// "act busy name" This is the name that a mapmaker must specify in the hint node. // { // "busy_anim" "Activity Name". // "entry_anim" "Activity Name" // "exit_anim" "Activity Name" // "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node. // "entry_sequence" "Sequence Name". If specified, this is used over the entry anim. // "exit_sequence" "Sequence Name". If specified, this is used over the exit anim. // "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept. // "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept. // "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept. // "min_time" "Minimum time to spend in this busy anim" // "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event // "interrupts" One of: // "BA_INT_NONE" break out only when time runs out. No external influence will break me out. // "BA_INT_DANGER" break out of this anim only if threatened // "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened // "BA_INT_AMBUSH" someone please define this - I have no idea what it does // "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 // } // // "ActBusy.txt" { // Nothing }