EARTH DEFENSE FORCE 5

EARTH DEFENSE FORCE 5

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EDF 5 Mission Commands (ASM format)
By Maybe Birb
A list of Mission Commands and things relating to them.
PREREQUISITE: Read guide "HOW TO MOD EARTH DEFENSE FORCE 5"
   
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Brief summary
This is a list of every (useful) mission command I know of. It'll be receiving constant updates as I find new things.
CHECK THE PREVIOUS MODDING GUIDE FIRST. This guide will NOT make sense unless you've read it (or obtained the knowledge some other way). "How to mod Earth Defense Force 5" is a mandatory prerequisite for knowing what all of this is.

This is mainly a Modder resource to make editing missions easy.
There's a lot, but this ain't meant to just be browsed idly- again, it's a resource.
Whenever a command said Loadabs 50 // X, this is loading the ID of the entity it's affecting. Replace the 50 with the ID of whatever entity you're doing something to.
Section name
Function
Brief Summary
Explains this "guide" in brief and says how to understand it
Entity Spawning
Commands that spawn entities
Entity Behavior
Commands that affect how an entity acts (specifically things an entity can control, like if an entity is given orders/instructions)
Entity Manipulation
Commands that manipulate how an entity is (Specifically things beyond an entity's control, like HP modifiers)
Map/World
Commands that modify the world around you
Audio
Commands that play or change audio
Tools
Useful tool-like commands for missions
Event Factors
Commands that make factors for events
Miscellaneous
Commands that didn't seem to fit into any category
BVM: Entity Spawning
Player
pushstr "プレイヤー" cuscall0 1000 // CreatePlayer(spawnpoint);

Player (Unarmed)
pushstr "プレイヤー" cuscall0 1001 // CreatePlayer2(spawnpoint);

Player (Tutorial Weapons)
pushstr "プレイヤー2" cuscall0 1002 // CreatePlayer3(spawnpoint);

Ally
push 50 pushstr "メーサー05" pushstr "app:/object/V504_Begaruta_AI.sgo" push 1.0f push 0 cuscall0 1010 // int CreateFriend(spawnpoint, sgo, scale, canRecruit); store
  • First push is ID, second push is HP mod, third is whether it's recruitable (vehicles can't be recruited)

Ally Squad
push 50 pushstr "小隊01" push 10.0f pushstr "app:/Object/AiArmySoldier_RL_Leader.sgo" pushstr "app:/Object/AiArmySoldier_RL.sgo" push 10 push 1.0f push 0 cuscall0 1011 // int CreateFriendSquad(str spawnpoint, float radius, str sgo_leader, str sgo_follower, int count, float hpScale, bool canRecruit); store
  • First push is ID, second is entity spread, third is follower count, fourth is HP mod, fifth is whether it's recruitable

Ally Group
pushstr "小隊03" push 100.0f pushstr "app:/Object/AiHeavyArmor_SP.sgo" push 20 push 1.0f push 0 cuscall0 1012 // void CreateFriendGroup(str spawnpoint, float radius, str sgo, int count, float scale, bool canRecruit);
  • First push is entity spread, second is count, third is HP mod, fourth is whether it's recruitable

Enemy
push 50 pushstr "新型" pushstr "app:/object/Monster501.sgo" push 1.0f push 0 cuscall0 2000 // int CreateEnemy(spawnpoint, sgo, scale, active) store
  • First push is ID, second push is HP mod, third is whether it has aggro

Enemy squad
push 50 pushstr "新型01" push 30.0f pushstr "app:/object/e506_biggrey_sg_leader.sgo" push 1.0f pushstr "app:/object/e506_biggrey_af.sgo" push 3 push 1.0f push 0 cuscall0 2030 // int CreateEnemySquad(spawnpoint, radius, sgo_leader, scale_leader, sgo_follower, count, scale_follower, active) store
  • First push is ID, second is entity spread, third is commander HP mod, fourth is follower count, fifth is follower HP mod, and sixth is whether it has aggro
  • It's very rare to find this without at least half a dozen Local Var 0x01s tied to it

