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
targetdescriptors abort with a config error. animis 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.