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Text File  |  2002-10-21  |  10.7 KB  |  355 lines

  1. animations
  2. {
  3.     $path models/human/animation
  4.  
  5.     //========================
  6.     // Reload
  7.     //========================
  8.     pistol_reload        viewmodel/pistol/reload_colt.skc    crossblend 0.3
  9.     {
  10.         server
  11.         {
  12.             first reloadweapon                                                    // tell the weapon that we're reloading
  13.             0    attachmodel models/ammo/colt_clip.tik tag_weapon_left            // put the ammo clip in the left hand
  14.             25    weaponcommand mainhand clip_fill                                // put the clip ammo into the gun
  15.             40    removeattachedmodel tag_weapon_left 0 models/ammo/colt_clip.tik    // remove the clip model from the left hand
  16.         }
  17.     }
  18.     
  19.     p38_reload            viewmodel/pistol/reload_p38.skc    crossblend 0.3
  20.     {
  21.         server
  22.         {
  23.             first reloadweapon                                                    // tell the weapon that we're reloading
  24.             0    attachmodel models/ammo/p38_clip.tik tag_weapon_left            // put the ammo clip in the left hand
  25.             25    weaponcommand mainhand clip_fill                                // put the clip ammo into the gun
  26.             40    removeattachedmodel tag_weapon_left 0 models/ammo/p38_clip.tik    // remove the clip model from the left hand
  27.         }
  28.     }
  29.     
  30.     histandard_reload    viewmodel/pistol/reload_hp.skc    crossblend 0.3
  31.     {
  32.         server
  33.         {
  34.             first reloadweapon                                    // tell the weapon that we're reloading
  35.             0    attachmodel models/ammo/silencedpistol_clip.tik tag_weapon_left            // put the ammo clip in the left hand
  36.             25    weaponcommand mainhand clip_fill                        // put the clip ammo into the gun
  37.             40    removeattachedmodel tag_weapon_left 0 models/ammo/silencedpistol_clip.tik    // remove the clip model from the left hand
  38.         }
  39.     }
  40.  
  41.  
  42.     //========================
  43.     // Webley Revolver
  44.     //========================
  45.  
  46.     webley_reload_start            viewmodel/webley/webley_reload_start.skc            crossblend 0.1
  47.     {
  48.         server
  49.         {
  50.             first reloadweapon                                // tell the weapon that we're reloading
  51.         }
  52.     }
  53.     webley_reload_loop            viewmodel/webley/webley_reload_single.skc            crossblend 0
  54.     {
  55.         server
  56.         {
  57.             first weaponcommand mainhand anim reload_single
  58.             5 weaponcommand mainhand clip_add 1                            // put a single shell into the gun
  59.         }
  60.     }
  61.     webley_reload_end            viewmodel/webley/webley_reload_end.skc            crossblend 0.0
  62.     {
  63.         server
  64.         {
  65.             first    weaponcommand mainhand anim reload_end
  66.         }
  67.     }
  68.  
  69.  
  70.     //========================
  71.     // Nagant Revolver
  72.     //========================
  73.  
  74.     nagantrev_reload_start            viewmodel/nagantrev/reload_start.skc            crossblend 0.1
  75.     {
  76.         server
  77.         {
  78.             first reloadweapon                                // tell the weapon that we're reloading
  79.             11    weaponcommand mainhand attachtohand offhand                // attach the weapon to the left hand
  80.         }
  81.     }
  82.     nagantrev_reload_loop            viewmodel/nagantrev/reload_loop.skc            crossblend 0
  83.     {
  84.         server
  85.         {
  86.             first weaponcommand mainhand anim reload_single
  87.             0 attachmodel models/ammo/nagant_pistol_shell.tik tag_weapon_right
  88.             6 weaponcommand mainhand clip_add 1                        // put a single shell into the gun
  89.             6 removeattachedmodel tag_weapon_right 0 models/ammo/nagant_pistol_shell.tik    // remove the clip model from the right hand
  90.         }
  91.     }
  92.     nagantrev_reload_end            viewmodel/nagantrev/reload_end.skc            crossblend 0.0
  93.     {
  94.         server
  95.         {
  96.             first    weaponcommand mainhand anim reload_end
  97.             9    weaponcommand mainhand attachtohand mainhand        // reattach the weapon to the right hand
  98.         }
  99.     }
  100.  
