Summary

Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our aim is to put everything you need in this class, so you can easily see what variables are available.

Properties

AimAngle Where are we aiming?
AimBodyWeight The weight of the aim angle, but specifically for the Citizen's body.
AimEyesWeight The weight of the aim angle, but specifically for the Citizen's eyes.
AimHeadWeight The weight of the aim angle, but specifically for the Citizen's head.
BodyWeight
DuckLevel The scale of being ducked (crouched) (0 - 1)
EyeSource Where are the eyes of our character?
EyesWeight
EyeWorldTransform The transform of the eyes, in world space. This is worked out from EyeSource is it's set.
FootShuffle
Handedness What's the handedness of our weapon? Left handed, right handed, or both hands? This is only supported by some holdtypes, like Pistol, HoldItem.
HeadWeight
Height How tall are we?
HoldType What kind of weapon are we holding?
IkLeftFoot
IkLeftHand IK will try to place the limb where this GameObject is in the world.
IkRightFoot
IkRightHand
IsClimbing Are we climbing?
IsGrounded Are we on the ground?
IsNoclipping Are we noclipping?
IsSitting Are we sitting down?
IsSwimming Are we swimming?
IsWeaponLowered Is the weapon lowered? By default, this'll happen when the character hasn't been shooting for a while.
LookAt Which GameObject should we be looking at?
LookAtEnabled Are we looking at something? Useful for stuff like cutscenes, where you want an NPC to stare at you.
MoveRotationSpeed How much the character is rotating in degrees per second, this controls feet shuffling. If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
MoveStyle We can force the model to walk or run, or let it decide based on the speed.
Sitting How are we sitting down?
SittingOffsetHeight How far up are we sitting down from the floor?
SittingPose From 0-1, how much are we actually sitting down.
SpecialMove We can force the model to have a specific movement state, instead of just running around. Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.LedgeGrab is good for shimmying across a ledge. Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Roll is good for a platformer game where the character is rolling around continuously. Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Slide is good for a shooter game or a platformer where the character is sliding.
Target The skinned model renderer that we'll apply all parameters to.
VoiceLevel How loud are we talking?

Methods

ProceduralHitReaction
TriggerDeploy Triggers a weapon deploy animation
TriggerJump Triggers a jump animation
WithLook
WithVelocity
WithWishVelocity
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.