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Text File  |  2002-10-21  |  8.3 KB  |  434 lines

  1. // These are player animations shared between the
  2. // 3rd persons models, and first person models.
  3. animations
  4. {
  5.     $path models/human/animation
  6.  
  7.     //========================
  8.     // Player model selection screen idle animations
  9.     //========================
  10.     americanselectionidle1            misc/00A100_idle.skc                    weight    0.25
  11.     americanselectionidle2            misc/00A101_salute.skc                    weight    0.25
  12.     americanselectionidle3            misc/00A102_cleanshoes.skc                weight    0.25
  13.     americanselectionidle4            misc/00A103_pullups.skc                    weight    0.25
  14.     americanselectionidle5            misc/00A104_stretches.skc                weight    0.55 dontrepeate
  15.     americanselectionidle6            misc/00A105_pushups.skc                    weight    0.25
  16.     americanselectionidle7            misc/00A106_jumpingjacks.skc                weight    0.25
  17. //    americanselectionidle8            misc/00EGG1_Allied_Sitar.skc                weight    0.25
  18.     
  19.     germanselectionidle1            misc/00G100_Axis_idle.skc                weight    0.25
  20.     germanselectionidle2            misc/00G101_Axis_Attention.skc                weight    0.25
  21.     germanselectionidle3            misc/00G102_Axis_Primping.skc                weight    0.25
  22.     germanselectionidle4            misc/00G103_Axis_Lookaround.skc                weight    0.25
  23.     germanselectionidle5            misc/00G104_Axis_Shoeshine.skc                weight    0.25 dontrepeate
  24.     germanselectionidle6            misc/00G105_Axis_lean.skc                weight    0.25
  25.     germanselectionidle7            misc/00G106_Axis_pushup.skc                weight    0.25
  26.     germanselectionidle8            misc/00G108_Axis_milling_1.skc                weight    0.25
  27.     germanselectionidle9            misc/00G109_Axis_milling_2.skc                weight    0.25
  28. //    germanselectionidle10            misc/00EGG2_Axis_Sitar.skc                weight    0.25
  29.  
  30.     //===========================
  31.     //    Player Mountable Artillery
  32.     //===========================
  33.  
  34.     aagun_idle            misc/aagun_driver.skc
  35.     flak88_idle            misc/flak88_driver.skc
  36.     nebelwerfer_idle        misc/nebelwerfer_driver.skc
  37.     granatwerfer_idle        misc/granatwerfer_driver.skc
  38.  
  39.     $path models/human/animation
  40.  
  41.     //========================
  42.     // Idle animation for model bounds
  43.     //========================
  44. //    idle                 viewmodel/pistol/coltpose.skc        crossblend 0.2
  45.     idle                scripted/flak88/offic_idle.skc
  46.  
  47.     //========================
  48.     // Death
  49.     //========================
  50.     death1            deaths/death_fall_back.skc        default_angles crossblend 0.1 weight 1.0
  51.     {
  52.         server
  53.         {
  54.             last dead
  55.         }
  56.         client
  57.         {
  58.             12 bodyfall 0.8
  59.             14 landing 0.5
  60.         }
  61.     }
  62.     death2            deaths/death_fall_to_knees.skc    default_angles crossblend 0.1 weight 1.0
  63.     {
  64.         server
  65.         {
  66.             last dead
  67.         }
  68.         client
  69.         {
  70.             5 bodyfall 0.7
  71.             13 bodyfall 0.5
  72.         }
  73.     }
  74.     death3            deaths/death_headpistol.skc        default_angles crossblend 0.1 weight 1.0
  75.     {
  76.         server
  77.         {
  78.             last dead
  79.         }
  80.     }
  81.     death_crouch                    deaths/death_frontcrouch.skc    default_angles crossblend 0.1
  82.     {
  83.         server
  84.         {
  85.             last dead
  86.         }
  87.     }
  88.     death_explosion_small             deaths/death_upgrenade.skc        default_angles crossblend 0.1
  89.     {
  90.         server
  91.         {
  92.             last dead
  93.         }
  94.     }
  95.     death_explosion_large             deaths/death_grenade.skc    default_angles crossblend 0.1
  96.     {
  97.         server
  98.         {
  99.             last dead
  100.         }
  101.     }
  102.     death_explosion_left             deaths/death_left.skc            default_angles crossblend 0.1
  103.     {
  104.         server
  105.         {
  106.             last dead
  107.         }
  108.     }
  109.     death_explosion_right             deaths/death_right.skc            default_angles crossblend 0.1
  110.     {
  111.         server
  112.         {
  113.             last dead
  114.         }
  115.     }
  116.     death_explosion_back             deaths/death_backgrenade.skc    default_angles crossblend 0.1
  117.     {
  118.         server
  119.         {
  120.             last dead
  121.         }
  122.     }
  123.     death_explosion_front             deaths/death_chest.skc            default_angles crossblend 0.1
  124.     {
  125.         server
  126.         {
  127.             last dead
  128.         }
  129.     }
  130.  
