United Offensive animation reference¶
How the three layers fit together¶
Each layer answers a different question.
Layer |
Answers |
Stock location |
|---|---|---|
Animation tree |
Which animation names exist, how they nest, and which ones play in sync. |
|
Player animation script |
Which animations a player body part plays for a state, move type, condition, or event. |
|
AI animation scripts |
How an AI actor sequences animation calls for a behavior. |
|
The tree is the naming layer. A leaf node names an xanim asset. A parent
node groups leaves and other parents. Neither the player animation script nor
an AI script can play an animation that the selected tree does not define.
The player animation script is a condition table. It selects a tree node for the player’s current state, movement, weapon, stance, and similar conditions. The engine evaluates the table for the player and drives the player’s legs and torso.
The AI animation scripts are ordinary GSC behavior scripts. They select an
animation tree, then issue animation method calls on an AI actor or a turret.
They also maintain a small animation state model in GSC variables, such as
self.anim_pose and self.anim_movement.
Which file to edit¶
Change |
File |
|---|---|
Add, rename, group, or sync an animation name. |
|
Change which player animation plays for a weapon, stance, or event. |
|
Change how an AI actor walks through a behavior. |
The relevant |
Add a turret-specific animation set. |
A narrow tree such as |
Make several animations stay in phase. |
A |
Scope and limits¶
This reference covers the stock United Offensive multiplayer files recovered for this documentation:
animtrees/contains 131.atrfiles in the supplied corpus, plus an identical.atr.txtcopy of one tree.animscripts/contains 67.gscfiles in the supplied corpus.mp/playeranim.scriptis the 1,780-line file frompakuo01.pk3.
The supplied AI corpus is a superset of the stock pakuo00.pk3 set. It
includes map-specific behavior scripts that are not in the base package.
Statements about the corpus therefore describe the supplied files, not a
minimal stock installation.
The recovered source establishes the tree parser, the tree runtime, the player
animation table parser, and the player animation playback paths. It does not
establish the AI animation method implementations, the AI behavior selector,
or the notetrack definitions inside xanim assets. Those gaps are named
where they matter.
This reference does not cover single-player animation data, later Call of Duty
titles, custom content, or the content pipeline that produces xanim
assets.