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Text File  |  2002-10-20  |  6.6 KB  |  233 lines

  1. animations
  2. {
  3.     $path models/human/animation
  4.  
  5.     //========================
  6.     // Reload 
  7.     //========================
  8.     sten_reload        multiplayer/sten_reload.skc                        crossblend 0.01
  9.     {
  10.         server
  11.         {
  12.             first reloadweapon                                // tell the weapon that we're reloading
  13.             12    attachmodel models/ammo/sten_clip.tik tag_weapon_left            // put the ammo clip in the left hand
  14.             43    removeattachedmodel tag_weapon_left 0 models/ammo/sten_clip.tik        // remove the clip model from the left hand
  15.             71    weaponcommand mainhand clip_fill                    // put the clip ammo into the gun
  16.         }
  17.     }
  18.  
  19.     //========================
  20.     // Walking/Cautious
  21.     //========================
  22.     sten_stand_walk_fwd        multiplayer/mp_rifle_curious_walk_forward.skc        //autosteps_walk        
  23.     sten_stand_walk_back        multiplayer/mp_rifle_curious_walk_backwards.skc        //autosteps_walk
  24.     sten_stand_walk_left        multiplayer/mp_rifle_curious_walk_left.skc        //autosteps_walk
  25.     sten_stand_walk_right        multiplayer/mp_rifle_curious_walk_right.skc        //autosteps_walk
  26.  
  27.     //========================
  28.     // Jogging/Relaxed
  29.     //========================
  30.     sten_stand_run_fwd        weapon_rifle/walks_runs/rifle_jog.skc        autosteps_run
  31.     sten_stand_run_back        multiplayer/mp_rifle_jog_back.skc            autosteps_run
  32.     sten_stand_run_left        multiplayer/mp_rifle_run_left.skc        autosteps_run
  33.     sten_stand_run_right        multiplayer/mp_rifle_run_right.skc        autosteps_run
  34.  
  35.     //========================
  36.     // Standing
  37.     //========================
  38.     
  39.     sten_stand_idle             multiplayer/mp_rifle_stand_curious.skc            crossblend 0.2    
  40.     
  41.     //========================
  42.     // Crouching
  43.     //========================
  44.     sten_crouch_idle        weapon_rifle/crouch/rifle_crouch.skc        crossblend 0.2
  45.     sten_crouch_walk_fwd        viewmodel/mp40/walk_mp40_crouch.skc        crossblend 0.2 //autosteps_walk
  46.     sten_crouch_walk_back        multiplayer/mp_rifle_crouch_walk_back.skc    crossblend 0.2 //autosteps_walk
  47.     sten_crouch_walk_left        multiplayer/mp_rifle_crouch_walk_left.skc    crossblend 0.2 //autosteps_walk
  48.     sten_crouch_walk_right      multiplayer/mp_rifle_crouch_walk_right.skc    crossblend 0.2 //autosteps_walk
  49.  
  50.     sten_crouch_run_fwd        multiplayer/mp_rifle_crouchrun.skc        crossblend 0.1 autosteps_run
  51.     sten_crouch_run_back    viewmodel/mp40/run_mp40_crouch.skc        crossblend 0.1 autosteps_run
  52.     sten_crouch_run_left    weapon_rifle/walks_runs/rifle_crouchrun_left.skc        crossblend 0.1 autosteps_run
  53.     sten_crouch_run_right    weapon_rifle/walks_runs/rifle_crouchrun_right.skc        crossblend 0.1 autosteps_run
  54.  
  55.     //========================
  56.     // smg Firing
  57.     //========================
  58.  
  59.     sten_butt        weapon_thompson/misc/thompson_butt_stand.skc        
  60.     {
  61.         server
  62.         {            
  63.             4 fire mainhand secondary
  64.         }
  65.         client
  66.         {
  67.             entry sound pistol_whip // the swish sound. 
  68.         }
  69.     }    
  70.  
  71.     sten_stand_fire        viewmodel/mp40/mp40_stand_fire.skc    crossblend 0.05
  72.     {
  73.         server
  74.         {
  75.             entry fire
  76.         }
  77.     }
  78.     sten_stand_run_fire    viewmodel/mp40/firerun_mp40_stand.skc    crossblend 0.05
  79.     {
  80.         server
  81.         {
  82.             entry fire
  83.         }
  84.     }
  85.     sten_stand_walk_fire    viewmodel/mp40/mp40_stand_fire.skc    crossblend 0.05
  86.     {
  87.         server
  88.         {
  89.             entry fire
  90.         }
  91.     }
  92.     sten_crouch_fire        viewmodel/mp40/mp40_stand_fire.skc    crossblend 0.05
  93.     {
  94.         server
  95.         {
  96.             entry fire
  97.         }
  98.     }
  99.     sten_crouch_run_fire    viewmodel/mp40/firerun_mp40_stand.skc    crossblend 0.05
  100.     {
  101.         server
  102.         {
  103.             entry fire
  104.         }
  105.     }
  106.  
