Filename:Translation:Notes:
1hMelee 1-Hand
2hMelee 2-Hand
akAssault Rifle
bks?
csawChainsaw
defibDefibulator
dfibDefibulator
firextFire Extinguisher
fk?
flashbangFlashbang
flshbngFlashbang
gigrGeiger Counter
h1hHavok 1-HandMakeshift Weapons
h2hHavok 2-HandMakeshift Weapons
h2hhHavok 2-Hand HighMakeshift Weapons
h2hlHavok 2-Hand LowMakeshift Weapons
hd?
hds?
heliHelicopter Side Shooter
hoseFirehoseCut from Firefighter Diversion
hp?
mcMelee Combat
meleeMelee GrabUnused
mgMelee Grab?
mngMinigun
pimpPimp Shotgun
psPistol
psdDual Pistols
pspryPepperspray
pyroFireworks Box
pyroboxFireworks Box
relmvReload MovingMulti
rlRocket Launcher
rloadReload
rpgRocket Launcher
s12Spas 12Automatic Shotguns
scrgSatchel Charge
sgShotgun
smgSMG
so?
srSniper Rifle
swdSamurai Sword
trafficsignTraffic SignHavok Weapon
tribeBrotherhood Melee
ykuzRonin Melee
vidcamVideo Camera
Idle:
Filename:Translation:Notes:
acmAdjust Crotch (Moving)
adcAdjust Crotch
crkbkCrack Back
flrFlirt
grfGreet (Wave)
grfmGreet (Wave) (Moving)
hapHappyLittle Dance
hairFix Hair
impImpatient
lanLook At Nails
saScratch Ass
samScratch Ass (Moving)
shcShowcase Self
strStretch
sukSuck Lollipop
tcsTouch Self
tisTie Shoelace
twhTwirl Hair
Idle Multi (idlem):
Filename:Translation:Notes:
chtxtCheck TextMulti
crkwrCrack WristsMulti
hairFix HairMulti
lanLook At NailsMulti
larLook AroundMulti
rlnckRoll NeckMulti
sfceScratch FaceMulti
React:
Filename:Translation:Notes:
angAngry
appApplause
avcAvoid Car
avpAvoid Person
calToe Injury
chaCheer A
chbCheer B
cobInspect Body"Crouch Over Body"?
compCompliment
helirotoReact to Low-Flying Helicopter Rotors
hrfHorrified
hrtaHeart Attack
insInsulted
jerJerk
laffLaugh
ohoOh No You Di-in't!
pepspryReact to Pepperspray
pntPoint
pooPour One Out
srpSurprised
tgasTear Gas
tgasmTear Gas (Moving)
wacWatch Carefully
wavWave
Talk:
Filename:Translation:Notes:
cnfConfrontational
dnoDunno
drsDisrespect
lngLong
noNoShaking Head
shrtShort
subSubmissive
wrsWith Respect
yelYelling
yesYesNodding Head
Celebrity (celb):
Filename:Translation:Notes:
fanFan
fathFemale Athlete
fmusicFemale Musician
fpstarFemale Pornstar
fstarFemale Moviestar
intrvInterview
mathMale Athlete
mmusicMale Musician
mpstarMale Pornstar
mstarMale Moviestar
rprtrReporter
Construction (cnstrct):
Filename:Translation:Notes:
hmmrHammer
jckhmmrJackhammer
rdsignRoad Sign
wvthruWave Through
sawSaw
Prisoner (inmate):
Filename:Translation:Notes:
barsGripping Prison Cell Bars
bngcupBang Cup Along Bars
curlCurlingLift Weights
digDig At Cell Wall
lovepstrLove Poster
playharmonPlay Harmonica
scrubScrub Floor
scrbflrScrub Floor
carveCarve Into Cell Wall
Other:
Filename:Translation:Notes:
3cmThree Cup MagicCut Diversion
arcadeArcade Machine
atmATMCash Machine
bchrBench Read
bdBreakdancer
begBegger
bevBeveridgeDrink
bgBong
binocBinoculars
blBlunt
blkjckBlackjack
bnchBench
booksBooks CarryingStudent
brBeer
broomBroom
brwsclothBrowse ClothingClothing Store