Enemy squad in dropship
push 50 loadabs 51 // dropshipX pushstr "app:/object/E506_BIGGREY_AF_LEADER.sgo" push 1.0f pushstr "app:/object/E506_BIGGREY_AF.sgo" push 5 push 1.0f push 1 cuscall0 2200 // int create_enemy_squad_in_dropboat??(int, str, float, str, int, float, int)| store
  • First push is ID, second is Leader HP mod, third is enemy count (Not to exceed 5), fourth is HP mod, fifth is aggro
  • Loadabs is the dropship to spawn the entities in
  • First pushstr is leader SGO, second is soldier SGO

Enemy Group
pushstr "敵04_2" push 5.0f pushstr "app:/object/GiantAnt02B.sgo" push 20 push 1.0f push 0 cuscall0 2003 // void CreateEnemyGroup2(spawnpoint, radius, sgo_name, count, health_scale, has_aggro);
  • First push is entity spread, second is count, third is HP mod, fourth is whether it has aggro

Enemy Group that comes from Underground
pushstr "敵増援最後01" pushstr "app:/object/GiantAnt02B.sgo" push 20 push 1.0f push 1 push 1.0f cuscall0 2009 // CreateEnemyGroupGround_Area(shapeNode, sgo, count, scale, active
  • First push is entity count, second is HP mod, third is whether it has aggro, fourth is how long it takes for all entities to come from underground

Flying enemy group that goes to area
pushstr "ドラゴン03_1" pushstr "ドラゴン03_1ルート" pushstr "app:/object/DragonSmall401_HS.sgo" push 40 push 1.0f push 1 cuscall0 2007 // CreateFlyingEnemyGroup_AreaRoute(shapeNode, routeNode, sgo, count, scale, active)
  • First pushstr is spawn location (must be shape), second is waypoint to go to, third is enemy to spawn
  • First push is count, second is HP mod, third is aggro

Generator Spawning
loadabs 50 // generatorX push 0 pushstr "app:/object/GiantAnt01.sgo" push 25 push 1.0f push 0.5f // Delay between enemies spawned push 20.0f // Time to wait until next wave is spawned push 0 cuscall0 2100 // SetGenerator(int id, int, str sgo, int amount, float hpScale, float rate, float interval, bool)
  • First push is unknown, second is entity count, third is HP mod, fourth is delay between enemies, fourth is time to wait between enemy waves, fifth is aggro(?)

Neutral
pushstr "爆撃1" pushstr "app:/object/V505_Tank_AI.sgo" push 1.0f cuscall0 1020 // int CreatNeutral(spawnpoint, sgo, scale);
  • Push is HP mod

Mob (Civilians)
pushstr "app:/object/man01.sgo" push 1.0f cuscall0 900 // AddToMobGroup(string sgo, float)
  • Push is HP mod

Vehicle
pushstr "LOCATION" pushstr "app:/object/v504_begaruta_g_mission.sgo" cuscall0 1021 // int CreateVehicle(spawnpoint, sgo)

Vehicle With HP Mod
pushstr "TRUCKLOOT" pushstr "app:/object/V506_HELI_LOOT.sgo" push 1.0f cuscall0 1029 // int CreateVehicle2
  • Push is HP mod

Event Object
pushrel 50 pushstr "敵01" pushstr "app:/object/GiantAnt01B.sgo" cuscall0 1025 // int CreateEventObject(spawnpoint, sgo) store
  • Event objects have no AI

Mortar Strike
pushstr "蟻2-3" push 200.0f pushstr "app:/object/DemoIndirectFireE50.sgo" push 1.0f push 5 push 0.5f cuscall1 1000
  • First push is spread, second is unknown, third is shot count, fourth is delay between shots

Artillery strike on enemy
loadabs 50 // X push 1.0f pushstr "app:/object/DemoIndirectFireSolidD_EVENT.sgo" loadabs 70 // airstrike_angle cuscall0 1141
  • First Loadabs is entity to fire at, second is unknown
  • First push is fire spread(?)
BVM: Entity Behavior
Object Action
loadabs 50 // X push 1 cuscall0 3200 // SetObjectAction(int id, int action)
  • Push is action ID

Set AI Speed
loadabs 50 // X push 0.25f cuscall0 3100 // SetAiRouteSpeed(int id, float speedfactor)

Set AI Route
loadabs 50 // X pushstr "新型進行ルート" cuscall0 3101 // SetAiRoute(int ID, string path)

Set AI Route And Speed
loadabs 50 // X pushstr "小隊01ルート" push 0.699999988079071f push 0 call location_791 // SetAiRouteAndSpeed:
  • Loadabs is ID of entity to affect, pushstr is route, first push is speed, second push is unknown.
  • No testing has been done on this command, may be buggy

