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remark

remark plays a short scripted stalker animation, optionally aimed at a target, with optional sound and completion signals. Use it for scenario beats, one-off gestures, directed looks, and transitions between scripted sections.

Parameters

anim

Type: condlist. Optional. Default: wait.

Animation state selected by condlist when the remark starts.

snd

Type: string. Optional. Default: null.

Sound played by the sound manager after the animation when sound is scheduled.

snd_anim_sync

Type: boolean. Optional. Default: false.

Controls whether sound is scheduled independently from the animation.

target

Type: string. Optional. Default: nil.

Optional look target descriptor.

tips

Type: string. Optional. Default: null.

Tip id stored by the scheme.

tips_sender

Type: string. Optional. Default: null.

Sender id read only when tips is set.

The section also supports common switch fields. remark is commonly paired with on_signal = action_end | ... or on_signal = anim_end | ....

Targets

target supports three descriptor forms:

story | actor or story | story_id

Looks at the object resolved by story id.

path | patrol_path,point_id

Looks at the selected patrol point.

job | job_section,smart_name

Looks at the object assigned to a smart terrain job.

When target = nil, the animation runs without a target descriptor.

Signals

The remark action sets signals on the active scheme state:

anim_end

The animation callback reaches the sound stage.

action_end

Both animation end and sound end were observed.

The action also observes sound_end and theme_end signals. Those can be set by sound handling code to allow action_end.

Example

[logic]
active = remark@look_actor

[remark@look_actor]
anim = threat_na
target = story|actor
snd = meet_hide_weapon
on_signal = anim_end | walker@guard

Notes

  • Invalid target descriptors abort with a config error.
  • anim is a condlist, so it can select different animation states by info portions or conditions.
  • The planner blocks normal ALife while the remark section is active.