Anti Camper Script

 

The whole mod is activated by the anti camper mod. If you do even want to use the anti camper information you must add the exec lines top the state files anyway. It requires two exec lines form states STAND and CROUCH_IDLE. These states run the anti camper script that counts how long they are stood or crouching in the spot.

 

To state STAND and CROUCH_IDLE add ‘exec global/anti_camper.scr’ in the entrycommands section.

 

 

            entrycommands

            {

                        exec global/anti_camper.scr

            }

           

 

The states may contain other commands in this section. Once added the crouch and stand states should look like this.

 

Stand

 

state STAND

{

            entrycommands

            {

                        modheight "stand"

                        movementstealth "1.0"

                        moveposflags "standing"

                        exec global/anti_camper.scr

            }

            legs

            {

                        mp40_stand_idle                                              : IS_WEAPON_ACTIVE "mainhand" "MP40"

                        mp44_stand_idle                                              : IS_WEAPON_ACTIVE "mainhand" "StG 44"

                        bazooka_stand_idle                              : IS_WEAPON_ACTIVE "mainhand" "Bazooka"

                        bazooka_stand_idle                              : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"

                        shotgun_stand_idle                               : IS_WEAPON_ACTIVE "mainhand" "Shotgun"

                        steilhandgranate_stand_idle       : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

                        pistol_stand_idle                                   : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol"

                        rifle_stand_idle                         : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle"

                        grenade_stand_idle                               : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"

                        smg_stand_idle                                     : IS_WEAPONCLASS_ACTIVE "mainhand" "smg"

                        mg_stand_idle                                      : IS_WEAPONCLASS_ACTIVE "mainhand" "mg"

//                      pistol_stand_idle                                   : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now

                        unarmed_stand_idle                              : default

            }

 

            states

            {

                        FALL                                       : FALLING

                        VEHICLE_TURRET_START : IS_USING_VEHICLE IS_USING_TURRET !HAS_WEAPON

                        VEHICLE_START                  : IS_USING_VEHICLE !HAS_WEAPON

                        TURRET_START                    : IS_USING_TURRET !HAS_WEAPON

                       

                        CROUCH_IDLE                                 : ONGROUND +CROUCH !DUCKED_VIEW_IN_WATER

                        CROUCH_DENIED               : ONGROUND +CROUCH DUCKED_VIEW_IN_WATER

 

                        RUN_FORWARD                              : RUN FORWARD HAS_VELOCITY !BLOCKED "2"

                        RUN_BACKWARD               : RUN BACKWARD HAS_VELOCITY !BLOCKED "2"

                        RUN_LEFT                             : RUN STRAFE_LEFT HAS_VELOCITY !BLOCKED "2"

                        RUN_BACKWARD               : RUN STRAFE_RIGHT HAS_VELOCITY !BLOCKED "2"

 

                        WALK_FORWARD               : FORWARD HAS_VELOCITY !BLOCKED "2"

                        WALK_BACKWARD                        : BACKWARD HAS_VELOCITY !BLOCKED "2"

                        WALK_LEFT                         : STRAFE_LEFT HAS_VELOCITY !BLOCKED "2"

                        WALK_BACKWARD                        : STRAFE_RIGHT HAS_VELOCITY !BLOCKED "2"

 

                        // restart if our weapon has changed

                        STAND                                               : +HAS_WEAPON

                        STAND                                               : -HAS_WEAPON

                       

                        JUMP_STANDING                : +JUMP ONGROUND !DUCKED_VIEW_IN_WATER

                       

                        // pitch a new idle anim if the anim finished

                        STAND                                               : ANIMDONE_LEGS

            }

}

 

Crouch

 

state CROUCH_IDLE

{

            entrycommands

            {

                        modheight "duck"

                        movementstealth "1.25"

                        moveposflags "crouching"

                        exec global/anti_camper.scr

            }

            legs

            {

                        mp40_crouch_idle                                            : IS_WEAPON_ACTIVE "mainhand" "MP40"

                        mp44_crouch_idle                                            : IS_WEAPON_ACTIVE "mainhand" "StG 44"

                        bazooka_crouch_idle                                        : IS_WEAPON_ACTIVE "mainhand" "Bazooka"

                        bazooka_crouch_idle                                        : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"

                        shotgun_crouch_idle                                         : IS_WEAPON_ACTIVE "mainhand" "Shotgun"

                        steilhandgranate_crouch_idle     : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

                        pistol_crouch_idle                                             : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol"

                        rifle_crouch_idle                                               : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle"

                        grenade_crouch_idle                                         : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"

                        smg_crouch_idle                                                           : IS_WEAPONCLASS_ACTIVE "mainhand" "smg"

                        mg_crouch_idle                                                            : IS_WEAPONCLASS_ACTIVE "mainhand" "mg"

//                      pistol_crouch_idle                                             : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now

                        unarmed_crouch_idle                                        : default

            }

 

            states

            {

                        FALL_DUCKED                                            : FALLING

                       

                        STAND                                                           : JUMP CHECK_HEIGHT "stand"

                        STAND                                                           : +CROUCH CHECK_HEIGHT "stand"

                        STAND                                                           : VIEW_IN_WATER CHECK_HEIGHT "stand"                    

 

                        CROUCH_RUN_FORWARD                        : RUN FORWARD HAS_VELOCITY !BLOCKED "2"

                        CROUCH_RUN_BACKWARD                     : RUN BACKWARD HAS_VELOCITY !BLOCKED "2"

                        CROUCH_RUN_LEFT                                  : RUN STRAFE_LEFT HAS_VELOCITY !BLOCKED "2"

                        CROUCH_RUN_BACKWARD                     : RUN STRAFE_RIGHT HAS_VELOCITY !BLOCKED "2"

 

                        CROUCH_WALK_FORWARD                    : FORWARD HAS_VELOCITY !BLOCKED "2"

                        CROUCH_WALK_BACKWARD     : BACKWARD HAS_VELOCITY !BLOCKED "2"

                        CROUCH_WALK_LEFT                   : STRAFE_LEFT HAS_VELOCITY !BLOCKED "2"

                        CROUCH_WALK_BACKWARD     : STRAFE_RIGHT HAS_VELOCITY !BLOCKED "2"

 

                        // restart if our weapon has changed

                        CROUCH_IDLE                                             : +HAS_WEAPON

                        CROUCH_IDLE                                             : -HAS_WEAPON

            }

}

 

 

NOTE: These states are from AA