AI Wander City
loadabs 50 pushstr "NavigationMap" cuscall0 3102 // SetAiPath(int ID, string Path)
  • Used to make an AI wander around the city, no locations needed
  • Only works on cities
  • Entities with NavigationMap can't move unless engaging an enemy
  • Unused in 5

Activate AI
loadabs 50 // X cuscall0 3022 // start active??(int id)

Activate all AIs on Team
push 2 cuscall0 3023
  • 0 = players, 1 = aliens, 2 = AI friendlies, 3 = neutral objects, 4 = fleeing civilians, 5 = drivable vehicles, 6 = event objects

Set Chatter
loadabs 50 // X push 0 cuscall0 4006 // SetChatter(int id, bool CanTalk)
  • Sets whether a set NPC talks or not
  • Push is true/false

Entity Look Direction
loadabs 50 // X pushstr "ドア01" push 1.0f push 0 cuscall0 3172 // SetAiObjectDirection_Point(int, wchar_t*, float, bool);
  • First push is look accuracy(?), second is unknown

Entity A looks at Entity B
loadabs 50 // X loadabs 51 // X2 push 10.0f push 1 cuscall0 3173
  • First loadabs is the entity that looks at the other entity, second is what entity it's looking at
  • First push is accuracy(?), second is unknown

Entity stops looking at target
loadabs 50 // X push 1 cuscall0 3174
  • Cancels 3172 and 3173

Play Animation
loadabs 50 // X pushstr "npc_ap016_move_add" cuscall0 4121 // Play animation

Recruit Object
loadabs 50 // X loadabs 51 // 2X cuscall0 3152 // RecruitObject(int leader, int follower)
  • Loadabs 1 recruits Loadabs 2

Activate NIX
loadabs 50 // X cuscall0 1024 loadabs 50 // X push 1 cuscall0 3040
  • First one wakes up the NIX
  • Second one makes it able to take damage

Made Ally Recruitable
loadabs 50 // X push 1 cuscall0 3151
  • Push is true/false

Ignore Navigation Mesh
loadabs 50 // X push 1 cuscall0 3113
  • Entity goes straight to its destination and ignores the "ideal" route
  • SERIOUSLY fixes vehicle pathfinding in many maps, but not all. Use with discretion
  • Push is true/false

Hold still (no wander)
loadabs 50 // X push 1 cuscall0 3170
  • Push is true/false
BVM: Entity Manipulation
Destroy Entity
loadabs 50 // X cuscall0 3202 // SetObjectDestroy(int id)

Object Max HP Mod
loadabs 50 push 2.0f cuscall0 3025 // MultiplyObjectHealth(int id, float percent)
  • 1.0f = 100%

Make Essential
loadabs 50 // X push 1 cuscall0 3026 // SetEssential(int id, bool Essential); only works on humans
  • Used on Sarge
  • Push is true/false

Delete Entity
loadabs 50 // X cuscall0 3001 // Delete entity

Teleport Entity
loadabs 50 // X pushstr "上官捕食位置" cuscall0 3029 // Moves an object to a location instantly

Set Entity Team
loadabs 50 // X push 1 cuscall0 3052 // SetObjectTeam(int id, int team)
  • 0 = players, 1 = aliens, 2 = AI friendlies, 3 = neutral objects, 4 = fleeing civilians, 5 = drivable vehicles, 6 = event objects
  • If making a vehicle an enemy, spawn it as a friend and then use this to make it an enemy. Otherwise, AI breaks.

Set HP
loadabs 50 // X push 50.0f cuscall0 3019 // set_HP_remain_percent??(int, float)
  • 100.0f = 100%

Set REMAINING HP
loadabs 50 push 50.0f cuscall0 3025 // MultiplyObjectHealth(int id, float percent)
  • Good for making pre-damaged vehicles
  • 100.0f = 100%

Make Entity Invincible (no hit stun)
loadabs 50 // X push 1 cuscall0 3021 // set_no_damge_mode??(bool)
  • Push is true/false

No damage when a threshold of HP is crossed
loadabs 50 // X push 50.0f cuscall0 3020 // SetNoDamageWhenHPRemain(int id, float HPRemain)
  • 100.0f = 100%

