-- TFA Base Animations reference -- Example of animation table: SWEP.Animations = { ["shoot1"] = { -- Еype of the animation entry, either TFA.Enum.ANIMATION_ACT or TFA.Enum.ANIMATION_SEQ -- ALL ENTRIES OF THE ANIMATION MUST BE OF THE SAME TYPE!!! -- for ANIMATION_ACT, "value" must be one of the enums from https://wiki.facepunch.com/gmod/Enums/ACT -- for ANIMATION_SEQ "value" is the sequence name ["type"] = TFA.Enum.ANIMATION_ACT, -- Basic ["value"] = ACT_VM_PRIMARYATTACK, ["value_empty"] = ACT_VM_DRYFIRE, ["value_last"] = ACT_VM_PRIMARYATTACK_EMPTY, -- Silenced ["value_sil"] = ACT_VM_PRIMARYATTACK_SILENCED, ["value_sil_empty"] = ACT_VM_DRYFIRE_SILENCED, -- Ironsights/ADS ["value_is"] = ACT_VM_PRIMARYATTACK_1, ["value_is_empty"] = ACT_VM_PRIMARYATTACK_2, ["value_is_last"] = ACT_VM_PRIMARYATTACK_3, -- ADS + Silenced ["value_is_sil"] = ACT_VM_PRIMARYATTACK_DEPLOYED_1, ["value_is_sil_empty"] = ACT_VM_PRIMARYATTACK_DEPLOYED_2, ["value_is_sil_last"] = ACT_VM_PRIMARYATTACK_DEPLOYED_3, -- Force enable animation (when it's not autodetected) ["enabled"] = true }, } -- Uncomment entry and add to SWEP.Animations table of your SWEP. DO NOT COPY THE WHOLE BLOCK! -- SWEP.Animations = { --[[ Gun Base ]]-- -- ["draw_first"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DRAW_DEPLOYED, -- ["enabled"] = nil -- }, -- ["draw"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DRAW -- }, -- ["draw_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DRAW_EMPTY -- }, -- ["draw_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DRAW_SILENCED -- }, -- ["shoot1"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_PRIMARYATTACK -- }, -- ["shoot1_last"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_PRIMARYATTACK_EMPTY -- }, -- ["shoot1_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DRYFIRE -- }, -- ["shoot1_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_PRIMARYATTACK_SILENCED -- }, -- ["shoot1_silenced_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DRYFIRE_SILENCED or 0 -- }, -- ["shoot1_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_PRIMARYATTACK_1 -- }, -- ["shoot2"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_SECONDARYATTACK -- }, -- ["shoot2_last"] = { -- ["type"] = TFA.Enum.ANIMATION_SEQ, -- ["value"] = "shoot2_last" -- }, -- ["shoot2_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DRYFIRE -- }, -- ["shoot2_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_SEQ, -- ["value"] = "shoot2_silenced" -- }, -- ["shoot2_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_ISHOOT_M203 -- }, -- ["idle"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_IDLE -- }, -- ["idle_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_IDLE_EMPTY -- }, -- ["idle_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_IDLE_SILENCED -- }, -- ["reload"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_RELOAD -- }, -- ["reload_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_RELOAD_EMPTY -- }, -- ["reload_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_RELOAD_SILENCED -- }, -- ["reload_shotgun_start"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_SHOTGUN_RELOAD_START -- }, -- ["reload_shotgun_finish"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_SHOTGUN_RELOAD_FINISH -- }, -- ["reload_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_RELOAD_ADS -- }, -- ["reload_empty_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_RELOAD_EMPTY_ADS -- }, -- ["reload_silenced_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_RELOAD_SILENCED_ADS -- }, -- ["reload_shotgun_start_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_SHOTGUN_RELOAD_START_ADS -- }, -- ["reload_shotgun_finish_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_SHOTGUN_RELOAD_FINISH_ADS -- }, -- ["holster"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_HOLSTER -- }, -- ["holster_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_HOLSTER_EMPTY -- }, -- ["holster_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_HOLSTER_SILENCED -- }, -- ["silencer_attach"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_ATTACH_SILENCER -- }, -- ["silencer_detach"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_DETACH_SILENCER -- }, -- ["rof"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_FIREMODE -- }, -- ["rof_is"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_IFIREMODE -- }, -- ["inspect"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_FIDGET -- }, -- ["inspect_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_FIDGET_EMPTY -- }, -- ["inspect_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_FIDGET_SILENCED -- }, --[[ Bash Base ]]-- -- ["bash"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_HITCENTER -- }, -- ["bash_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_HITCENTER2 -- }, -- ["bash_empty"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_MISSCENTER -- }, -- ["bash_empty_silenced"] = { -- ["type"] = TFA.Enum.ANIMATION_ACT, -- ["value"] = ACT_VM_MISSCENTER2 -- }, -- } -- Fake ACT enum entries added by the base -- These values do not exist in the engine, so for those names use the replacement value in the $sequence definition: -- ACT_VM_FIDGET_EMPTY - ACT_CROSSBOW_FIDGET_UNLOADED -- ACT_VM_FIDGET_SILENCED - ACT_RPG_FIDGET_UNLOADED -- ACT_VM_HOLSTER_SILENCED - ACT_CROSSBOW_HOLSTER_UNLOADED -- ACT_VM_RELOAD_ADS - ACT_IDLE_AIM_RIFLE_STIMULATED -- ACT_VM_RELOAD_EMPTY_ADS - ACT_WALK_AIM_RIFLE_STIMULATED -- ACT_VM_RELOAD_SILENCED_ADS - ACT_RUN_AIM_RIFLE_STIMULATED -- ACT_SHOTGUN_RELOAD_START_ADS - ACT_IDLE_SHOTGUN_RELAXED -- ACT_SHOTGUN_RELOAD_FINISH_ADS - ACT_IDLE_SHOTGUN_STIMULATED --[[ Bow Base ]]-- -- SWEP.BowAnimations = { -- ["shake"] = { -- ["type"] = TFA.Enum.ANIMATION_SEQ, -- ["value"] = "tiredloop", -- ["enabled"] = true -- }, -- ["shoot"] = { -- ["type"] = TFA.Enum.ANIMATION_SEQ, -- ["value"] = "fire_1", -- ["enabled"] = true -- }, -- ["cancel"] = { -- ["type"] = TFA.Enum.ANIMATION_SEQ, -- ["value"] = "cancelarrow", -- ["enabled"] = true -- }, -- ["draw"] = { -- ["type"] = TFA.Enum.ANIMATION_SEQ, -- ["value"] = "drawarrow", -- ["enabled"] = true -- } -- }