brwsgunBrowse PistolsGun Store
brwsjwlryBrowse JewelryJewelry Store
brwswineBrowse WineBrown Baggers/Gas Station
btwlBeach Towel
carpushCar Pushfrom an unused sequence
carrpairCar RepairMechanic
celbCelebrityCrowd Control
cheerldrCheerleader Routines
chutefailParachute FailureFalling from the sky!
cigCigarette
clipbdClipboard
cnstrctConstruction
comedyStand-Up Comedy Routine
cprCPREMT Chest Compressions
crapsPlay Craps
danceDance
dkDrunk
dmnoDominos
drmanDoorman
etEat
firbrthrFirebreather
fishnFishing
flashFlashing
flyersHand Out Flyers
fo40oz
gardenrGardener
gatGat Injuredrn04
gpGuitar Player
gurneyGurneyPatients
haksacHacky Sack
hckingShaundi Hackingss10
hcvrHead Coverwith Newspaper from Rain
hedgetrimHedge Trimmer
hlmtHelmetykza
hnsdHandstandvsurf
hoHo
hydHydrantbasking in burst Fire Hydrant spray
inmateInmatePrisoner
janitrJanitor Cart
jgJogger
jgglrJuggler
jggleJuggle
junkieJunkieDrug Addict
jukeboxPush Over Jukeboxfrom an unused sequence
lapdanceLapdance
lfegrdLifeguard
lcLean to CarHo
lineQueueing in Line
lmboLimbo
lndryLaundry Basket
lookoutLookoutCoin-Operated Binoculars
loverLoversTwo Person Bench
ltopLaptop
lwnchairLawn Chair
maMartial ArtsPractice
mechanMechanic
metldetctMetal Detector
mgaphnMegaphone
mrMagazine/Newspaper Read
mrnMourn
o2tnkOxygen Tank
paintrPainter
phandPanhandle
pianoPiano Player
pinballPinball Table
pixTake Picture
pkrPoker
pnicPicnic
polPoledancer
pondPond ScoopBugNet
poolPool Table
poopPoopFrom cut Vandalism Diversion
prProtest
psnatchPurse Snatch
ptablePicnic Table
pwrwlkPower Walk
qrtBarbershop Quartet
rapRap Battle
rdbkRead Book
rdpprRead Newspaper
reacnegReact NegativeFlashing
reacposReact PositiveFlashing
rprtrReporter
rpsRock/Paper/Scissors
rulteRoulette
securitySecurity GuardAirport
shdwboxShadow Boxing
shpbgShopping Bag
shwrShower
signinShaundi Sign-In Police Stationss10
singCrooner Singing Routine
sk8bdSkateboard
skateRollerskate
slfSlap Fight
slotSlot Machine
smkinSmoking
sofaSofa
spadSketch Pad
stcsepullSuitcase PullAirport
stgStagedancer
stoolStool
support?
tagTagging Diversion
tchiTaichi
tdanceTap Dance
terrorTerrorizecrib/ykza
tkoutTakeoutNoodles
tpdncTwo Person Dance
trTourist
umUmbrella
uniqUnique
vndrHotdog Vendor
vsurfVehicle Surf
watermelon?Lipsync Animations
wndowshWindow WashSqueegee
woryWorry
wrkngtrkWorking On TruckMechanic
wrmhndsWarm HandsFire Barrel
wtrbtlWater Bottle
yogYoga
zmZombie
Directions:
Filename:Translation:Notes:
bckBack
bkBack
fnFront
frbhFrom Behind
frnFront
frwdForward
lLeft
lftLeft
rRight
rgtRight
trnTurn
trnbTurn Back
trnlTurn Left
trnrTurn Right
skidSkid to Stand
Vehicle:
Filename:Translation:Notes:
cyclMotorcycle Weapon Attacks
cyclpaMotorcycle Passenger Weapon Attacks
heliassltHeli AssaultNPC Rescue
rascalMobility ScooterCan be seen in very early pre-release material
ANIM_FILES.xtbl:
This file controls which animations exist in the game, and any Prop, Foley, IK and Trigger information which may be assigned to them.

