Consolidateed PBY Catalina 3D model
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Simplified key system even more ...






L                                                      Toggle to hide or show legend for keys.








W                                                     Walk. Characters leans in depending on mouse vector.


W + Shift                                         Run


W + Alt / Alt                                   Sprint


                                                         Strafe left or right is mouse vector dependent and automatically


                                                        kicks in. It also depends on situation or terrain.


S                                                      Walk backwards a few steps then turns and walks in that direction. 


S + Shift                                          Run backwards a few steps then turns and runs in that direction.




A                                                      Turn and walk to the left facing the direction you walk.


                                                          Strafe left a few steps if gun in hand and loosely aiming.


                                                          Strafe left only if tight aiming.  


A + Shift                                           Same but just faster.


D                                                       Turn and walk to the right facing the direction you walk.


                                                          Strafe right a few steps  if gun in hand or loosely aiming.


                                                          Strafe right only if tight aiming.


D + Shift                                           Same but just faster.


V                                                        Lie down.


C                                                        Crouch.


Z                                                        Sit down on the ground or anything near character he can sit on.


Space bar                                        Jump.




If character backs up against lower wall and you continue to press S the character will sit on the wall. If you face the lower wall and walk into it and continue to press W he will climb onto it and stand on top of it. If you run or sprint into it character will jump over lower wall.








Up Arrow                                        Character will pick up any item in front of him. What he is closest to and


                                                         facing. If it’s a note or book he will hold it so he can read it.


L and R Arrows                              Flipping through pages of a book, last page will flip to back of book and




                                                         you continue to press R Arrow book will flip to front cover.


                                                         If character is holding a piece of paper or note L and R arrows will flip it.


Down Arrow                                  Character puts down whatever he is holding in his hand. If he is sitting at


                                                         A table he will put it down on the table, or if he is standing next to it


                                                         And close to it and facing it.


                                                         Otherwise character will put it down on the ground. He will “decide




H                                                      Swap items in both hands.








LMB                                                 HARD throw. Throw far.


RMB                                                 SHORT throw. Just throw something through a door or over a low wall.


Character will always throw whatever he has in his right hand. If he has only one item and in the left hand he will throw with left hand.








W, S, A, D                                       Climb / Hop or climb over / step over / jump up very low object.


                                                         (Just keep pressing and hold down key and character will decide what do  




                                                          Either climb up, or down, stop climbing, etc. Also, to sit in a chair you


                                                          just walk into it, hold down key like W and character will "decide" to sit.


                                                         To get back up you just reverse. Like the S key.)


                                                         If you walk slowly up to ladder going down or cliff’s edge character will


                                                         turn around and know that he needs to climb down.


                                                         If you just run off edge character will fall or he will fall if there is no way


                                                         To climb down.


                                                          If you run up to a cliff edge or edge high off the ground and stop right 


                                                          on it, the character 


                                                          will lean over it for a second and lose its balance and correct itself.


                                                         If you start sitting on a chair and in front of a table with a note or book 


                                                          on it and hit the up arrow character will finish sitting and pick up the 


                                                         note or book and read it.








1                                                       If revolver is in holster, character takes it out and


                                                         aims from the hip.


RMB                                                Tight aim. RMB again to come out of tight aim and just lose aim from


                                                         hips. Swipe with a sword if sword in in right hand. (Revolver can


                                                         still be held in left hand).


LMB                                                To fire any weapon or stab with knife.


                                                         If character is holding a rock, bottle, book or any other object  in his one


                                                         hand he will throw that object.


                                                         Stab with sword is sword in held in right hand.


MMB                                               Block if sword is held in right hand.


H                                                      Swap weapons in hands.


2                                                      For the next weapon. If a rifle for example is slung over shoulder. Or if a


                                                         knife in held on belt or pouch.


3, 4  ….                                            More weapons character is carrying on him.


To keeps things simple character will always carry a knife through the belt and the revolver in holster. Rifles are always slung over shoulder.












F                    Character goes into physical fighting mode. (He will punch and kick only


                     even with weapon in hand).


RMB             Kick (Will kick with whatever leg is right for the moment).


LMB             Punch / hit hard (always with right arm and fist).


                     Punch kinda blends in with hard push depending on situation.


                     You can punch out a window too or break through barrier.


MMB           Block.


F                  Character comes out of physical fighting mode.


                    (Weapons reload automatically when empty.)








C                              If C is pressed character assumes “clothing mode” posture. He indicates with body


                                 language that he is ready to remove clothing, put on or swap out.                             


LMB                        If you click and hold down, you cycle through head, hands, face (glasses),  and so on.


RMB                        If you press RMB character will remove whatever he is wearing on that part of the                        


                                 body selected by the LMB actions.                                           


C                              Again, character comes out of clothing mode and resumes last mode he was in before


                                 C was pressed.


If you happen to have a hat in your hand while pressing RMB when head is selected character will swap out whatever is worn on the head at that time with the hat in his hand.


Character can also remove the belt and holster with side arm. He cant put it in his backpack though but he can put a knife and the revolver in his backpack.








B                           Character goes into “backpack mode. He removes his backpack and opens it on the 


                              ground or on a low wall if he happens to be sitting on it or a table.


RMB                      He drops whatever is in his hand into backpack.


LMB                      He picks an item from his backpack and lifts it out to look at it.


                              If you click and hold down LMB he cycles through everything inside backpack. This will


                              continue looping until you release LMB and then he will have a single item in his hand.


                              If you change your mind you drop the item in bag by pressing RMB.


H                           Swap items if both hands full. He does the picking and dropping of items only with right




B                           Again, to come out of “backpack mode”. He closes the backpack and puts it back on.


                              Keeps on holding the item (if he took anything out) in his hand.








P                   Character goes into pushing or pulling mode. Gets into position and is ready.


W / S             Push or pull object.


W / S             Stop pushing W or S to release object being pulled or pulled.


                      If you walk backwards and forwards character will swap between pushing and


                      pulling. (It will know where to place hands).


P                   Character comes out of pushing and pulling mode.








If character is diving under the water the viewer slowly just becomes blurrier (as he is losing consciousness) and eventually just turns black as he dies, if he doesn’t get air in time.


You can also hear the distress in his voice.


There will be more air bubbles escaping in front of the viewer.


The blurriness creeps in from the side so the player can still see the center.


When blurriness reaches center of viewer that is when everything turns to black and character dies.




HURT OR WOUNDED (medical needs):




If your character is wounded his animations will reflect that. So, if he jumped off a too high object and hurt his ankle he would limp when he walks or runs.


Then he would run slower and maybe fall at random intervals.


Character gets up himself after a fall.


If he got shot in the shoulder he would hold his shoulder with his one hand or lean in on that side.


His body movements will reflect what the type of hurt is. He will also bleed (mesh swap) if he got hit or scraped with something).




M                   That will tell the character to heal himself. So, he will stop, sit down and take out a med kit 


                       from his backpack and address his wounds. You can’t control how it will fix his wounds the 


                       character “knows what to do”.


M                   Again to either interrupt procedure and get back up.


                       If he is putting a bandage on he will finish that part before he responds.


                       If you just wait until character finished with healing, then he will put everything away in his


                       backpack and return to state he was in before you hit M.


                       So, if he had his revolver out when you hit M he will pull it out of its holster again and hold


                       It in his hand after he is done.


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