User:Scrivener07/Behaviors
Jump to navigation
Jump to search
Actors\Character\Behaviors\WeaponBehavior.xml[edit | edit source]
Event Names[edit | edit source]
exitCover
enterCover
enterCoverLeft
enterCoverRight
enterCoverStanding
enterCoverStandingLeft
enterCoverStandingRight
enterCoverSprint
00NextClip
unEquip
jumpLandSoft
jumpEnd
sprintStart
sprintStop
StartAnimatedCameraDelta
EndAnimatedCamera
rifleSightedEnd
attackRelease
stumbleStop
hitReactionStop
initiateStart
initiateEnd
attackStartAuto
attackStart
RelaxedStateStart
moveStop
moveStart
countDownTick
readyStateEnter
readyStateExit
gunDownStateEnter
gunDownStateExit
initiateStartCombo
rifleSightedStart
attackStateEnter
attackStateExit
stumbleStart
hitReactionStart
weaponFire
sightedStateEnter
sightedStateExit
reloadStart
reloadComplete
reloadStateEnter
reloadStateExit
weapEquip
weaponSheathe
weapUnequip
weaponDraw
attackStop
moveStartRight
moveStartLeft
attackStartAutoOver
rifleSightedStartOver
PathTweenerEnd
sightedNormal
sightedMirroredClip
sightedMirroredMod
sightedTwoMods
PostureForward
PostureRight
PostureBackward
PostureLeft
raiderHandIKTest
raiderHandIKTestMirrored
sneakStop
wallOffsetEnd
wallOffsetStart
enterCoverRightCutCycle
g_archetypeRelaxedStateStart
weapForceEquip
sneakVault64
archetypeRelaxedStateStop
g_archetypeBaseStateStart
reloadEnd
HitFrame
sneakStart
disableCollision
enableCollision
sneakStateEnter
sneakStateExit
EnableAttackReady
forward
forwardRight
right
rightBackward
backward
backwardLeft
leftBackward
left
forwardLeft
FootLeft
FootRight
SyncLeft
SyncRight
dyn_Talk
exitDynamicAnimation
HeadTrackingOn
HeadTrackingOff
hitLegsCritical
AllowEquip
idleStop
dlg_talk
dlg_positive
dlg_question
dlg_listen
dlg_negative
PickNewIdle
reloadStartSlave
reloadEndSlave
attackStartOver
shuffleForward
shuffleBackward
SoundStop
UncullBone
attackStartSlave
attackStartAutoSlave
attackReleaseSlave
shuffleEnd
panicStart
cowerStart
cowerStop
meleeAttackGun
meleeAttackPowerGun
IdleLookAround
CameraShake
ImpactLand
to_PoseA
to_PoseB
PoseA_to_PoseB
PoseB_to_PoseA
weaponDynamicIdle
jumpEndToRun
attackEnd
attackEndSlave
staggerExit
rightTransitionAnimation
leftTransitionAnimation
staggerBackLarge
staggerBackMedium
staggerBackSmall
staggerForwardLarge
staggerForwardSmall
exitTest
walkStart
runStart
preHitFrame
weaponSwing
TurnLeft
TurnRight
TurnStop
dyn_DoNotInterrupt
jumpStartFromWalk
jumpLandToWalk
jumpWalkFall
_EventForSelfTransition
g_weapForceEquipInstant
SyncRight FootRight
SyncLeft FootLeft
enterCoverPartial
weapSneakEquip
JumpUp
JumpDown
ReadyStateStart
WeaponRagdoll
weaponAssemblyFull
weaponAssemblyPartial
SoundPlay
attackState
coverVault
chargeRelease
reloadState
sightedState
relaxedState
readyState
gunDownState
sneakState
attackStartAutoCharge
attackReleaseCharge
attackStartChargeSlave
attackReleaseChargeSlave
triggerStart