A basic string for an animation in this file looks like this:
Code:
<Anim_file><Animation><Filename>NAME.animx</Filename><Preload>True/False</Preload></Animation><Triggers></Triggers><IKs></IKs><Sounds></Sounds><Voice_Lines></Voice_Lines><Props></Props><OldProps></OldProps></Anim_file>

Fleshed out (All Elements):
Code:
<Anim_file><Animation><Filename>NAME.animx</Filename><Preload>True/False</Preload></Animation><Triggers><Trigger><Name>NAME</Name><Frame>0</Frame></Trigger></Triggers><IKs><IK><Enable>True/False</Enable><Location>NAME</Location><Frame>0</Frame><Blend>0</Blend><Situation>NAME</Situation></IK></IKs><Sounds><Sound><Frame>0</Frame><Looping>True/False</Looping><Foley>NAME</Foley></Sound></Sounds><Voice_Lines>UNUSED</Voice_Lines><Props>UNUSED</Props><OldProps><Prop><Name>NAME</Name><Set>NAME</Set><StartFrame>0</StartFrame><EndFrame>0</EndFrame><AttachPoint>NAME</AttachPoint><FXStart>0</FXStart><FXEnd>0</FXEnd><FXName>NAME</FXName><HardStop>Yes/No/(Disabled)</HardStop></Prop></OldProps></Anim_file>

Easier-to-Read Format:
Code:
<Anim_file>
    <Animation>
        <Filename>NAME.animx</Filename>
        <Preload>True/False</Preload>
        </Animation>
    <Triggers>
        <Trigger>
            <Name>(ref:anim_triggers.xtbl:Trigger.Name)</Name>
            <Frame>0</Frame>
            </Trigger>
        </Triggers>
    <IKs>
        <IK>
            <Enable>True/False</Enable>
            <Location>(ref:anim_ik_location.xtbl:Location.Name)</Location>
            <Frame>0</Frame>
            <Blend>0</Blend>
            <Situation>(ref:anim_ik_situation.xtbl:IK_Situation.Name)</Situation>
            </IK>
        </IKs>
    <Sounds>
        <Sound>
            <Frame>0</Frame>
            <Looping>True/False</Looping>
            <Foley>(ref:foley.xtbl:Foley.Name)</Foley>
            </Sound>
        </Sounds>
    <Voice_Lines>UNUSED</Voice_Lines>
    <Props>UNUSED</Props>
    <OldProps>
        <Prop>
            <Name>(ref:items_3d.xtbl:Item.Name)</Name>
            <Set>(ref:anim_prop_sets.xtbl:Anim_Prop_Set.Name)</Set>
            <StartFrame>0</StartFrame>
            <EndFrame>0</EndFrame>
            <AttachPoint>Left Hand/Right Hand/L-hand/R-hand/l-foot/r-foot/l-thigh/r-thigh/head (there might be more)</AttachPoint>
            <FXStart>0</FXStart>
            <FXEnd>0</FXEnd>
            <FXName>(ref:effects.xtbl:Effect.Name)</FXName>
            <HardStop>Yes/No/(Disabled)</HardStop>
            </Prop>
        </OldProps>
    </Anim_file>
"FRAME" = A value based on 30 FPS. (This will not change if you play at a different frame rate.)


TRIGGERS:
References: anim_triggers.xtbl
A Trigger causes the animation to do something. Examples of these are "jump takeoff", "open door" and "ragdoll start".
Interestingly, footstep sounds are Triggers, not Foleys ("left-foot", "right-foot"). It's likely done this way to allow different footstep sounds for different surfaces.

<Frame>:
On which animation frame is the Trigger triggered?


IKs:
IK stands for Inverse Kinematics. IKs allow limbs to be animated further than was initially animated in the base .anim_pc file.
SR2's IK system is a little murky, as some of it is hard-coded. But here's what I've learned about it:

LOCATION:
References: anim_ik_location.xtbl
This is the limb which will be manipulated.

SITUATION:
References: anim_ik_situation.xtbl
This is where the limb will be moved to.

There are two types of Situation Names listed in anim_ik_situation.xtbl:
1. <Name>
Anim_Files.xtbl references <Name>. This is what you'll assign to an animation string in Anim_Files.xtbl.​
2. <Prop_Name>
<Prop_Name> is the internal name of the Attach Point. It is unknown what they all are, or how all of them work.​
You can use the same Attach Points used to position Props though. These will work for any animation.​
For example; You can move the "Left Hand" Location to the "l-thigh" Attach Point Situation.​
The anim_ik_situation.xtbl file I've attached to the bottom of this post has new entries which allow you to try these out for yourself (using the currently known Attach Points). They can be found at the bottom of the table with the unique "AP" prefix.​

Some Situation Names have prefixes. These are:
"VID" = Visual Identifier (This appears to be something to do with Props).​
"PO" = Pull Out (ie: Carjacking) (TableTemplates only).​
"MS" = Morphed Surface.​
"2P" = Two Person (Eg: Lovers sitting on a bench).​

<Frame>:
On which animation frame does the IK start?