Gave an Unactivated Nix Weapons
loadabs 50 // X cuscall0 1027 // set_vehicle_ai_active?(int, int)

Control whether vehicle can be driven
loadabs 50 push 0 cuscall0 1028 // set_balam_can_using?(int, int)
  • May only work on Barga
BVM: Map/World
Set Map
pushstr "app:/Map/nw_jyousuicity.mac" pushstr "fine" cuscall0 100 // SetMap(

Destroy Map Objects
pushstr "初期破壊1" cuscall0 102 // MapObjectDestroy(shapeNode)

Invincible Map Stuff
pushstr "破壊01" cuscall0 110 // MapObjectInvincible(shapeNode); everything in shape is invincible

Restrict Air Strikes & Vehicle Drops, turns on light
push 1 cuscall0 5012
  • Push is true/false

Turn Off Lights
push 0.10000000149011612f push 0.0f call location_864 // FadeMainLight:
  • First push seems to control how long the lights fade until they're out, second is unknown

Turn On Lights
push 1.0f push 0.5f cuscall0 5015
  • First push is unknown, second seems to control how long it takes for them to come back

Reverb Effect
push 0.25f cuscall1 160
  • Echo, used in underground missions
  • Push is reverb intensity

Rain
push 0.44999998807907104f push 0.8999999761581421f push 1.0f push 4000 push 4.0f push 1.0f call location_568 // SceneEffect_Rain:
  • Values are hard to say, but the fourth push is rain intensity. I recommend experimenting.

Snow
push 0.5099999904632568f push 0.800000011920929f push 10000 push 0.05000000074505806f call location_485 // SceneEffect_Snow:
  • Values are hard to say, but the first push is how dense the layer of snow on the ground is, and the third push is snow intensity. I recommend experimenting.

Fog
push 0.10000000149011612f push 250 push 0.019999999552965164f push 0.6000000238418579f push 0.0f push -1.0f call location_750 // SceneEffect_Fog: push 15 push 1.0f push 0.0f push 0.0f push 0.0f push 0.0f cuscall0 5013
  • Values are hard to say. I recommend experimenting.
BVM: Audio
Radio Voice
pushstr "AE141_084_E" push 0.0f call location_56 // RadioVoice:

In-person Voice
cuscall0 4100 loadabs 50 // X pushstr "AE005_032" pushstr "" push 1.0f cuscall0 4102 cuscall0 4101 cuscall0 4002
  • Audio file names as they correspond to dialogue[github.com]
  • Push is delay before line is said
  • First pushstr is audio file, second is animation to play
  • If using this repeatedly (IE for a conversation, have all your 4102's inbetween the 4100 and the 4101

NPC within squad says dialogue
cuscall0 4100 loadabs 50 // X push 0 pushstr "AE144_020" pushstr "" push 0.0f cuscall0 4105 cuscall0 4101 cuscall0 4002
  • Audio file names as they correspond to dialogue[github.com]
  • First push is which NPC to say the dialogue, second is delay before line is said
  • First pushstr is audio file, second is animation to play
  • If using this repeatedly (IE for a conversation, have all your 4102's inbetween the 4100 and the 4101

Randomized NPC says dialogue
cuscall0 4100 push 0 pushstr "AE005_025" pushstr "npc_ap028_panic" push 0.5f cuscall0 4103 cuscall0 4101 cuscall0 4002
  • Audio file names as they correspond to dialogue[github.com]
  • First push is the NPC to say it (see final note), second is delay before line is said
  • First pushstr is audio file, second is animation to play
  • If using this repeatedly (IE for a conversation, have all your 4102's inbetween the 4100 and the 4101
  • The game assigns numbers to random NPCs when the game starts, so one NPC will be 1, another is 2, another is 3, etc.. This command utilizes this(?)

