home *** CD-ROM | disk | FTP | other *** search
/ MacFormat 2003 June / macformat-130.iso / mac / Reviewed⁄Demos / Spearhead Demo / demota / pak1.pk3 / models / player / base / anims_misc.txt < prev    next >
Encoding:
Text File  |  2002-10-21  |  7.6 KB  |  261 lines

  1. // additional misc animations
  2. animations
  3. {
  4.     $path models/human/animation
  5.  
  6.     //========================
  7.     // Walking/Cautious
  8.     //========================
  9.     unarmed_stand_walk_fwd        weapon_pistol/curious/pistol_walk_curious_forward.skc
  10.     unarmed_stand_walk_back        weapon_pistol/curious/pistol_walk_curious_backward.skc
  11.     unarmed_stand_walk_left        walks_runs/curiousw_left90.skc
  12.     unarmed_stand_walk_right    walks_runs/curiousw_right90.skc
  13.  
  14.     //========================
  15.     // Jogging/Relaxed
  16.     //========================
  17.     unarmed_stand_run_fwd        walks_runs/alert_run.skc          autosteps_run
  18.     unarmed_stand_run_back        walks_runs/alert_run.skc         autosteps_run
  19.     unarmed_stand_run_left        walks_runs/alert_run.skc         autosteps_run
  20.     unarmed_stand_run_right        walks_runs/alert_run.skc         autosteps_run
  21.  
  22.     //========================
  23.     // Standing
  24.     //========================
  25.     
  26.     unarmed_stand_idle             weapon_unarmed/unarmed_stand_curious.skc            
  27.     
  28.     //========================
  29.     // Crouching
  30.     //========================
  31. //    unarmed_crouch_idle            viewmodel/pistol/crouch_coltpose.skc        crossblend 0.2
  32.     unarmed_crouch_idle            idle/unarmed_crouch_alert.skc            crossblend 0.25
  33.  
  34.     unarmed_crouch_walk_fwd        viewmodel/pistol/walk_colt_crouch.skc        crossblend 0.2 //autosteps_walk
  35.     unarmed_crouch_walk_back    viewmodel/pistol/walk_colt_crouch.skc    crossblend 0.2 //autosteps_walk
  36.     unarmed_crouch_walk_left    viewmodel/pistol/walk_colt_crouch.skc        crossblend 0.2 //autosteps_walk
  37.     unarmed_crouch_walk_right    viewmodel/pistol/walk_colt_crouch.skc        crossblend 0.2 //autosteps_walk
  38.  
  39.     unarmed_crouch_run_fwd        weapon_unarmed/unarmed_crouch_run.skc         autosteps_run
  40.     unarmed_crouch_run_back        weapon_unarmed/unarmed_crouch_run.skc         autosteps_run
  41.     unarmed_crouch_run_left        weapon_pistol/walks_runs/pistol_crouch_run_left.skc    crossblend 0.2 autosteps_run
  42.     unarmed_crouch_run_right    weapon_pistol/walks_runs/pistol_crouch_run_right.skc    crossblend 0.2 autosteps_run
  43.         
  44.     //========================
  45.     // Jumping Anims 
  46.     //========================
  47.  
  48.     $path models/human/protoanimations
  49.  
  50.     unarmed_jump_takeoff        jump_takeoff.skc            crossblend 0.1
  51.     {
  52.         server
  53.         {
  54.             first ai_event    footstep
  55.         }
  56.         client
  57.         {
  58.             first footstep    "Bip01 R Foot"
  59.         }
  60.     }
  61.     unarmed_jump_run_takeoff        jump_takeoff.skc            crossblend 0.1
  62.     {
  63.         server
  64.         {
  65.             first ai_event    footstep
  66.         }
  67.         client
  68.         {
  69.             first footstep    "Bip01 R Foot"
  70.         }
  71.     }
  72.  
