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Text File  |  2002-10-21  |  7.7 KB  |  249 lines

  1. animations
  2. {
  3.     $path models/human/animation
  4.  
  5.     //========================
  6.     // Reload 
  7.     //========================
  8.     smg_reload        multiplayer/mp_thompson_reload.skc    crossblend 0.15
  9.     {
  10.         server
  11.         {
  12.             first reloadweapon                                // tell weapon that we're reloading
  13.             // Frames were 9, 64 and 47 at 30 fps
  14.             4    attachmodel models/ammo/thompson_clip.tik tag_weapon_left        // put ammo clip in left hand
  15.             32    weaponcommand mainhand clip_fill                    // put clip ammo into gun
  16.             23    removeattachedmodel tag_weapon_left 0 models/ammo/thompson_clip.tik    // remove clip model from left hand
  17.         }
  18.     }
  19.  
  20.     ppsh_reload        viewmodel/ppsh/ppsh_reload.skc    crossblend 0.15
  21.     {
  22.         server
  23.         {
  24.             first reloadweapon                                // tell weapon that we're reloading
  25.             44    attachmodel models/ammo/ppsh_clip_reload.tik tag_weapon_left        // put ammo clip in left hand
  26.             60    weaponcommand mainhand clip_fill                    // put clip ammo into gun
  27.             60    removeattachedmodel tag_weapon_left 0 models/ammo/ppsh_clip_reload.tik    // remove clip model from left hand
  28.         }
  29.     }
  30.  
  31.     //========================
  32.     // Walking/Cautious
  33.     //========================
  34.     smg_stand_walk_fwd        multiplayer/mp_rifle_curious_walk_forward.skc                //autosteps_walk
  35.     smg_stand_walk_back        multiplayer/mp_rifle_curious_walk_backwards.skc                //autosteps_walk
  36.     smg_stand_walk_left        multiplayer/mp_rifle_curious_walk_left.skc                //autosteps_walk
  37.     smg_stand_walk_right        multiplayer/mp_rifle_curious_walk_right.skc                //autosteps_walk
  38.  
  39.     //========================
  40.     // Jogging/Relaxed
  41.     //========================
  42.     smg_stand_run_fwd        weapon_rifle/walks_runs/rifle_jog.skc        deltadriven crossblend 0.2 autosteps_run
  43.     smg_stand_run_back        multiplayer/mp_rifle_jog_back.skc        deltadriven crossblend 0.2 autosteps_run
  44.     smg_stand_run_left        multiplayer/mp_rifle_run_left.skc    deltadriven crossblend 0.2 autosteps_run
  45.     smg_stand_run_right        multiplayer/mp_rifle_run_right.skc    deltadriven crossblend 0.2 autosteps_run
  46.  
  47.     //========================
  48.     // Standing
  49.     //========================
  50.     
  51.     smg_stand_idle             multiplayer/mp_rifle_stand_curious.skc            crossblend 0.3    
  52.  
  53.     //========================
  54.     // Crouching
  55.     //========================
  56.     smg_crouch_idle            weapon_rifle/crouch/rifle_crouch.skc        crossblend 0.3
  57.     smg_crouch_walk_fwd        multiplayer/mp_rifle_crouch_walk_forwards.skc    crossblend 0.2 //autosteps_walk
  58.     smg_crouch_walk_back    multiplayer/mp_rifle_crouch_walk_back.skc    crossblend 0.2 //autosteps_walk
  59.     smg_crouch_walk_left    multiplayer/mp_rifle_crouch_walk_left.skc    crossblend 0.2 //autosteps_walk
  60.     smg_crouch_walk_right    multiplayer/mp_rifle_crouch_walk_right.skc    crossblend 0.2 //autosteps_walk
  61.  
  62.     smg_crouch_run_fwd        multiplayer/mp_rifle_crouchrun.skc            crossblend 0.2 autosteps_run
  63.     smg_crouch_run_back        multiplayer/mp_rifle_crouch_run_backwards.skc        crossblend 0.2 autosteps_run
  64.     smg_crouch_run_left        weapon_rifle/walks_runs/rifle_crouchrun_left.skc    crossblend 0.2 autosteps_run
  65.     smg_crouch_run_right        weapon_rifle/walks_runs/rifle_crouchrun_right.skc    crossblend 0.2 autosteps_run
  66.  
  67.     //========================
  68.     // smg Firing
  69.     //========================
  70.  
  71.     smg_butt            weapon_thompson/misc/thompson_butt_stand.skc        
  72.     {
  73.         server
  74.         {            
  75.             4 fire mainhand secondary
  76.         }
  77.         client
  78.         {
  79.             entry sound pistol_whip // the swish sound. 
  80.         }
  81.     }    
  82.         
  83.     smg_stand_fire        viewmodel/smg/fire_tommy_stand.skc    crossblend 0
  84.     {
  85.         server
  86.         {
  87.             entry fire
  88.         }
  89.     }
  90.     smg_stand_run_fire    viewmodel/smg/fire_tommy_run.skc    crossblend 0.05
  91.     {
  92.         server
  93.         {
  94.             entry fire
  95.         }
  96.     }
  97.     smg_stand_walk_fire    viewmodel/smg/fire_tommy_stand.skc    crossblend 0.05
  98.     {
  99.         server
  100.         {
  101.             entry fire
  102.         }
  103.     }
  104.     smg_crouch_fire        viewmodel/smg/fire_tommy_stand.skc    crossblend 0.05
  105.     {
  106.         server
  107.         {
  108.             entry fire
  109.         }
  110.     }
  111.     smg_crouch_run_fire    viewmodel/smg/fire_tommy_run.skc    crossblend 0.05
  112.     {
  113.         server
  114.         {
  115.             entry fire
  116.         }
  117.     }
  118.  