  131.  
  132.  
  133.     //////////////////////////////////
  134.     // 
  135.     // Deaths copied from single-player game (new_generic_human.tik)
  136.     // 
  137.     //////////////////////////////////
  138.  
  139.     // Fall to knees and then forward.
  140.     death_fall_to_knees        deaths/death_fall_to_knees.skc
  141.     {
  142.         client
  143.         {
  144.             6  bodyfall   //knees
  145.             24 bodyfall   //face
  146.         }
  147.         server
  148.         {
  149.             last dead
  150.         }
  151.     }
  152.     // Weak-looking slow falling back animation.  Doesn't look very dead...
  153.     death_fall_back            deaths/death_fall_back.skc
  154.     {    
  155.         client
  156.         {
  157.             13 bodyfall    .7 //butt
  158.             14 bodyfall       //back
  159.             last bodyfall    .1 //feet
  160.         }
  161.         server
  162.         {
  163.             last dead
  164.         }
  165.     }
  166.     // Shot in chest, reaches up with right hand, falls to hands and knees and dies.
  167.     death_chest                deaths/death_chest.skc
  168.     {    
  169.         client
  170.         {
  171.             9 bodyfall  .8 //knees
  172.             last bodyfall  .1
  173.         }
  174.         server
  175.         {
  176.             last dead
  177.         }
  178.     }
  179.     // Falls back (1-2 meters) clutching neck.
  180.     death_choke                deaths/death_choke.skc        
  181.     {
  182.         client
  183.         {
  184.             4 bodyfall //back
  185.         }
  186.         server
  187.         {
  188.             last dead
  189.         }
  190.     }
  191.     // Shot in crotch/stomach, fall kind of sideways.
  192.     death_crotch            deaths/stomach_death.skc
  193.     {    
  194.         client
  195.         {
  196.             25 bodyfall
  197.         }
  198.         server
  199.         {
  200.             last dead
  201.         }
  202.     }
  203.     // Fall/fly forward from a crouching position.  Could also work for running death.  Very simple.    
  204.     death_frontcrouch        deaths/death_frontcrouch.skc
  205.     {
  206.         client
  207.         {
  208.             2  bodyfall //face
  209.         }
  210.         server
  211.         {
  212.             last dead
  213.         }
  214.     }
  215.     // Fall to knees and then flat, execution-style.  Good for headshots.
  216.     death_headpistol        deaths/death_headpistol.skc
  217.     {
  218.         client
  219.         {
  220.             9 bodyfall     .6 //knees
  221.             19 bodyfall    //face
  222.         }
  223.         server
  224.         {
  225.             last dead
  226.         }
  227.     }
  228.     // Actually a running death.  Looks good for shot in the back of the head.
  229.     death_head_flyforward            deaths/death_run03.skc
  230.     {
  231.         client
  232.         {
  233.             3 bodyfall      //face
  234.             6 bodyfall .05  //Left Leg
  235.             7 bodyfall .05  //Right Leg
  236.         }
  237.         server
  238.         {
  239.             last dead
  240.         }
  241.     }
  242.     // Die while moving forward fast.
  243.     death_run01                deaths/death_run01.skc                random
  244.     {
  245.         client
  246.         {
  247.             3  bodyfall    .5//knees
  248.             7  bodyfall //face
  249.         }
  250.         server
  251.         {
  252.             last dead
  253.         }
  254.     }
  255.     // Die while moving forward fast.
  256.     death_run02                deaths/death_run02.skc                random
  257.     {
  258.         client
  259.         {
  260.             7  bodyfall    //knees
  261.             
  262.         }    
  263.         server
  264.         {
  265.             last dead
  266.         }
  267.     }
  268.     // Die while moving forward fast.