  73.     //========================
  74.     // Falling & Landing
  75.     //========================
  76.     unarmed_fall                jump_stretch_loop.skc        crossblend 0.2
  77.     unarmed_land                jump_land.skc                crossblend 0
  78.     {
  79.         client
  80.         {
  81.             first landing
  82.         }
  83.     }
  84.     unarmed_land_hard            jump_land.skc                crossblend 0.1
  85.     {
  86.         client
  87.         {
  88.             first landing
  89.         }
  90.     }
  91.  
  92.     //========================
  93.     // Ladder
  94.     // (never has a weapon out when on a ladder)
  95.     //========================
  96.  
  97.     $path models/human/animation
  98.  
  99.     ladder_geton_top        misc/ladderdown_geton.skc        default_angles    crossblend 0
  100.     {
  101.         server
  102.         {
  103. //            17 viewmodelanim ladderstep 1
  104.             30 viewmodelanim ladderstep 1
  105. //            40 viewmodelanim ladderstep 1
  106.             last viewmodelanim ladderstep 1
  107.         }
  108.         client
  109.         {
  110.             7 footstep        "Bip01 R Foot" walk
  111. //            17 footstep        "" ladder
  112.             30 footstep        "" ladder
  113. //            40 footstep        "" ladder
  114.             last footstep    "" ladder
  115.         }
  116.     }
  117.     ladder_geton_bottom        misc/ladderup_geton.skc            default_angles    crossblend 0
  118.     {
  119.         server
  120.         {
  121.             8 viewmodelanim ladderstep 1
  122.         }
  123.         client
  124.         {
  125.             8 footstep        "Bip01 R Foot" ladder
  126.         }
  127.     }
  128.     ladder_getoff_top        misc/ladderup_getoff.skc        default_angles    crossblend 0
  129.     {
  130.         server
  131.         {
  132.             8 viewmodelanim ladderstep 1
  133. //            18 viewmodelanim ladderstep 1
  134.             31 ensureoverladder // this makes sure that the player is at a proper height
  135.             last ensureforwardoffladder // makes sure he got off properly
  136.         }
  137.         client
  138.         {
  139.             8 footstep        "" ladder
  140. //            18 footstep        "" ladder
  141.             28 footstep        "Bip01 R Foot" walk
  142.             39 footstep        "Bip01 L Foot" walk
  143.         }
  144.     }
  145.     ladder_getoff_bottom    misc/ladderdown_getoff.skc        default_angles    crossblend 0
  146.     {
  147.         client
  148.         {
  149.             14 footstep        "Bip01 L Foot" walk
  150.             last footstep    "Bip01 R Foot" walk
  151.         }
  152.     }
  153.     ladder_up_left            misc/ladderup_lefthand.skc        default_angles    crossblend 0
  154.     {
  155.         server
  156.         {
  157. //            last viewmodelanim ladderstep 1
  158.         }
  159.         client
  160.         {
  161. //            last footstep    "" ladder
  162.         }
  163.     }
  164.     ladder_up_right            misc/ladderup_righthand.skc        default_angles    crossblend 0
  165.     {
  166.         server
  167.         {
  168.             last viewmodelanim ladderstep 1
  169.         }
  170.         client
  171.         {
  172.             last footstep    "" ladder
  173.         }
  174.     }
  175.     ladder_down_left        misc/ladderdown_lefthand.skc    default_angles    crossblend 0
  176.     {
  177.         server
  178.         {
  179.             last viewmodelanim ladderstep 1
  180.         }
  181.         client
  182.         {
  183.             last footstep    "" ladder
  184.         }
  185.     }
  186.     ladder_down_right        misc/ladderdown_righthand.skc    default_angles    crossblend 0
  187.     {
  188.         server
  189.         {
  190. //            last viewmodelanim ladderstep 1
  191.         }
  192.         client
  193.         {
  194. //            last footstep    "" ladder
  195.         }
  196.     }
  197.     ladder_idle_right        misc/ladderpause_lefthigh.skc    default_angles    crossblend 0
  198.     ladder_idle_left        misc/ladderpause_righthigh.skc    default_angles    crossblend 0
  199.     ladder_slide            misc/ladder_slide.skc            default_angles    crossblend 0
  200.         