<Blend>:
This is how many frames it takes for the Location (limb) to reach the Situation.


SOUNDS:
References: foleys.xtbl
These are Foleys (sound effects) listed in foleys.xtbl.

<Frame>:
On which animation frame does the Foley start?

<Looping>:
Does the Foley play only once, or continue infinitely? (True/False)
For "Action" animations, use False.​
For "State" animations, use either True or False.​


OLDPROPS:
References: items_3d.xtbl, anim_prop_sets.xtbl, effects.xtbl
Presumably, Volition were developing a new Props system at one point, but ended up going back to the old one. Hence "OldProps" is used, and "Props" isn't.
This allows you to tie a Prop/Effect to the character using the animation. This is used extensively for NPCs and Action Nodes. (Eg: Taking a Photo, or walking with an Umbrella.)

<Name>:
The Prop listed in items_3d.xtbl.

<Set>:
A set of Props listed in anim_prop_sets.xtbl. This isn't used often. But it's used for variety. (Eg: "Drinks" allows either "SodaCupPlastic" or "CoffeeCupPlastic" Props to be used.)

<StartFrame>:
On which animation frame does the Prop appear?

<EndFrame>:
On which animation frame does the Prop disappear?

<AttachPoint>:
This is the part of the body this Prop/Effect is tied to.
I'm unsure if this references an .xtbl file somewhere. But what I've listed in the "Easier-to-Read Format" above is what is used in Anim_Files.xtbl.
As mentioned earlier in this guide, any valid input here can also be used as a <Prop_Name> in anim_ik_situation.xtbl.

<FXStart>:
On which animation frame does the Effect start?

<FXEnd>:
On which animation frame does the Effect stop?

<FXName>:
An Effect listed in effects.xtbl.

<HardStop>:
I'm not entirely certain what this is. More often than not, this is set to (Disabled).
PRELOAD_ANIM.tbl:
This is a list of animations the game will keep ready-to-go (pre-loaded) at all times.
Any animations you want to add to your Playa's animation set (GML1.xtbl/GFL1.xtbl) will need to be listed once somewhere in this file.

Some animations which are not listed here are used in individual preloads for each chunk of the map (.anim_list). These can also be modified, though you don't really need to do this unless you're adding action nodes to a specific area (which is beyond the scope of this guide).
The effects of this can be seen when using SuperUI's animation codes. This is why the animations only work in certain areas of the map.
ANIM_SET_FILENAMES.xtbl:
This is a list of all Animation Set files in the game. In order to add a custom Animation Set file, it must be added here for the game to recognise it.

ANIMATION SET FILES:
Each character in the game is assigned an Animation Set. These contain sets of animations suited for a certain type of character or situation. All animation sets are structured as a hierarchy, meaning characters will default to using animations in a parent animation set if no equivalent animation exists in their child animation set.

Human Animation Sets:
sr2_AnimSetTree.png
Credit to IdolNinja (RIP), who laid most of the ground work for me to complete this tree.
Vehicle Animation Sets:
sr2_AnimSetTree_Vehicles.png
STATE vs ACTION ANIMATIONS:
These are the "slots" the animations themselves fill in the Animation Set files.

STATE:
-"State" animations are animations which play on a loop, such as "stand" or "walk".
ACTION:
-"Action" animations are single use, such as transitional animations, or firing a gun.

It is worth remembering what the animation is going to be used as when assigning an Effect or Foley in Anim_Files.xtbl, or you could encounter unwanted bugs (such as a Foley playing infinite times canonically, getting louder each time the State is repeated. Or looped Foleys playing on infinitely after an Action has finished.)

There are two files relating to States and Actions: anim_states.xtbl and anim_actions.xtbl

Each of these files are structured the same as each other. The interesting feature of these files is the "Anim_Flag" options.
While I haven't toyed around with all of them, I've found the "camera look at bone" Flag in anim_states.xtbl can be added to any movement State to create a Camera Shake effect (as seen in "First Person (+Driving) v1.1").
I recommend having a play around with these to see what can be achieved!
CUSTOMIZABLE COMPLIMENTS, INSULTS & WALKS:
These files determine the Names and Voice Lines associated with Compliments, Taunts and Movement styles found in Player Creation (Plastic Surgeon).
(The animations themselves can be changed in GML1.xtbl.)

- customizable_action.xtbl controls "Compliments" & "Taunts".​
- customizable_walk.xtbl controls "Movement Styles" (Walks).​

Both files are structured similarly.


