Emotes

"If you cannot hold it through a whole conversation, it is not a pose, it is a fidget." — Stage Marshal Ibb Corran

Emotes pose or animate your character on command, from sitting down at a table to putting both hands up.

You must be alive and on the ground. Dead, spectating or mid-air, the game refuses the command.


What it does

StoryForce ships 76 emotes. Each one is a named animation you trigger from chat or the console, and each one runs in one of 3 modes. The mode decides whether the pose plays through and stops, or stays on you until you leave it.

Emotes drive almost all of the physical acting in a scene. A held pose reads clearly to everyone in the room and survives you typing a long line of dialogue.


Playing an emote

Run /emote followed by the name, from chat or the console.

A successful emote prints nothing at all. Your character moves, and that is the confirmation. Every message you see from /emote is a refusal, so silence means it worked.

Every name is on the emote list, with the mode each one runs in. Keep it open while you learn them.

The 3 modes

Every emote is one of these, and the list page shows which:

  • once plays the animation through and drops you back to your normal stance
  • hold freezes on the pose and stays there until you leave it
  • loop repeats the animation until you leave it

Of the 76 emotes, 57 hold, 10 loop and 9 play once.

Moving while emoting

Emotes animate your upper body only. Your legs stay free, so you can walk, run and turn while holding a pose. Stop moving and the full-body version of the pose reapplies on its own.

That makes hold emotes practical for a whole scene. You can cross a room carrying a crate, stop, and be back in the carry pose without retyping anything.


Leaving an emote

3 inputs end an emote:

  • taunt, which StoryForce repurposes as the dedicated exit key
  • jump
  • crouch

Taunt is the clean one, because it does not move your character. Jump and crouch both shift you as they fire, so a pose you were framing carefully will break.

Crouch ends an emote. The exit test reads the same up-and-down movement value for jump and crouch, and it does not care about the sign. Ducking behind cover in character drops your pose.

If the emote has a get-up animation, that plays first and the emote ends when it finishes.


Sitting emotes and floor height

5 emotes are marked as sit-type: sit, sit2, sittalk, sleep and convulse. They drop your model downwards so you meet the surface of a chair, a bunk or the floor instead of hovering above it.

How far you drop is your character's own surface offset, a number from 0 to 100. Set it with the command under Setting your surface offset. A short character needs a smaller offset than a tall one to sit on the same crate.

Your offset is sent to everybody on the server, including players who connect after you, so the whole room sees you at the same depth. Until it arrives, a player falls back to the distance in Settings, 16 by default. An offset of 0 is a real value and means no drop at all. The drop is visual only, applied on each player's screen, and it clears the moment you leave the emote.


Commands

Playing an emote

/em is an accepted alias for /emote.

An emote name that does not exist

Names are matched without case sensitivity, so /emote SIT and /emote sit both work.

Trying to emote in the air

Setting your surface offset

You need to be logged in with an active character selected. A value outside 0 to 100 is refused, and the change applies immediately, even mid-pose.


Settings

Client-side. Fallback drop distance for sitting emotes, used only until a character's own value reaches your machine. Defaults to 16. Client-side. Set to 0 to keep the normal meditate pose instead of the floating variant that Attunement 3 unlocks. Defaults to 1.

Things to note

  • The default taunt no longer plays. Taunt is the emote exit key now.
  • A held pose lapses after 3 hours of nobody touching it, so an idle character eventually stands up. sittalk and lean are the exception and hold indefinitely.
  • Dying clears the pose immediately, including the sitting drop, so a corpse never stays stuck mid-emote.
  • There is no /emote list command and no in-game picker for players. The emote list page is the only complete reference.
  • A typo never reaches chat. /emoet sit prints an unknown-command line that only you see.
  • Meditate has a floating variant. Attunement 3 or higher unlocks it, and it falls back to the normal pose until the animation frames ship.

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