  107.     //========================
  108.     // Raise Animations for thompson
  109.     //========================
  110.     sten_stand_raise        viewmodel/mp40/raise_mp40_stand.skc
  111.     {
  112.         server
  113.         {
  114. //            first activatenewweapon tommyhand // Tommyhand is currently not used
  115.             first activatenewweapon lefthand
  116.         }
  117.         client
  118.         {
  119.             enter sound snd_rifle_pullout
  120.         }
  121.     }
  122.     // THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
  123.     sten_crouch_raise        viewmodel/mp40/raise_mp40_stand.skc
  124.     {
  125.         server
  126.         {
  127. //            first activatenewweapon tommyhand // Tommyhand is currently not used
  128.             first activatenewweapon lefthand
  129.         }
  130.         client
  131.         {
  132.             enter sound snd_rifle_pullout
  133.         }
  134.     }
  135.  
  136.     //========================
  137.     // Lower
  138.     //========================
  139.     // THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
  140.  
  141.     $path models/human/protoanimations
  142.  
  143.     sten_stand_lower            lower_rifle_standplayer.skc
  144.     {
  145.         server
  146.         {
  147.             last deactivateweapon righthand
  148.         }
  149.         client
  150.         {
  151.             enter sound snd_rifle_putaway
  152.         }
  153.     }
  154.     sten_crouch_lower            lower_rifle_standplayer.skc
  155.     {
  156.         server
  157.         {
  158.             last deactivateweapon righthand
  159.         }
  160.         client
  161.         {
  162.             enter sound snd_rifle_putaway
  163.         }
  164.     }
  165.     
  166.     //========================
  167.     // Jumping & Falling
  168.     //========================
  169.     sten_jump_takeoff            jump_takeoff.skc            crossblend 0.1
  170.     {
  171.         server
  172.         {
  173.             first ai_event    footstep
  174.         }
  175.         client
  176.         {
  177.             first footstep    "Bip01 R Foot" run
  178.         }
  179.     }
  180.     sten_jump_run_takeoff        jump_takeoff.skc            crossblend 0.1
  181.     {
  182.         server
  183.         {
  184.             first ai_event    footstep
  185.         }
  186.         client
  187.         {
  188.             first footstep    "Bip01 R Foot" run
  189.         }
  190.     }
  191.     sten_fall                jump_stretch_loop.skc            crossblend 0.2
  192.     sten_land                jump_land.skc                    crossblend 0.1
  193.     {
  194.         client
  195.         {
  196.             first landing
  197.         }
  198.     }
  199.     sten_land_hard            jump_land.skc            crossblend 0.1
  200.     {
  201.         client
  202.         {
  203.             first landing
  204.         }
  205.     }
  206.     
  207.  
  208.     //------------------
  209.     // PAIN ANIMATIONS//
  210.     //------------------
  211.     $path models/human/animation
  212.  
  213.     //Stand//
  214.     sten_stand_hit_head            weapon_mp40/minor_pain/mp40_stand_hit_head.skc                autosteps_walk        
  215.     sten_stand_hit_uppertorso01        weapon_mp40/minor_pain/mp40_stand_hit_head.skc            random    autosteps_walk
  216.     sten_stand_hit_uppertorso02        weapon_mp40/minor_pain/mp40_stand_hit_torso.skc         random    autosteps_walk
  217.     sten_stand_hit_lowertorso        weapon_mp40/minor_pain/mp40_stand_hit_lowertorso.skc            autosteps_walk
  218.     sten_stand_hit_back            weapon_mp40/minor_pain/mp40_stand_hit_lowerback.skc            autosteps_walk
  219.     sten_stand_hit_rarm            weapon_mp40/minor_pain/mp40_stand_hit_rarm.skc                autosteps_walk
  220.     sten_stand_hit_larm            weapon_mp40/minor_pain/mp40_stand_hit_head.skc                autosteps_walk
  221.     sten_stand_hit_leg            weapon_mp40/minor_pain/mp40_stand_hit_leg.skc                autosteps_walk
  222.         
  223.     //Crouch//
  224.     sten_crouch_hit_head            weapon_mp40/minor_pain/mp40_crouch_hit_head.skc                autosteps_walk
  225.     sten_crouch_hit_uppertorso01        weapon_mp40/minor_pain/mp40_crouch_hit_torso.skc        random    autosteps_walk
  226.     sten_crouch_hit_uppertorso02        weapon_mp40/minor_pain/mp40_crouch_hit_front.skc        random    autosteps_walk
  227.     sten_crouch_hit_lowertorso        weapon_mp40/minor_pain/mp40_crouch_hit_torso_flyback.skc        autosteps_walk
  228.     sten_crouch_hit_back            weapon_mp40/minor_pain/mp40_crouch_hit_torso.skc            autosteps_walk
  229.     sten_crouch_hit_rarm            weapon_mp40/minor_pain/mp40_crouch_hit_front.skc            autosteps_walk
  230.     sten_crouch_hit_larm            weapon_mp40/minor_pain/mp40_crouch_hit_torso_flyback.skc        autosteps_walk
  231.     sten_crouch_hit_leg            weapon_mp40/minor_pain/mp40_crouch_hit_torso_flyback.skc        autosteps_walk
  232. }
  233.