  101.     //========================
  102.     // Walking/Cautious
  103.     //========================
  104.     pistol_stand_walk_fwd        weapon_pistol/walks_runs/pistol_alert_walk_forward.skc            deltadriven    crossblend 0.2 //autosteps_walk
  105.     pistol_stand_walk_back        weapon_pistol/walks_runs/pistol_alert_walk_backwards.skc        deltadriven    crossblend 0.2 //autosteps_walk
  106.     pistol_stand_walk_left        weapon_pistol/walks_runs/pistol_alert_walk_left.skc            deltadriven    crossblend 0.2 //autosteps_walk
  107.     pistol_stand_walk_right        weapon_pistol/walks_runs/pistol_alert_walk_right.skc            deltadriven    crossblend 0.2 //autosteps_walk
  108.  
  109.     //========================
  110.     // Jogging/Relaxed
  111.     //========================
  112.     pistol_stand_run_fwd        weapon_pistol/walks_runs/jog_pistol.skc                deltadriven    crossblend 0.2 autosteps_run
  113.     pistol_stand_run_back        weapon_pistol/walks_runs/pistol_run_back.skc            deltadriven    crossblend 0.2 autosteps_run
  114.     pistol_stand_run_left        weapon_pistol/walks_runs/pistol_run_left.skc            deltadriven    crossblend 0.2 autosteps_run
  115.     pistol_stand_run_right        weapon_pistol/walks_runs/pistol_run_right.skc            deltadriven    crossblend 0.2 autosteps_run
  116.  
  117.     //========================
  118.     // Standing
  119.     //========================
  120.  
  121. //    pistol_stand_idle             viewmodel/pistol/coltpose.skc            crossblend 0.3
  122.     pistol_stand_idle1             weapon_pistol/curious/pistol_stand_curious(basic_loop).skc    weight 1            crossblend 0.2        weight 1.0
  123.     pistol_stand_idle2             weapon_pistol/curious/pistol_stand_curious(twitch).skc    weight 1 dontrepeate
  124.  
  125.     //========================
  126.     // Crouching
  127.     //========================
  128. //    pistol_crouch_idle        viewmodel/pistol/crouch_coltpose.skc    crossblend 0.2
  129.     pistol_crouch_idle        weapon_pistol/pistol_crouch_idle.skc            crossblend 0.2
  130.     
  131.     pistol_crouch_walk_fwd        weapon_pistol/walks_runs/pistol_crouch_walk_forward.skc     //autosteps_walk
  132.     pistol_crouch_walk_back        weapon_pistol/pistol_crouch_walk_backwards.skc         //autosteps_walk
  133.     pistol_crouch_walk_left        weapon_pistol/walks_runs/pistol_crouch_walk_left.skc     //autosteps_walk
  134.     pistol_crouch_walk_right    weapon_pistol/walks_runs/pistol_crouch_walk_right.skc     //autosteps_walk
  135.  
  136.     pistol_crouch_run_fwd        weapon_pistol/walks_runs/pistol_crouch_run.skc        crossblend 0.2 autosteps_run
  137.     pistol_crouch_run_back        weapon_pistol/walks_runs/pistol_crouch_run_back.skc    crossblend 0.2 autosteps_run
  138.     pistol_crouch_run_left        weapon_pistol/walks_runs/pistol_crouch_run_left.skc    crossblend 0.2 autosteps_run
  139.     pistol_crouch_run_right        weapon_pistol/walks_runs/pistol_crouch_run_right.skc    crossblend 0.2 autosteps_run
  140.         