triggerEnd
Walk
Jog
Run
CullBone
FootSprintLeft
FootSprintRight
g_jumpStartFromSprint
dodgeLeft
dodgeRight
iModOff
iModStop
iModOn
idlechairsitting
CullFurnitureBone
g_MotorcycleWeaponStart
ExitToStand
idleChairGetUp
enableCharacterPitch
disableCharacterPitch
animatedCameraDelta
animatedCameraEnd
EnableBumper
initiateEndCharge
boltChargeStart
boltChargeStartSlave
CyclicFreeze
CyclicCrossBlend
LeftHandIKActivate
LeftHandIKDeactivate
CameraOverrideStop
CameraOverrideStart
ReevaluateGraphState
AnimObjUnequip
dyn_IdleWithinWeapon
UseStimpak
initiateStartCharge
reloadStartSlaveLoop
DeactivateRelaxedStateStart_EDM
grenadeThrowStart
DeactivateReadyStateStart_EDM
attackState2
weaponDetach
throwEnd
weaponAttach
throwStartSlave
throwEndSlave
vatsSpinningState
vatsChargeUpSlave
vatsSpinningStartSlave
dyn_Activation
CullWeapons
UncullWeapons
dyn_ActivationCullWeapons
vatsChargeUp
vatsSpinningStart
recoil
recoilExit
attackStartFiringFromCharge
vatsForceDefault
mineThrowStart
mineThrowStartSlave
mineThrowEndSlave
CameraSprintStop
CameraHitStop
CameraSneakStop
CameraMoveStopSlave
CameraMoveStartSlave
CameraSneakStart
CameraSprintStart
CameraHitStart
CameraRelaxedStart
CameraReadyStart
grenadeThrowStartOver
TeleportLandingStart
walkRunBlendStart
dyn_ActivationLoop
PAjumpStart
PAjumpFall
PAjumpEnd
PASprintStart
PASprintStop
PAMoveStart
PAMoveStop
PATurnStop
PATurn
JumpFullBody
JumpPartialBody
dyn_ActivationAllowMovement
moveStopSlave
moveStartSlave
attackStartChargingHold
attackStartChargingHoldSlave
slaveEnd
thrustStartEnd
startUpwardDrift
jetpackStart
attackReleaseChargingHold
sprintStartPainTrain
FootUp
FlailDeathAnim
WPNStumbleBackwardDeath
WPNDeathAnimHitLocation
WPNDeathAnimMelee
WPNShotgunChestAnim
AddRagdollToWorld
blockStop
staggerStop
staggerForwardMedium
g_SwimStart
PickUpHigh
PickUpDone
PickUpLow
PickUp
CBTTransitionOutWalk
CBTTransitionInWalk
CBTTransitionOutWalkRun
CBTTransitionInWalkRun
CBTTransitionOutRun
CBTTransitionInRun
CBTTransitionOutWalkSneak
CBTTransitionInWalkSneak
CBTTransitionOutRunSneak
CBTTransitionInRunSneak
StaggerExitAnimationDriven
jumpStart
jumpFall
coverReloadAssembly
jumpImpactLand
jumpImpactLandToRun
jumpLand
jumpLandToRun
shuffleForwardLeft
shuffleForwardRight
shuffleLeft
shuffleRight
shuffleBackwardLeft
shuffleBackwardRight
shuffleBackward_Alt1
shuffleForward_Alt1
shuffleForwardRight_Alt1
shuffleRight_Alt1
to BerserkEnter.hkt
BerserkEnter
BerserkEnterFinish
BerserkEnter.hkt to WeaponRoot
shuffleBlendOut
dodgeEnd
dyn_combatidle
dodgeLeft_Alt1
dodgeAvoidLeft
dodgeAvoidRight
dodgeAvoidLeft_Alt1
dodgeAvoidRight_Alt1
ClearDirectAtPose
moveBackward
moveForward
WeaponDynamicPathingIdle
WeaponDynamicPathingIdleForceAnimDriven
TurnOnPathingInterruptible
_ForSelfTransition
CBTTransitionInWalkCover
CBTTransitionOutWalkCover
UseStealthBoy
EnableInjuredWrappingBehavior
