critter sounds and animations

taag

Still Mildly Glowing
I'm trying to synchronize critter sound files with critter animations but the process is painfully slow.
Does anyone have a list of correlation between sound filename codes and animation filenames?
 
I haven't seen such a list, but to honest I've never done much with critter sounds. That being said I was looking at doing this in the near future for MR so I might look into it.

Have you extracted the sounds from the Master.dat and the critters from the critters.dat and compared them for any correlation? If it just matches file names then that will be easy enough. I always though it had to be scripted, but maybe not.
 
I had a quick look and the PC sfx files are called hfXXXXaa.acm and hmXXXX.aa.acm so it only has one set of sounds for the male/female PC rather than one for each armour (which makes sense).

I'm still not entirely sure if the sounds also need to be scripted.
 
thanks, you helped me a lot.

does anyone know what aa stands for in the magckoaa.acm ? a descriptive list for these two letter codeswould help in quicker sound - animation synchronization
 
I think it means the same as in the case of frm but I'm not sure.
In frm aa means the unarmed idle animation then if I'm right the aa.acm should be the sound played during the frm animation
 
Here's a slightly updated list I made

Code:
###########
#PREFIXTAG#
###########
HA = HERO ANDROGENOUS
HM = HERO MALE
HF = HERO FEMALE

MA = MONSTER ANDROGENOUS
NA = NPC ADROGENOUS
NF = NPC FEMALE
NM = NPC MALE


#################
#SUFIXTAG Part 1#
#################
A* = Unarmed
B* = Death
C* = Stand Up
D* = Knife
E* = Stick
F* = Hammer
G* = Spear
H* = Pistol
I* = SMG
J* = Rifle
K* = Heavy
L* = Minigun
M* = Bazooka
N* = Called Shot
R* = Corpse


#################
#SUFIXTAG Part 2#
#################
*A = Idle
*B = Walk
*C = Equip
*D = Unequip
*E = Dodge
*F = Thrust
*G = Slash
*H = Aim Gun
*I = Lower Gun
*J = Single Shot
*K = Burst
*L = Continuous
*M = Throw


#########################################
#A = Base Character Animations (Unarmed)#
#########################################
AA = Idle (Default FRM)
AB = Walk
AE = Climb Up
AK = Pick Up
AL = Use
AN = Dodge
AO = Hit from front
AP = Hit from behind
AQ = Punch
AR = Kick
AS = Throw
AT = Run

######################
#B = Death Animations#
######################
BA = Knockdown BACKWARDS
BB = Knockdown FORWARDS
*BC* = Fem Combat Armor fall
BD = Chunk death
BE = Crispyfall
BF = Ripped to pieces
BG = Chestburst
BH = Electricrisp
BI = Chopped
*BJ* = Burnout
BK = Electricrisp
BL = Explode
BM = Meltdown
*BN* = Flaming
BO = Bleed on back
BP = Bleed on chest

#########################
#C = Stand Up Animations#
#########################
CH = Stand Up (On chest)
CJ = Stand Up (On back)

#########################
#KNIFE WEAPON ANIMATIONS#
#########################
D = Knife Animations
DA = Knife Idle
DB = Knife Walk
DC = Knife Equip
DD = Knife Unequip
DE = Knife Dodge
DF = Knife Thrust
DG = Knife Slash
DM = Knife Throw

#########################
#STICK WEAPON ANIMATIONS#
#########################
E = Stick Animations
EA = Stick Idle
EB = Stick Walk
EC = Stick Equip
ED = Stick Unequip
EE = Stick Dodge
EF = Stick Thrust
EG = Stick Slash

##########################
#HAMMER WEAPON ANIMATIONS#
##########################
F = Hammer Animations
FA = Hammer Idle
FB = Hammer Walk
FC = Hammer Equip
FD = Hammer Unequip
FE = Hammer Dodge
FF = Hammer Thrust
FG = Hammer Slash

#########################
#SPEAR WEAPON ANIMATIONS#
#########################
G = Spear Animations
GA = Spear Idle
GB = Spear Walk
GC = Spear Equip
GD = Spear Unequip
GE = Spear Dodge
GF = Spear Thrust
GM = Spear Throw

##########################
#PISTOL WEAPON ANIMATIONS#
##########################
H = Pistol Animations
HA = Pistol Idle
HB = Pistol Walk
HC = Pistol Equip
HD = Pistol Unequip
HE = Pistol Dodge
HH = Pistol Aim Gun
HI = Pistol Lower Gun
HJ = Pistol Single Shot
HK = Heavy Burst - supported by engine but not used in FO2
HL = Heavy Continuous (Flame) - supported by engine but not used in FO2

#######################
#SMG WEAPON ANIMATIONS#
#######################
I = SMG Animations
IA = Smg Idle
IB = Smg Walk
IC = Smg Equip
ID = Smg Unequip
IE = Smg Dodge
IH = Smg Aim Gun
II = Smg Lower Gun
IJ = Smg Single Shot
IK = Smg Burst
IL = Heavy Continuous (Flame) - supported by engine but not used in FO2

#########################
#RIFLE WEAPON ANIMATIONS#
#########################
J = Rifle Animations
JA = Rifle Idle
JB = Rifle Walk
JC = Rifle Equip
JD = Rifle Unequip
JE = Rifle Dodge
JH = Rifle Aim Gun
JI = Rifle Lower Gun
JJ = Rifle Single Shot
JK = Rifle Burst
JL = Heavy Continuous (Flame) - supported by engine but not used in FO2

#########################
#HEAVY WEAPON ANIMATIONS#
#########################
K = Heavy Weapon Animations
KA = Heavy Idle
KB = Heavy Walk
KC = Heavy Equip
KD = Heavy Unequip
KE = Heavy Dodge
KH = Heavy Aim Gun
KI = Heavy Lower Gun
KJ = Heavy Single Shot
KK = Heavy Burst
KL = Heavy Continuous (Flame)

###########################
#MINIGUN WEAPON ANIMATIONS#
###########################
L = Minigun
LA = Minigun Idle
LB = Minigun Walk
LC = Minigun Equip
LD = Minigun Unequip
LE = Minigun Dodge
LH = Minigun Aim Gun
LI = Minigun Lower Gun
LJ = Heavy Single Shot - supported by engine but not used in FO2
LK = Minigun Burst
LL = Heavy Continuous (Flame) - supported by engine but not used in FO2

##########################
#ROCKET WEAPON ANIMATIONS#
##########################
M = Rocket Launcher Animations
MA = Rocket Idle
MB = Rocket Walk
MC = Rocket Equip
MD = Rocket Unequip
ME = Rocket Dodge
MH = Rocket Aim Gun
MI = Rocket Lower Gun
MJ = Rocket Single Shot
MK = Minigun Burst - supported by engine but not used in FO2
ML = Heavy Continuous (Flame) - supported by engine but not used in FO2

#############
#TARGET GRID#
#############
NA = Target Aiming Grid

##########################
#STATIC CORPSE ANIMATIONS#
##########################
RA = LayStill on Back
RB = LayStill on Chest
RD = LayStill on Chest Mutilated right side
RF = LayStill on Chest Mutilated left side
RG = LayStill on Back Shot Chest
RI = LayStill on Back Chopped
RL = LayStill in Pieces
RM = LayStill Fleshpile
RO = LayStill on Back Bloodpool
RP = LayStill on Chest Bloodpool
 
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