  119.     //========================
  120.     // Raise Animations for thompson
  121.     //========================
  122.     smg_stand_raise        viewmodel/smg/raise_tommy_stand.skc
  123.     {
  124.         server
  125.         {
  126. //            first activatenewweapon tommyhand // Tommyhand is not used
  127.             first activatenewweapon lefthand
  128.         }
  129.         client
  130.         {
  131.             enter sound snd_rifle_pullout
  132.         }
  133.     }
  134.     // THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
  135.     smg_crouch_raise        viewmodel/smg/raise_tommy_stand.skc
  136.     {
  137.         server
  138.         {
  139. //            first activatenewweapon tommyhand // Tommyhand is not used
  140.             first activatenewweapon lefthand
  141.         }
  142.         client
  143.         {
  144.             enter sound snd_rifle_pullout
  145.         }
  146.     }
  147.  
  148.     //========================
  149.     // Lower
  150.     //========================
  151.     // THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
  152.  
  153.     $path models/human/protoanimations
  154.  
  155.     smg_stand_lower            lower_rifle_standplayer.skc
  156.     {
  157.         server
  158.         {
  159.             last deactivateweapon righthand
  160.         }
  161.         client
  162.         {
  163.             enter sound snd_rifle_putaway
  164.         }
  165.     }
  166.     smg_crouch_lower            lower_rifle_standplayer.skc
  167.     {
  168.         server
  169.         {
  170.             last deactivateweapon righthand
  171.         }
  172.         client
  173.         {
  174.             enter sound snd_rifle_putaway
  175.         }
  176.     }
  177.     
  178.     //========================
  179.     // Jumping & Falling
  180.     //========================
  181.     smg_jump_takeoff            jump_takeoff.skc            crossblend 0.1
  182.     {
  183.         server
  184.         {
  185.             first ai_event    footstep
  186.         }
  187.         client
  188.         {
  189.             first footstep    "Bip01 R Foot" run
  190.         }
  191.     }
  192.     smg_jump_run_takeoff        jump_takeoff.skc            crossblend 0.1
  193.     {
  194.         server
  195.         {
  196.             first ai_event    footstep
  197.         }
  198.         client
  199.         {
  200.             first footstep    "Bip01 R Foot" run
  201.         }
  202.     }
  203.     smg_fall                jump_stretch_loop.skc            crossblend 0.2
  204.     smg_land                jump_land.skc                    crossblend 0.1
  205.     {
  206.         client
  207.         {
  208.             first landing
  209.         }
  210.     }
  211.     smg_land_hard            jump_land.skc            crossblend 0.1
  212.     {
  213.         client
  214.         {
  215.             first landing
  216.         }
  217.     }
  218.     
  219.     //========================
  220.     // Pain
  221.     //========================
  222.     $path models/human/animation
  223.  
  224.     //Stand//
  225.     smg_stand_hit_head01        weapon_rifle/minor_pain/rifle_stand_hit_head.skc        random    autosteps_walk
  226.     smg_stand_hit_head02        weapon_rifle/minor_pain/rifle_stand_hit_head01.skc        random    autosteps_walk
  227.     smg_stand_hit_uppertorso    weapon_rifle/minor_pain/rifle_stand_hit_torso.skc            autosteps_walk
  228.     smg_stand_hit_lowertorso    weapon_rifle/minor_pain/rifle_stand_hit_torso.skc            autosteps_walk
  229.     smg_stand_hit_back        weapon_rifle/minor_pain/rifle_stand_hit_lower_back.skc            autosteps_walk
  230.     smg_stand_hit_rarm        weapon_rifle/minor_pain/rifle_stand_hit_Rshoulder.skc            autosteps_walk
  231.     smg_stand_hit_larm        weapon_rifle/minor_pain/rifle_stand_hit_torso.skc            autosteps_walk
  232.     smg_stand_hit_leg        weapon_rifle/minor_pain/rifle_stand_hit_leg.skc                autosteps_walk
  233.  
  234.     //Crouch//
  235.     smg_crouch_hit_head        weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc            autosteps_walk
  236.     smg_crouch_hit_uppertorso01    weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc        random    autosteps_walk
  237.     smg_crouch_hit_uppertorso02    weapon_rifle/minor_pain/rifle_crouch_hit_back02.skc        random    autosteps_walk
  238.     smg_crouch_hit_uppertorso03    weapon_rifle/minor_pain/rifle_crouch_hit_front.skc        random    autosteps_walk
  239.     smg_crouch_hit_uppertorso04    weapon_rifle/minor_pain/rifle_hit_crouch_front_flyback.skc    random    autosteps_walk
  240.     smg_crouch_hit_lowertorso01    weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc        random    autosteps_walk
  241.     smg_crouch_hit_lowertorso02    weapon_rifle/minor_pain/rifle_crouch_hit_back02.skc        random    autosteps_walk
  242.     smg_crouch_hit_lowertorso03    weapon_rifle/minor_pain/rifle_crouch_hit_front.skc        random    autosteps_walk
  243.     smg_crouch_hit_back        weapon_rifle/minor_pain/rifle_crouch_hit_back.skc            autosteps_walk
  244.     smg_crouch_hit_rarm01        weapon_rifle/minor_pain/rifle_crouch_hit_Rshoulder.skc        random    autosteps_walk
  245.     smg_crouch_hit_rarm02        weapon_rifle/minor_pain/rifle_crouch_hit_rarm.skc        random    autosteps_walk
  246.     smg_crouch_hit_larm        weapon_rifle/minor_pain/rifle_crouch_hit_torso.skc            autosteps_walk
  247.     smg_crouch_hit_leg        weapon_rifle/minor_pain/rifle_hit_crouch_front_flyback.skc        autosteps_walk
  248. }
  249.