SynthShutDown
dodgeCover
DisableInjuredWrappingBehavior
WeaponDynamicPathingIdleLowerBody
sprintToSneak
jumpStartFullbody
jumpFallFullbody
pa_PairedBlockPunchCounter
PairedBlockPunchCounter
pa_PairedFrontBodySlam
PairedFrontBodySlam
pa_PairedFrontPushKick
PairedFrontPushKick
pa_PairedLegPullTakeDown
PairedLegPullTakeDown
pa_PairedUpperCutCounterPunch
PairedUpperCutCounterPunch
pa_PairedPushFromFront
PairedPushFromFront
pa_PairedGrabPunchSwingThrow
PairedGrabPunchSwingThrow
pa_PairedDuckHookCounter
PairedDuckHookCounter
EarlyExit
PairEnd
SyncDeferDeath
pairedStop
pa_PairedKill1HMSlashKneeAndNeck
PairedKill1HMSlashKneeAndNeck
pa_PairedKillTacklePunchToDeath
PairedKillTacklePunchToDeath
pa_PairedKill2HMBashKneeAndHead
PairedKill2HMBashKneeAndHead
PairedState to WeaponRoot
jumpStateExit
jumpStateEnter
JumpLayerOff
JumpLayerOn
AlertStateStart
alertState
DeactivateAlertStateStart_EDM
RelaxedStateEnter
RelaxedStateExit
CaptureDirectAtPose_ReadyState
CaptureDirectAtPose_SneakState
PairedDogmeatHumanGreetPetKneel
EssentialDownStart
PathTweenerStart
KillActor
OverrideLowerBodyFadeIn
OverrideLowerBodyFadeOut
meleeAttackGunSynth
g_archetypeRelaxedStateStartInstant
enterCoverSneak
enterCoverEnd
rifleSightedStartOverLow
grenadeThrowStartOverLow
InjuredDownReloadStart
SandManKill
EssentialDownExit
g_EssentialDownInstant_Weapon
FootIKDisable
FootIKEnable
animationDrivenEnd
vaultEnd
EjectShellCasing
startAllowRotation
hitReactionLegsCriticalStop
AnimObjDraw
AnimObjLoad
dyn_ActivationNoTransition
JumpLayerUpperBodyOn
JumpLayerUpperBodyOff
meleeAttackShredder
sneakRunStart
sneakWalkStart
PowerArmorHardLanding
ExitOnMoveStart
EnableLeftHandIK
weaponFireEffect
Debug_DynClip
Debug_DynClipMirrored
_On
_Off
WPNAssemblyLeft
meleeAttackBayonet
InjuredDownBoltChargeStart
g_SwimStart_PA
stopFloating
startFloating
TurnLeftSlow
TurnLeftFast
TurnRightSlow
TurnRightFast
LegsHeal
recoilStop
SnapToDirectAtTarget
g_SwimStartInstant
g_SwimStart_PA_Instant
RagdollInstant
GetUpStart
GetUpBegin
RagdollAndGetUp
AddCharacterControllerToWorld
Reanimated
DeathPoseStart
RemoveCharacterControllerFromWorld
PerformActivation
EnterFullyRagdoll
SprintStateEnter
SprintStateExit
pa_PairedBlockPunchCounterVictim
pa_PairedFrontBodySlamVictim
pa_PairedFrontPushKickVictim
pa_PairedLegPullTakeDownVictim
pa_PairedUpperCutCounterPunchVictim
pa_PairedPushFromFrontVictim
pa_PairedGrabPunchSwingThrowVictim
pa_PairedDuckHookCounterVictim
pa_PairedKill1HMSlashKneeAndNeckVictim
pa_PairedKillTacklePunchToDeathVictim
pa_PairedKill2HMBashKneeAndHeadVictim
pa_PairedDogmeatHumanGreetPetKneel
pa_PairedKill1HMStabStomachForward
pa_PairedKill1HMStabStomachForwardVictim
KnockDown
pa_PairedRifleGunButt
pa_PairedRifleGunButtVictim
pa_PairedDogmeatHumanInspectObject
pa_PairedKill1HMBlunt2Hits
pa_PairedKill1HMBlunt2HitsVictim
pa_PairedKill1HMRipperSlice