In-person voice with radio effect
call location_29 // RadioBegin: cuscall0 4100 loadabs 50 // X pushstr "AE166_004_E" pushstr "" push 0.0f cuscall0 4102 cuscall0 4101 call location_42 // RadioEnd: cuscall0 4002
  • Same as the in-person voice, but with the two Calls added

Play Music
pushstr "BGM_E5M10_Daikaiju" cuscall0 300 // PlayBGM(str SongName)

Fade In Music
pushstr "BGM_E5M07_Totsugekiseyo" push 5.0f cuscall0 302 // FadeInBGM(str SongName, float TimeDelta)
  • Music[github.com]
  • Push is how long the music fades for until present

Fade Out Music
push 5.0f cuscall0 301 // FadeOutBGM(float TimeDelta)
  • Push is how long the music fades for until gone

Play Sound (Is this taking from the Music file?)
pushstr "MusenEnd" cuscall0 4000 // play_sound??(str)

Another Play Sound
pushstr "基地照明おちる" cuscall0 350 // PlayPresetSE(str SoundPreset)
  • See SEPreset.SGO

"RadioNone" Cheat
location_57 : // RadioNone: subrel 0x03 // Local var 0x03 storerel 0x00 storerel 0x02 // Local var 0x02 storerel 0x01 // Local var 0x01 cuscall0 4002 loadrel 0x02 // Local var 0x02 cuscall0 200 // Wait(float) loadrel 0x01 // Local var 0x01 cuscall0 4000 // play_sound??(str) cuscall0 4002 jmp location_52
pushstr "AE141_067_E" push 0.0f call location_57 // RadioNone:
  • Custom command. Functions identically to RadioVoice, but without the sound effect before and after the voice is said.
  • Paste the first section after location_56 in any mission, then use the second section (the one starting with pushstr) as a command
BVM: Tools
Mission Clear
call location_200 // MissionClear:
  • Location of MissionClear may vary

Wait
push 1.0f cuscall0 200 // Wait(float)
  • Push is time to halt BVM in seconds

Pause BVM until AI finishes route
loadabs 50 // X call location_103 // WaitAiMoveEnd:

Fade out UI
loadabs 61 // fade_control push 2 push 4.0f cuscall0 50 // FadeUiElement??(int id, int fadeType, float time) loadabs 61 // fade_control cuscall0 51 // WaitForUiFade(int id) loadabs 61 // fade_control cuscall0 31 // DestroyUiElement(int id)
  • First push seems to be the ID of the Ui to fade(?), second is how long it takes to fade
  • First box fades the UI, second box halts the BVM until the UI is faded, third box destroys the now-faded UI

Make Text Appear
pushstr "Mission000_Tuto0_Ranger01" cuscall0 36
  • Pushstr takes from TEXTTABLE_XBOX.EN.TXT_SGO

Make Text Appear (with "OK")
pushstr "Mission000_Tuto0_Complete" cuscall0 35
  • Pushstr takes from TEXTTABLE_XBOX.EN.TXT_SGO

Player can't do anything
push 0 push 0 cuscall0 1007 // void loc_1401173CB(int, int);
  • Unknown float values. Use as-is
  • One of these might be a true/false flag

Player is Invincible
push 1 cuscall0 3030
  • Push is true/false

Player is Neutral (enemies don't attack)
push 1 cuscall0 3031
  • Push is true/false

Disable pause menu
push 0 cuscall0 52
  • 0 is disable, 1 is re-enable(?)
BVM: Event Factors
Event
pushstr "EVENT" push 0.0f push 0 cuscall0 2 // void RegisterEvent(function_name, float, multiple_functions_per_event(?));
  • Unknown values, use as-is

Wait
push 2.0f cuscall0 9000 // CreateEventFactorWait(float TimeDelta)
  • Push is how long to wait in seconds

Wait 2
push 40.0f cuscall0 9002 // CreateEventFactorWait2(float TimeDelta)
  • Push is how long to wait in seconds. Ignores the BVM process

Timer (based on mission start)
push 0 push 6.0f cuscall0 9001 // CreateEventFactorTimer(int, float, TimeDelta)
  • Calls a registered event based on a timer since mission start. If the time has already passed, the event will fire immediately.

Team object count
push 1 push 105 cuscall0 9110 // CreateEventFactorTeamObjectCount(int team, int count)
  • First push is team, second is entity count on said team
  • 0 = players, 1 = aliens, 2 = AI friendlies, 3 = neutral objects, 4 = fleeing civilians, 5 = drivable vehicles, 6 = event objects

Generators remaining count
push 1 cuscall0 9114 // CreateEventFactorTeamGeneratorObjectCount(int count)

Object is destroyed
loadabs 50 // X cuscall0 9201 // CreateEventFactorObjectDestroy(id)

AI is recruited
loadabs 50 // X cuscall0 9310 // CreateEventFactorAiFollow(int Soldier_ID)

