Enemy Animations

In GTFO each enemy is assigned a random set of animations that they use. These animation sets are referred to as handles.

The list of handles are:

[Flags]
enum AnimHandle {
  unspecified = 1
  cripple = 2
  runner = 4
  fiddler = 8
  low = 0x10
  crawlFlip = 0x20
  crawl = 0x40
  giant = 0x80
  big = 0x100
  exploder = 0x200
  birtherCrawlFlip = 0x400
  pouncer = 0x800
}

The animations that belong to each handle are as follows:

All animation names are the same as the file names for the animation assets if ripped from the game via a unity asset ripper program.

Unspecified

No animations - This is mostly an error flag.

Cripple

Runner

AbilityUse - Animations for scout scream wind up and wind down

RU_Ability_Use_In_a - Wind up animation

RU_Ability_Use_Loop_a - Loop animation after wind up until wind down is triggered

RU_Ability_Use_Out_a - Wind down animation

Wakeup - Animations used for wake up sequences

Presented as an array which gets indexed by animIndex

[
  RU_Hibernate_Wakeup_A_0,
  RU_Hibernate_Wakeup_B_0,
  RU_Hibernate_Wakeup_C_0,
  RU_Hibernate_Wakeup_B_0 // Intentional Repeat on index 3
]

WakeupTurns - Animations used for wake up sequences where turn is True

Presented as an array which gets indexed by animIndex

[
  RU_Hibernate_Wakeup_Turn_A
]

Movement - Animations used for movement

Presented as a 2D blend map where x is velRight and y is velFwd / velUp (depending on if going up/down a ladder)

[
  { anim: RU_Walk_Fwd, x: 0, y: 2.2 },
  { anim: RU_Walk_Bwd, x: 0, y: -2.5 },
  { anim: RU_Walk_Lt, x: -2.5, y: 0 },
  { anim: RU_Walk_Rt, x: 2.5, y: 0 },
  { anim: RU_Run_Fwd, x: 0, y: 7 },
  { anim: RU_Run_Bwd, x: 0, y: -4.5 },
  { anim: RU_Run_Lt, x: -4.5, y: 0 },
  { anim: RU_Run_Rt, x: 4.5, y: 0 },
  { anim: Idle_Active, x: 0, y: 0 },
]

Ladder Climb - The animation used when climbing ladders

CA_Walk_Fwd_A

Jump - The animation used when jumping up/down a ladder

RU_Jump_In - Start of the jump

RU_Jump_Air_TimeBlend - Looping animation while airborne

RU_Jump_Out - Land animation

Hibernate Loop - Animations used during hibernation

This is actually a blend of two animation sequences where the blend factor is detect

RU_Hibernate_In when detect is 0

RU_HibernateDetect when detect is 1

Heartbeat - The various pulsing animations Presented as an array which gets indexed by animIndex

[
  RU_Hibernate_Heartbeat_A_0,
  RU_Hibernate_Heartbeat_B_0,
  RU_Hibernate_Heartbeat_C,
  RU_Hibernate_Heartbeat_D,
  RU_Hibernate_Heartbeat_E_0
]

Screams - The various scream animations Presented as an array which gets indexed by animIndex

[
  EnemyAnimDatablock.RU_Scream_A,
  EnemyAnimDatablock.RU_Scream_B,
  EnemyAnimDatablock.RU_Scream_C
]

Melee Forward - The various melee animations for the forward direction Presented as an array which gets indexed by animIndex

[
  RU_Melee_Sequence_A_Fast 
]

Melee Backward - The various melee animations for the backward direction Presented as an array which gets indexed by animIndex

[
  RU_Melee_Sequence_A_Fast // Same as Forward direction 
]

Ability Fire - The various ability fire animations (Typically shooter / striker attacks) Presented as an array which gets indexed by animIndex

[
  Ability_Fire_0_Start,
  Ability_Fire_0_Start,
  Ability_Fire_2_Start
]

Hitreact Light Backward - The various light stagger animations for backward direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Light_Bwd_A,
  RU_Hit_Light_Bwd_B,
  RU_Hit_Light_Bwd_C,
  RU_Hit_Light_Bwd_B
]

Hitreact Light Forward - The various light stagger animations for forward direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Light_Fwd_A,
  RU_Hit_Light_Fwd_B,
  RU_Hit_Light_Fwd_C
]

Hitreact Light Left - The various light stagger animations for left direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Light_Lt_A,
  RU_Hit_Light_Lt_B,
  RU_Hit_Light_Lt_C
]

Hitreact Light Right - The various light stagger animations for right direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Light_Rt_A,
  RU_Hit_Light_Rt_B,
  RU_Hit_Light_Rt_C
]

Hitreact Heavy Backward - The various heavy stagger animations for backward direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Heavy_Bwd_A,
  RU_Hit_Heavy_Bwd_B,
  RU_Hit_Heavy_Bwd_Turn_A,
  RU_Hit_Heavy_Bwd_C
]

Hitreact Heavy Foward - The various heavy stagger animations for forward direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Heavy_Fwd_A,
  RU_Hit_Heavy_Fwd_B,
  RU_Hit_Heavy_Fwd_C
]

Hitreact Heavy Left - The various heavy stagger animations for left direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Heavy_Lt_A,
  RU_Hit_Heavy_Lt_B,
  RU_Hit_Heavy_Lt_C
]

Hitreact Heavy Right - The various heavy stagger animations for right direction Presented as an array which gets indexed by animIndex

[
  RU_Hit_Heavy_Rt_A,
  RU_Hit_Heavy_Rt_B,
  RU_Hit_Heavy_Rt_C
]

Fiddler

Low

CrawlFlip

Crawl

Giant

Big

Exploder

BirtherCrawlFlip

Pouncer

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