  269.     death_run03                deaths/death_run03.skc                random
  270.     {
  271.         client
  272.         {
  273.             3 bodyfall      //face
  274.             6 bodyfall .05  //Left Leg
  275.             7 bodyfall .05  //Right Leg
  276.         }
  277.         server
  278.         {
  279.             last dead
  280.         }
  281.     }
  282.     // Flies back a meter or two, lands, legs go in the air
  283.     death_back1                deaths/back_death01.skc                random
  284.     {
  285.         client
  286.         {
  287.             8  bodyfall //back
  288.             24  bodyfall .2 //Right Leg
  289.             30  bodyfall .2 //Left Leg
  290.         }
  291.         server
  292.         {
  293.             last dead
  294.         }
  295.     }
  296.     // Flies back a meter or so, lands, legs go in the air a little
  297.     death_back2                deaths/back_death02.skc                random
  298.     {
  299.         client
  300.         {
  301.             8 bodyfall     //back
  302.             13 bodyfall .3 //Right Leg
  303.             17 bodyfall .2 //Left leg
  304.         }
  305.         server
  306.         {
  307.             last dead
  308.         }
  309.     }
  310.     // Flies back a meter or so, lands.  Very fast.
  311.     death_back3                deaths/death_back3.skc                random
  312.     {
  313.         client
  314.         {
  315.             7 bodyfall //back
  316.             9 bodyfall .2
  317.             11 bodyfall .2
  318.         }
  319.         server
  320.         {
  321.             last dead
  322.         }
  323.     }
  324.     // Fall/fly left and slightly back, 1-2 meters.  Looks like it's a bit slow.
  325.     death_left                deaths/death_left.skc
  326.     {
  327.         client
  328.         {
  329.             11 bodyfall //back
  330.         }
  331.         server
  332.         {
  333.             last dead
  334.         }
  335.     }
  336.     // Fall/fly right and slightly back, 1-2 meters.  Looks like it's a bit slow.
  337.     death_right                deaths/death_right.skc
  338.     {
  339.         client
  340.         {
  341.             12 bodyfall //back
  342.         }
  343.         server
  344.         {
  345.             last dead
  346.         }
  347.     }
  348.  
  349.     // Hit hard in face or lower back.  Good for shotgun to upper chest or face.
  350.     death_knockedup                deaths/death_knockedup.skc
  351.     {
  352.         client
  353.         {
  354.             8 bodyfall
  355.         }
  356.         server
  357.         {
  358.             last dead
  359.         }
  360.     }
  361.     // Choking, fall forward.  Very painfull...
  362.     death_frontchoke        deaths/death_gassing02.skc
  363.     {
  364.         client
  365.         {
  366.             10 bodyfall //face
  367.             22 bodyfall //face
  368.         }
  369.         server
  370.         {
  371.             last dead
  372.         }
  373.     }
  374.     // Slowly fall forward while spinning to the left (counter-clockwise)
  375.     death_twist                deaths/death_twist.skc
  376.     {
  377.         client
  378.         {
  379.             14 bodyfall //face
  380.             18 bodyfall //face
  381.         }
  382.         server
  383.         {
  384.             last dead
  385.         }
  386.     }
  387.     // Fall to knees and then sideways.  Instant death sort of thing.
  388.     death_collapse            deaths/death_collapse.skc
  389.     {
  390.         client
  391.         {
  392.             7 bodyfall //face
  393.             18 bodyfall //face
  394.         }
  395.         server
  396.         {
  397.             last dead
  398.         }
  399.     }
  400.     // Collapse and fall back & right.  Good for headshots most likely.
  401.     death_shoot                deaths/death_shoot.skc
  402.     {
  403.         client
  404.         {
  405.             13 bodyfall //face
  406.             18 bodyfall //face
  407.         }
  408.         server
  409.         {
  410.             last dead
  411.         }
  412.     }
  413.     death_prone                deaths/death_prone1.skc
  414.     {
  415.         client
  416.         {
  417.             7 bodyfall //face
  418.         }
  419.         server
  420.         {
  421.             last dead
  422.         }
  423.     }
  424.  
  425.     rifle_pain_kneestodeath            weapon_mp44/major_pain/mp44_pain_kneestodeath.skc
  426.     {
  427.         server
  428.         {
  429.             last dead
  430.         }
  431.     }
  432.  
  433.  
  434. }