Mod:Character animations, zombie and unarmed damage

sgraph.txt, located in the data/datafile.big file. sgraph.txt is focused on effects, animation events, and flags. sgraph.txt is huge, 7.902 MB, 9632 pages in Microsoft Word.

sgraph.txt controls:
 * 1) Controls all of the game's animations. This includes:
 * 2) Chuck's idle animations.
 * 3) Chuck's animation when trying on clothes
 * 4) Chuck's animation when saving game, including urinating into urinal.
 * 5) Unarmed attacks:
 * 6) Damage zombies do
 * 7) Damage Chuck's skills do.

There are 595 cGenericAnimState sections in the file. Each section appears to control some part of the game animation.

For a full list see: Mod:Chuck's animations, zombie and unarmed damage/list

Sgraph's index
The first section lists how many times each type of control is listed in the entire file. For example, cHealthEvent 51, cHealthEvent is in the file 51 times.

NOTE: If you add an event then it has to equal the amount on the top of the file or it will crash

ChooserType's in sgraph.txt
All instances of choosertype found in sgraph:

Animations
Shortcut: http://p.ly/emote

Animation when Chuck tries on new clothing
See also Clothing animations 4 new never before seen anim.

35 page clothing animation, starting on line 212269.

If the coding between the { } is removed, chuck has his hands out and floats when the character animation is triggered. The player cannot regain control of Chuck.

Example: cAnimRef 2098 {		File = -11789077 DataRate = 1.000000 Looping = "false" Mirror = "false"

cAnimEvent 2433728 {

}

}

Saving game animations
sgraph.txt also controls Chuck's animation when saving game, including Chuck urinating into urinal. This is the 25 page section:

Zombie's damage
Open sgraph.txt and search for cHealthEvent to modify the zombie's damage. Look for negative values. "Last night, I left a zombie chewing on my head for a good 20 minutes while I was away from the game. Health was still full". The negative numbers seem to be damage.

sgraph.txt is more focused on effects, animation events, flags, etc. Zombie attacks are an effect, because a zombie chewing on chuck is not a weapon and the damage is linked to the event of being grabbed. Experiment with it. Try -1, 0, or even a normal positive number like 100.

Maybe you can get zombies to restore your health, but I haven't tried that yet.

Huge radius damage for Chucks skills/moves
For the ultimate cheat attack: In sgraph.txt, find the line AttackName = "elbowdrop" and go down to AttackRadius= and change it to around 1000.

Edit maxheightdiff for an attack that kills most of the zombies in any two story room you're in.

So every time you use the elbowdrop, all the zombies around you drop dead. Note that this might effect survivor escorts.

Zombie death animations
cImmediateTransitioner ToZombieDead {		Dest = 887 DestEvent = -1 UseDestEvent = "false" SyncWithDest = "false" }

Coding for idle
cGenericTransitioner ToSIdle

cAnimGroup 548

Attempts to modify
warps sullivan's hands

cGenericAnimState 739 {	AbsoluteTranslationMode = "false"

cRandomChooser cRandomChooser {

cChooserEntryFloat male_sullivan_checkwatch60968 {			Anim = 4035 Value = 0.000000 }

}

cAnimRef 4035 {

}

cGenericTransitioner ToSSullivanPace {		Dest = 739 DestEvent = -1 UseDestEvent = "false" }

cSurvivorHeadTrackingPoseWarper SurvivorHeadTrackingPoseWarper {	}

}