Group reaches X amount of entities
push 0 push 1 cuscall0 9116 // CreateEventFactorObjectGroupCount(int, int)
  • Unknown values, don't recommend using
  • Theory: First push is team/group ID, second push is number of entities

All enemies destroyed
push 1.0f cuscall0 9100 // CreateEventFactorAllEnemyDestroy(float delay)
  • Push is delay in seconds before event happens after parameters are met

When AI finishes path
loadabs 50 // X cuscall0 9300 // CreateEventFactorAiMoveEnd(int ID)

When AI finishes path or dies
loadabs 50 // X cuscall0 9301 // CreateEventFactorAiMoveEndOrDie(int id)

When an enemy is encountered
push 1 cuscall0 9120 // CreateEventFactorTeamEncount(int team)

When player enters area
pushstr "小隊02出現" cuscall0 9400 // CreateEventFactorPlayerAreaCheck(string ShapeNode)

When object no longer exists
loadabs 50 // X cuscall0 9202 // CreateEventFactorObjectDelete(id)

When object reaches HP threshhold
loadabs 50 // X push 30.0f cuscall0 9200 // CreateEventFactorObjectDurability(id, hpPercent)
  • 100.0f = 100%
BVM: Miscellaneous
Screen Shake
pushstr "崩落煙" push 1.0f push 40.0f cuscall0 801 // Quake(wchar_t*, float, float);
  • First push is quake duration in seconds(?), second is quake intensity

Turn light on (crashes upon mission end?)
push -1.0f push 0 cuscall0 3173
  • Unknown float values. Use as-is

Halt BVM until UI is finished rendering
push 1 cuscall0 52
  • ID of UI to wait for. 1 is usually the default UI, but 2 also seems related