pa_PairedKill1HMRipperSliceVictim
pa_PairedKill1HMRipperStabStomach
pa_PairedKill1HMRipperStabStomachVictim
pa_PairedKillDeathclawGauntletStabStomach
pa_PairedKillDeathclawGauntletStabStomachVictim
pa_PairedKillDeathclawGauntletUppercut
pa_PairedKillDeathclawGauntletUppercutVictim
pa_PairedKill1HMSneakStabNeck
pa_PairedKill1HMSneakStabNeckVictim
pa_PairedKill1HMSneakStabSide
pa_PairedKill1HMSneakStabSideVictim
pa_PairedKill1HMStabNeck
pa_PairedKill1HMStabNeckVictim
Extend
Retract
pa_PairedKillPowerFistPunch
pa_PairedKillPowerFistPunchVictim
pa_PairedKill2HMStabUp
pa_PairedKill2HMStabUpVictim
pa_PairedKillH2HSuplex
pa_VictimPairedKillH2HSuplex
pa_PairedKillH2HFrontChoke
pa_PairedKillH2HFrontChokeVictim
pa_PairedKill2HMSwingKill
pa_PairedKill2HMSwingKillVictim
pa_PairedKillH2HNeckBreakFromBehind
pa_PairedKillH2HNeckBreakFromBehindVictim
pa_PairedKill1HMSneakBluntSwing
pa_PairedKill1HMSneakBluntSwingVictim
pa_PairedKill2HMLegSwingKill
pa_PairedKill2HMLegSwingKillVictim
pa_PairedRifleBayonetteStab
pa_PairedRifleBayonetteStabVictim
pa_PairedKill2HMBashSideOfBody
pa_PairedKill2HMBashSideOfBodyVictim
pa_PairedKill2HMStabForward
pa_PairedKill2HMStabForwardVictim
pa_PairedKillH2HEvadeJabCrossCounter
pa_PairedKillH2HEvadeJabCrossCounterVictim
pa_PairedKillH2HJudoThrowNeckBreak
pa_PairedKillH2HJudoThrowNeckBreakVictim
pa_PairedKillH2HPickUpHeadStomp
pa_PairedKillH2HPickUpHeadStompVictim
pa_PairedKillH2HSlipCrossCounter
pa_PairedKillH2HSlipCrossCounterVictim
pa_PairedKillH2H3Hits
pa_PairedKillH2H3HitsVictim
pa_PairedKillH2HSlideTackle
pa_PairedKillH2HSlideTackleVictim
pa_PairedNPCBodySlam
pa_PairedNPCBodySlamVictim
pa_KillMoveDeathclawRaiderPickUpSlam
KillMoveStart
KillMoveEnd
pa_KillMoveDeathclawRaiderStabRip
pa_KillMoveDeathclawRaiderStabThrow
pa_KillMoveFeralGhoulBiteNPC
pa_PairedDeathclawRaiderGrabHeadThrow
pa_PairedFeralGhoulBiteNPCNeckVictim
pa_PairedKillAssaultronTakeDownHeadLaser_Victim
pa_PairedKillAssaultronLiftStab_Victim
pa_PairedDogmeatBiteHumanLeg1
pa_PairedDogmeatBiteHumanLeg2
pa_PairedKillAssaultronTakeDownStab_Victim
pa_PairedDogmeatBiteHumanStanding
pa_PairedDogmeatBiteHumanMoving
pa_PairedDogmeatKillHumanStanding
pa_PairedKillAssaultronLiftHeadLaser_Victim
PairedAttackDialogueHandler
pa_PairedTacklePunch
pa_PairedTacklePunchVictim
pa_PairedKillMQ302DanseDeath
pa_PairedKillMQ302DanseDeathVictim
pa_PairedKillMove2hmHumanAttacker01
pa_PairedKillMove2hmHumanVictim01
Ragdoll
pa_PairedKillMove1hmHumanAttacker01
pa_PairedKillMove1hmHumanVictim01
pa_PairedKillMove1hmShortHumanAttacker01
pa_PairedKillMove1hmShortHumanVictim01
pa_PairedMS13PaulFight
pa_PairedMS13PaulFightVictim
pa_PairedKillSneakPistolHit
pa_PairedKillSneakPistolHitVictim
pa_PairedKillSneakRifleHit
pa_PairedKillSneakRifleHitVictim
pa_PairedH2HJabJabCross
pa_PairedH2HJabJabCrossVictim
pa_PairedH2HLegKick