  141.     //========================
  142.     // Pistol Firing
  143.     //========================
  144.     pistol_stand_fire        viewmodel/pistol/tps_fire_colt.skc        crossblend 0.05    
  145.     {
  146.         server
  147.         {
  148.             entry fire
  149.         }
  150.     }
  151.     pistol_stand_run_fire        viewmodel/pistol/tps_fire_colt.skc            crossblend 0.05
  152.     {
  153.         server
  154.         {
  155.             entry fire
  156.         }
  157.     }
  158.     pistol_crouch_fire        viewmodel/pistol/tps_fire_colt.skc        crossblend 0.05
  159.     {
  160.         server
  161.         {
  162.             entry fire
  163.         }
  164.     }
  165.     pistol_crouch_run_fire        viewmodel/pistol/tps_fire_colt.skc        crossblend 0.05
  166.     {
  167.         server
  168.         {
  169.             entry fire
  170.         }
  171.     }
  172.         
  173.     //========================
  174.     // Silenced Pistol Firing
  175.     //========================
  176.     pistol_silenced_stand_fire            viewmodel/pistol/tps_fire_hp.skc        crossblend 0.05    
  177.     {
  178.         server
  179.         {
  180.             entry fire
  181.         }
  182.     }
  183.     pistol_silenced_stand_run_fire        viewmodel/pistol/tps_fire_hp.skc                crossblend 0.05
  184.     {
  185.         server
  186.         {
  187.             entry fire
  188.         }
  189.     }
  190.     pistol_silenced_crouch_fire            viewmodel/pistol/tps_fire_hp.skc        crossblend 0.05
  191.     {
  192.         server
  193.         {
  194.             entry fire
  195.         }
  196.     }
  197.     pistol_silenced_crouch_run_fire        viewmodel/pistol/tps_fire_hp.skc            crossblend 0.05
  198.     {
  199.         server
  200.         {
  201.             entry fire
  202.         }
  203.     }
  204.  
  205.     //========================
  206.     // Pistol Whip
  207.     //========================
  208.     pistol_butt1                viewmodel/pistol/pistolwhip1.skc        random
  209.     {
  210.         server
  211.         {
  212.             // moved to match the animation
  213. //            3 fire mainhand secondary
  214.             6 fire mainhand secondary
  215.         }
  216.         client
  217.         {
  218.             entry sound pistol_whip // the swish sound. 
  219.         }
  220.     }
  221.  
  222.     pistol_butt2                viewmodel/pistol/pistolwhip2.skc    random
  223.     {
  224.         server
  225.         {
  226.             // moved to match the animation
  227. //            3 fire mainhand secondary
  228.             6 fire mainhand secondary
  229.         }
  230.         client
  231.         {
  232.             entry sound pistol_whip // the swish sound. 
  233.         }
  234.     }
  235.  
  236.     //========================
  237.     // Raise
  238.     //========================
  239.     pistol_stand_raise        viewmodel/pistol/tps_pullout_colt.skc
  240.     {
  241.         server
  242.         {
  243.             first activatenewweapon lefthand
  244.         }
  245.         client
  246.         {
  247.             enter sound snd_pistol_pullout
  248.         }
  249.     }
  250.     pistol_crouch_raise        viewmodel/pistol/tps_pullout_colt.skc
  251.     {
  252.         server
  253.         {
  254.             first activatenewweapon lefthand
  255.         }
  256.         client
  257.         {
  258.             enter sound snd_pistol_pullout
  259.         }
  260.     }
  261.  
  262.     //========================
  263.     // Lower
  264.     //========================
  265.     pistol_stand_lower    viewmodel/pistol/tps_putaway_colt.skc
  266.     {
  267.         server
  268.         {
  269.             last deactivateweapon righthand
  270.         }
  271.         client
  272.         {
  273.             enter sound snd_pistol_putaway
  274.         }
  275.     }
  276.     pistol_crouch_lower    viewmodel/pistol/tps_putaway_colt.skc
  277.     {
  278.         server
  279.         {
  280.             last deactivateweapon righthand
  281.         }
  282.         client
  283.         {
  284.             enter sound snd_pistol_putaway
  285.         }
  286.     }
  287.  