Walking Fortress Generator
loadabs 50 // fortress push 0 pushstr "app:/object/e507_goldufo.sgo" push 60 push 1.0f push 0.15f push 1 cuscall0 2101 // set_generator_once??
  • First push is which part to spawn the enemies from. 0 is for the side UFO deposit, 1 is for the alien deposit on the bottom that exposes the weak point.
  • Second push is enemy count, third is HP mod, fourth is the rate of spawning, fifth is aggro
CANM: Animations (Appeal)
AP000 series
This is the "Appeal" series. Specifically, this is the Ranger list. It's the animations used in-game by NPCs during dialogue, or by the player when using gestures
AP000: AP001: Kneel down like you're injured AP002: Formal salute AP003: Casual salute AP004: Look around casually, weapon down AP005: Lean forward cautiously, looking around AP006: A shortened version of AP005 AP007: Look from side to side with weapon down calmly AP008: A more cautious and wary version of AP007 AP009: An even more cautious version of AP008 AP010: Scratch back of head/helmet casually or embarrassed-ly AP011: Rock back and forth casually for a second AP012: Briefly put a hand to your helmet like a phone call AP013: Raise a hand in the air, then forward. Like that one Colonist "found enemy" reaction AP014: Beckon behind oneself harshly AP015: Briefly indicate spread hand forward AP016: Raise a hand in the air in a halting signal AP017: Raise fist to torso level while nodding, as if to say "Got it" AP018: Pump fist in the air, like "Yes!" AP019: Raise both hands in the air as though trying to get attention AP020: Step back casually while leaning back head, then nod like "Ohhh, I get it" AP021: Stretch casually, but only vaguely AP022: Lie down casually for a few seconds, then stand up after relaxing AP023: AP024: AP025: Long salute AP026: AP027: Semi-Fencer salute AP028: AP029: AP030: Thumbs up AP031: AP032: AP033: AP034: AP035: AP036: AP037: Slow push-ups AP038: Squats AP039: Sit-ups AP040: AP041: AP042: AP043: AP044: AP045: AP046: AP047: AP048: Longer version of AP013 AP049: Point gun straight up for a second or two AP050: Look behind you while beckoning, then point forwards AP051: AP052: AP053: Air Raider salute AP054: T-pose AP056: Hold arms like a / AP057: Hold arms like a Y AP058: AP059: T-pose, then switch to a sort of a ⑂ pose AP060: Stretching, or alternatively, signaling to a plane AP061: Raise arm up, then point it forward aggressively, like "CHAARGE!" AP062: AP063: Lifting motion, or maybe beckoning; looks like exercise AP064: Stretch, switching between / and \ arm positions AP065: T-pose, lift weapon arm up and down. Kinda looks like motioning traffic AP066: AP065 but with other arm AP067: AP068: Cross arms and nod, then give thumbs up AP069: Fan face with hand AP070: AP071: AP072: Raise weapon and jump for joy AP073: REALLY jump for joy. Very, very happy AP074: Applause AP075: Double over in laughter AP076: Face palm, or alternatively, nausea AP077: Prostrate yourself, seems like in sadness but could be fear AP078: Stomp and wave hand angrily AP079: Double over in rage. Utterly furious, beside yourself with anger AP080: Bowing and folding hands, utterly begging AP081: Prostrate as though to ask profusely for forgiveness AP082: Sit down peacefully in a zen-like calm AP083: Raise gun like "Hurrah!" AP084: AP085: "Well! What is it!" from Dark Souls AP086: AP087: Wipe nose and put hands on hips boldly, very mocking AP088: Wave AP089: Casual half-salute, as if to say "Ok!" AP090: The EDF's most iconic dance AP091: Put hands forward as though to say "Calm down" AP092: AP093: AP094: Just plain lay down tiredly AP095: Sit down with hands wrapped over knees and wait AP096: Me looking for who asked AP097: High-five with both hands AP098: AP099: AP100: AP101: Raise your weapon like it's the Master Sword AP102: Brief rejoicing AP103: Pump left hand happily like "Yeah!" AP104: AP105: AP106: AP107: AP108: AP109: AP110: AP111: Kind of leer back while spreading arms, like "Look at that!" AP111P: Loop of AP111 AP112: Look like you're about to throw up AP113: AP114: Look around while pointing gun, looks scared or cautious AP115: Wave hands in frustration AP116: Lean forward in a drunk/injured way AP117: Frustrated stomp AP118: Kneel while on comms, stand back up AP119: Shield head while looking away for a second AP120: Listening or talking with gun lowered, nodding AP120P: AP120 but with gun lowered AP121: A briefer version of AP085 AP122: Thumbs up AP123: AP123P: Loop of crossing arms AP124: Vibing with gun lowered 1 AP124P: Look around momentarily with hands at sides. No loop AP125: Vibing with gun lowered 2 AP125P: Clap briefly AP126: Vibing with gun lowered 3 AP126P: Adjust/turn on helmet radio AP127: Vibing with gun lowered 4 AP127P: Momentary shock AP128: Vibe for a moment, then return to aiming
CANM: Animations (Misc)
NPC_AP000 Series
These are commonly used by NPC soldiers.Some are usable even while moving
NPC_AP004_TALK: Glance around nervously NPC_AP005_TALK: Raise rifle to side, like in "From now on, we're rangers!" NPC_AP006_TALK: Kind of a sarcastic shrug NPC_AP009_CHAR: Casual salute. Gives off rookie "Sure, yes sir" vibes NPC_AP010_CHAR: Scratch back of helmet NPC_AP011_CHAR: Roll shoulders back noncommittally. "Yeah, whatever" NPC_AP012_CHAR: Indicate forward with hand NPC_AP020_REPLAY: Formal but brief salute NPC_AP024_SHOCK: Disbelieving lurch forward, "How the heck are we supposed to defeat that!?" NPC_AP025_SURPRISE: Spread arms in shock, staggering back a little NPC_AP027_PANIC: Look side to side carefully NPC_AP028_PANIC: Exaggerated version of NPC_AP027_PANIC NPC_AP029_MERGE: Put hand to side, like you're explaining something NPC_AP030_MERGE: Lean forward while putting gun to side, like you're saying something serious NPC_AP031_MERGE: Casually tilt head back, as if to just say "cool." NPC_AP032_MERGE: Thumbs up NPC_AP036_DAMAGE: Fall down with hand on side NPC_AP039_DAMAGE: Coughing NPC_AP040_GRAD_LARGE: Raise gun into the air, "Hooray!" NPC_AP043_GRAD_LARGE: Raise both arms in celebration NPC_AP044_GRAD_LARGE: Pump left arm twice in celebration NPC_AP044_GRAD_MIDDLE: Tilt gun up while saying something brief NPC_AP045_GRAD_MIDDLE: Functionally identical to NPC_AP044_GRAD_MIDDLE NPC_AP046_GRAD_MIDDLE: Briefly pump fist in air one time