pa_PairedH2HLegKickVictim
pa_MirelurkKill3rdP_Human
pa_MHunterStrike3rdP01_Victim
pa_RadscorpionStrike3rdP_Human
pa_RadstagHumanGore3rdP
pa_PairedFEVHoundHumanKill3rdP
pa_RadscorpionStrike3rdP_HumanLead
pa_PairedKillMacheteAttacker01
pa_PairedKillMacheteVictim01
pa_BloodbugHumanSyphon3rdtP_HumanLead
pa_PairedYaoGuaiKillHumanStanding
pa_PairedCowTipping
pa_PairedPowerArmorForwardPowerPunch_Victim
pa_PairedPowerArmor1HM_Victim
pa_PairedBrahminHumanPet
pa_PairedTrailerDogmeatGreetPlayer
pa_PairedKillPistolBash
pa_PairedKillPistolBashVictim
StartAnimatedCamera
pa_PairedTrailerDogmeatPlayerCloseUp
pa_DeathclawPAGrabThrow_Victim
pa_DeathclawPAPushDownSwipe3rdPVictim
PairedEnd
HeadExplode
pa_PairedDogmeatHumanGreetHand
pa_PairedDogmeatHumanGreetPet
pa_PairedKillDLC01WeaponKill01
pa_PairedKillDLC01WeaponKill01Victim
pa_PairedKill1stP1hmThroatSlashVictim
pa_PairedKill2hmOverhead
pa_PairedKill2hmOverheadVictim
pa_PairedKill1hmThroatSlash
pa_PairedKill1hmThroatSlashVictim
pa_PairedKillH2HKneeSmash
pa_PairedKillH2HKneeSmashVictim
pa_PairedKillH2HSuperMan
pa_PairedKillH2HSuperManVictim
pa_PairedKill1hmShortShank_Victim
pa_PairedKill1hmShortShank
pa_PairedKillH2HUpperCut
pa_PairedKillH2HUpperCutVictim
dlg_neutral
g_archetypeDialogueStateStart
Pose_to_PoseB
Pose_to_PoseA
dyn_Flavor
IdleFlavor
startSyncIdle00
startSyncIdle01
syncIdleStart
syncIdleStop
idleStopEating
FurnitureDoneEating
idleTalkAndUseItem
FurnitureTalkingToEatIdles
idleEatStart
FurnitureNextClip
SyncCycleEnd
ExitDynamicTalk
CharFXOff
CharFXOn
fillingRed
FaceEmotion
CharFXOffWild
DefaultRefPose
DynamicRefPose
Flavor1
dyn_NoInterrupt_Manual
InstantExitClip
exhale
cigOn
cigLight
cigDrag
cigOff
matOn
matStrike
matOff
dyn_talkGeneric
Play01
CharFXBurstA
StartVoice
LoopingActivate
idleLoopingStart
idleLoopingExit
furnitureEnterSlavePA
furnitureIdleSlavePA
furnitureIdleFlavor2Slave
furnitureIdleFlavor1Slave
furnitureIdleSlave
furnitureExitSlave
furnitureEnterSlave
AnimObjUnequipAlt
dyn_ProcessAll_idle
Pose_to_PoseC
Pose_to_PoseD
FemaleAtMirror
MaleAtMirror
ActivateIsInFlavor
DeactivateIsInFlavor
Pose_to_PoseE
Pose_to_PoseF
to_PoseE
BodyCameraEnte
BodyCameraEnter
BodyCameraExit
dyn_FlavorLooping
LoopCounter
idleReadingStart
idleReadingStop
PCapEnter
PCapExit
FurnitureDoneReading
Event00
RandomClipStart
BasePoseEnter
Talk01
Talk02
Talk03
Talk04
Talk05
Talk06
Talk07
Talk08
Talk09
Talk10
Talk11
Talk12
DoNotInterrupt
Talk13
Talk14
Talk15
HandFXOpen
HandFXClose
HandFXOpenLeft
HandFXOpenRight
HandFXCloseLeft
HandFXCloseRight
BlockPOVSwitchStart
BlockPOVSwitchStop
to_IdleLoop
ActivateAnimObjUnequip
SoundPlayAt
Stage01
Stage02
Stage03
Stage04
Stage05
Stage06
Stage07
Stage08
Stage09
Stage10
Stage11
Stage12
Stage13
Stage14
Stage15
Stage16
Stage17
Stage18
Stage19
Stage20
muzzleFlash
Variable Names[edit | edit source]
fTimeStep
bAnimationDriven