  288.     //========================
  289.     // Jumping & Falling
  290.     //========================
  291.     pistol_jump_takeoff            viewmodel/pistol/pistol_jump_start.skc        crossblend 0.1
  292.     {
  293.         server
  294.         {
  295.             first ai_event    footstep
  296.         }
  297.         client
  298.         {
  299.             first footstep    "Bip01 R Foot" run
  300.         }
  301.     }
  302.     pistol_jump_run_takeoff        viewmodel/pistol/pistol_jump_start.skc            crossblend 0.1
  303.     {
  304.         server
  305.         {
  306.             first ai_event    footstep
  307.         }
  308.         client
  309.         {
  310.             first footstep    "Bip01 R Foot" run
  311.         }
  312.     }
  313.     pistol_fall            viewmodel/pistol/pistol_jump_loop.skc            crossblend 0.2
  314.     pistol_land            viewmodel/pistol/pistol_jump_end.skc        crossblend 0.1
  315.     {
  316.         client
  317.         {
  318.             first landing
  319.         }
  320.     }
  321.     pistol_land_hard        viewmodel/pistol/pistol_jump_end.skc        crossblend 0.1
  322.     {
  323.         client
  324.         {
  325.             first landing
  326.         }
  327.     }
  328.     
  329.     
  330.     //------------------
  331.     // PAIN ANIMATIONS//
  332.     //------------------
  333.     $path models/human/animation
  334.  
  335.     //Stand//
  336.     pistol_stand_hit_head            weapon_pistol/minor_pain/pistol_stand_hit_head.skc                autosteps_walk
  337.     pistol_stand_hit_uppertorso01        weapon_pistol/minor_pain/pistol_stand_hit_head.skc        random        autosteps_walk
  338.     pistol_stand_hit_uppertorso02        weapon_pistol/minor_pain/pistol_stand_hit_torso.skc        random        autosteps_walk
  339.     pistol_stand_hit_lowertorso        weapon_pistol/minor_pain/pistol_stand_hit_lowertorso.skc            autosteps_walk
  340.     pistol_stand_hit_back            weapon_pistol/minor_pain/pistol_stand_hit_lowerback.skc                autosteps_walk
  341.     pistol_stand_hit_rarm            weapon_pistol/minor_pain/pistol_stand_hit_rarm.skc                autosteps_walk
  342.     pistol_stand_hit_larm            weapon_pistol/minor_pain/pistol_stand_hit_head.skc                autosteps_walk
  343.     pistol_stand_hit_leg            weapon_pistol/minor_pain/pistol_stand_hit_leg.skc                    autosteps_walk
  344.  
  345.     //Crouch//
  346.     pistol_crouch_hit_head            weapon_pistol/minor_pain/pistol_crouch_hit_head.skc                autosteps_walk
  347.     pistol_crouch_hit_uppertorso01        weapon_pistol/minor_pain/pistol_crouch_hit_torso.skc            random    autosteps_walk
  348.     pistol_crouch_hit_uppertorso02        weapon_pistol/minor_pain/pistol_crouch_hit_front.skc            random    autosteps_walk
  349.     pistol_crouch_hit_lowertorso        weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc            autosteps_walk
  350.     pistol_crouch_hit_back            weapon_pistol/minor_pain/pistol_crouch_hit_torso.skc                autosteps_walk
  351.     pistol_crouch_hit_rarm            weapon_pistol/minor_pain/pistol_crouch_hit_front.skc                autosteps_walk
  352.     pistol_crouch_hit_larm            weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc            autosteps_walk
  353.     pistol_crouch_hit_leg            weapon_pistol/minor_pain/pistol_crouch_hit_front_flyback.skc            autosteps_walk
  354. }
  355.