CUSTOMIZABLE_ACTION.xtbl:

<Name>:

The internal Name of this Compliment/Taunt. Best not to change this.

<ActionType>:
Will this appear in the "Compliment" menu, or the "Taunt" menu?

<LocalizedTag>:
This is the name which will appear in the in-game menu. It is designed to use localized names from PlayerCreation_text.xtbl, but anything you put here will show in-game. Just remember there's a limit to how many text characters you can use for custom names in general.

Compliments and Taunts are shown in alphabetical order in-game according to this string.​

<Action>:
Which "Action" animation slot is this going to use? You could theoretically use ANY Action.

Tip: "Insult" Actions (eg: "Insult A") have a angry facial expression assigned to them. If you wanted to use that expression for a Compliment, simply edit the <ActionType> to "Compliment".

<Team>:
Which Gang's Story Arch do you unlock this Compliment/Taunt through? References teams.xtbl.

<Situation>:
This is the set of Voice Lines the Playa can draw from for this Compliment/Taunt. This references persona_situations.xtbl. The Vanilla Situations only have one Voice Line for each Playa's voice. But there are others which have multiple lines which will play sequentially each time the Action is performed.

Here is a list of all the Situations listed in persona_situations.xtbl which contain Voice Lines for the Playa (Tested with Female Voice 3):
Situation:Notes:
combat - player congratulate selfBoasting
drunk - say shit
escort - player fail mini gameHoing Fail
group - player dismiss confirmDismiss Homie
misc - player collision with npc
misc - player timeoutIdle Voice Lines
special - player arrested by copUnheard in-game
threat - player driver extractSteal Car
threat - player pull rider off motorcycleSteal Bike. (According to Female Voice 3, her "Old Man" had a Motorbike.)
threat - player alert group attackRally Saints to Attack
voice - boo
voice - cheer
voice - cough
voice - death scream
voice - fallLong Scream. Used when falling from great height.
voice - fire scream (on fire)
voice - laugh
voice - making outHoing Noises
voice - pain shout
voice - startled line"WTF?"
voice - struggling
voice - thrown"Woah!"
voice - grunts"Ah!"
voice - panting
voice - basejumping"WOOOOHOOOOO!!!" - Unused
player compliment - arsenio"Yeah! Woof, woof, woof, woof, woof!"
player compliment - blow kiss*Kiss, Blow.
player compliment - bow"Well played, Sir."
player compliment - fonz collar"Ehhhhhhh"
player compliment - fonz point"Ehhhhhhh"
player compliment - jig*Whistling
player compliment - laugh"Ha Ha"
player compliment - number one"You and me? We're number one."
player compliment - ok"I like it. I really do."
player compliment - salute"Aye aye, Captain."
player compliment - thumbs up"That's what I like."
player taunt - arm flex"You can't handle this much sexy!"
player taunt - ass slap"You ain't never getting none of this, baby."
player taunt - chest bump"Come get it!"
player taunt - flip off*Spanish
player taunt - hulkster"Oh, yeah, let's hear it. Woohoo!"
player taunt - matrix*Karate noises
player taunt - na na"Na na na nana na", *Blows Raspberry
player taunt - no you didnt"No, no, no", *Spanish
player taunt - oh yeah"Woohoo! Yeah!"
player taunt - pee*Humming
player taunt - poop"This is what I think of you. Yeah. See that?"
player taunt - ride the donkey"Yeeha! Woo yeah! A little more! Yeow!"
player taunt - roar"Roar!!"
player taunt - smooth criminal"Woo! Alright!"
player taunt - spit and flick*Spanish
player taunt - teabag"Watchu gonna do about it?"
player taunt - throat slit"I'll cut you."
player taunt - vomit*Blech!
player taunt - wanker*Spanish
player taunt - you crazy"You fucking stupid?"


CUSTOMIZABLE_WALK.xtbl:
Unlike customizable_action.xtbl, Walk Styles are shown in the same order in-game the entries in this file.

<Name>:
The internal Name of this Walk Style. Best not to change this.

<display_name>: (Same as <LocalizedTag> in customizable_action.xtbl.)
This is the name which will appear in the in-game menu. It is designed to use localized names from PlayerCreation_text.xtbl, but anything you put here will show in-game. Just remember there's a limit to how many text characters you can use for custom names in general.

<Animation_State>: (Same as <Action> in customizable_action.xtbl, but for States.)
Which "State" animation slot is this going to use? You could theoretically use ANY State.
 

Attachments

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