isMirrored
iState
Direction
Speed
bEquipOk
IsSprinting
IsAttackReady
IsFirstPerson
TurnDelta
AimPitchMax
camerafromx
camerafromy
camerafromz
bAimActive
AimHeadingCurrent
AimPitchCurrent
iSyncIdleLocomotion
fStumbleTimerThreshold
fStumbleSpeedStopThreshold
fStumbleDir
fStumbleDirDeltaStopThreshold
cHitReactionDir
cHitReactionBodyPart
iState_Raider_Stumble_Rifle
iSyncSprintState
isJumping
IsSneaking
bNotHeadTrack
bAllowRotation
isReloading
bAllowHeadTracking
weaponSpeedMult
bIsSneaking
iIsInSneak
fVaultDistance
bDisableAttackReady
bSyncDirection
bActorMobilityNotFullyCrippled
bRootRifleEquipOk
bAnimateWeaponBones
fVaultHeight
GunGripPointer
bForceIdleStop
iSyncShuffleState
bGraphDriven
bInJumpState
isSightedOver
AimHeadingMaxCCW
AimHeadingMaxCW
LeftHandIKOn
fDirectAtSavedGain
bPartialCover
iSyncSneakWalkRun
bFreezeSpeedUpdate
iSyncTurnState
bEnableRoot_IsActiveMod
fLocomotionWalkPlaybackSpeed
fLocomotionJogPlaybackSpeed
fLocomotionRunPlaybackSpeed
fRandomClipStartTimePercentage
bInLandingState
AimPitchMaxUp
AimPitchMaxDown
bGraphDrivenRotation
RightHandIKOn
iSyncSightedState
iWeaponChargeMode
IsNPC
WalkSpeedMult
fSpeedWalk
JogSpeedMult
RunSpeedMult
bManualGraphChange
bBlockPipboy
bBlockPOVSwitch
speedDamped
SpeedSmoothed
DirectionSmoothed
LeftHandIKControlsModifierActive
reloadSpeedMult
iSyncReadyAlertRelaxed
_TestInt
bIsThrowing
fLeftHandIKFadeOut
fLeftHandIKTransformOnFraction
bUseLeftHandIKDefaults
iLocomotionSpeedState
fLocomotionSneakWalkPlaybackSpeed
fLocomotionSneakRunPlaybackSpeed
iSyncGunDown
iRifleDrawnStateID
bAimEnabled
iIsPlayer
bSupportedDeathAnim
bCCOnStairs
bCCSupport
iSyncJumpState
bGraphWantsFootIK
bShuffleSighted2
iSyncDirection
fIdleStopTime
IsPlayer
bPathingInterruptibleIdle
iControlsIdleSync
bShuffleSighted
bAimCaptureEnabled
bFreezeRotationUpdate
bIsSynced
Int32Variable00
_Test
_Test2
GunGripPointer_Mirrored
HandIKControlsDataActive
HandIKControlsDataActive_Mirrored
RifleDrawnCurrentState
_TestBool
TurnDeltaSmoothed
fRagdollAnimAmount
iGetUpType
fMaxForce
iAttackState
CurrentJumpState
LookAtOutsideLimit
Pose
bDoNotInterrupt
LookAtSpine2_Enabled
LookAtChest_Enabled
LookAtLimitAngleDeg
LookAtChest_LimitAngleDeg
LookAtNeck_LimitAngleDeg
LookAtHead_LimitAngleDeg
LookAtHead_OnGain
LookAtAdditive
LookAtOnGain
LookAtOffGain
bTalkableWithItem
iTalkGenerator
iPcapTalkGenerator
bIsInFlavor
Character Property Names[edit | edit source]
WeaponAssemblyFullBlend
WeaponAssemblyNoBlend
DirectAtChestBoneIndex
DirectAtWeaponBoneIndex
WeaponGripBoneIndex
UpperBodyOnly
LowerBodyOnly
LowerBodyFeatheredSpine
UpperBodyFeatheredSpine
WeaponBonesOnly
DirectAtSpine1BoneIndex
WeaponAssemblyPartialBody
DirectAtRightUpperArmIndex
CameraOnly
DirectAtHeadBoneIndex
UpperTorsoOnly
LowerTorsoOnly
UpperBodyFeatheredSpine00
LowerBodyFeatheredSpine00
LowerBodyOnly00
DirectAtWeaponLeftBoneIndex