  201.     //========================
  202.     // Vehicle
  203.     // (never has a weapon out when in a vehicle)
  204.     //========================
  205.  
  206.     vehicle_idle    scripted/flak88/offic_idle.skc
  207.  
  208.     //========================
  209.     // Turrets
  210.     // (never has a weapon out when in a turret)
  211.     //========================
  212.  
  213. //    turret_idle    scripted/flak88/offic_idle.skc
  214.     turret_idle1    weapon_mg42/mg42_stand_idle_a(loop).skc        weight 1.0
  215.     turret_idle2    weapon_mg42/mg42_stand_idle_b(twitch).skc    weight 0.2    dontrepeate
  216.         
  217.     //========================
  218.     // Disguise
  219.     //========================
  220.     show_papers            viewmodel/papers/show_papers.skc    crossblend 0.2
  221.     {
  222.         server
  223.         {
  224.             entry activatenewweapon
  225.             0 fire
  226.             last deactivateweapon righthand
  227.         }
  228.     }
  229.  
  230.     //------------------
  231.     // PAIN ANIMATIONS//
  232.     //------------------
  233.     $path models/human/animation
  234.  
  235.     //Stand//
  236.     unarmed_stand_hit_head            weapon_grenade/minor_pain/grenade_stand_hit_head.skc            autosteps_walk
  237.     unarmed_stand_hit_uppertorso01        weapon_grenade/minor_pain/grenade_stand_hit_head.skc         random    autosteps_walk
  238.     unarmed_stand_hit_uppertorso02        weapon_grenade/minor_pain/grenade_stand_hit_torso.skc         random    autosteps_walk
  239.     unarmed_stand_hit_lowertorso        weapon_grenade/minor_pain/grenade_stand_hit_lowertorso.skc        autosteps_walk
  240.     unarmed_stand_hit_back            weapon_grenade/minor_pain/grenade_stand_hit_lowerback.skc        autosteps_walk
  241.     unarmed_stand_hit_larm            weapon_grenade/minor_pain/grenade_stand_hit_head.skc            autosteps_walk
  242.     unarmed_stand_hit_rarm            weapon_grenade/minor_pain/grenade_stand_hit_rarm.skc            autosteps_walk
  243.     unarmed_stand_hit_leg            weapon_grenade/minor_pain/grenade_stand_hit_leg.skc            autosteps_walk
  244.  
  245.     //Crouch//
  246.     unarmed_crouch_hit_head            weapon_pistol/minor_pain/pistol_crouch_hit_head.skc            autosteps_walk
  247.     unarmed_crouch_hit_uppertorso01        weapon_pistol/minor_pain/pistol_crouch_hit_torso.skc        random    autosteps_walk
  248.     unarmed_crouch_hit_uppertorso02        weapon_pistol/minor_pain/pistol_crouch_hit_front.skc        random    autosteps_walk
  249.     unarmed_crouch_hit_lowertorso        weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc        autosteps_walk
  250.     unarmed_crouch_hit_back            weapon_pistol/minor_pain/pistol_crouch_hit_head.skc            autosteps_walk
  251.     unarmed_crouch_hit_larm            weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc        autosteps_walk
  252.     unarmed_crouch_hit_rarm            weapon_pistol/minor_pain/pistol_crouch_hit_front.skc            autosteps_walk
  253.     unarmed_crouch_hit_leg            weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc        autosteps_walk
  254. }
  255.  
  256. // include misc animation sets
  257. //$include models/human/animation/jog.txt
  258.  
  259. // need to indicate the end of the tiki file because we have a tiki command at the end
  260. //end
  261.