ARC9_uplp_fesiug/.workfiles/compile/compile.qc

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2024-03-13 02:19:52 -04:00
2024-03-16 15:53:34 -04:00
$modelname "weapons/arc9/c_uplp-f_mk23_14.mdl"
2024-03-13 02:19:52 -04:00
$bodygroup "ref" {
studio "ref.smd"
}
$bodygroup "threadprotector" {
studio "threadprotector.smd"
blank
}
$collisionmodel "ref.smd"
$surfaceprop "weapon"
$contents "solid"
$cdmaterials "models\weapons\arc9\uplp-f"
$attachment "1" "barrel" 0 0 0 rotate -90 0 0
$attachment "2" "slide" 0 0 0 rotate -10 140 180
$attachment "3" "Camera" 0 0 0 rotate -90 0 0
$attachment "4" "mag" 0 0 0 rotate -90 0 0
$poseparameter "sights" 0 1 loop 0
$sequence "idle"{
"anims\idle.smd"
"anims\idle_iron.smd"
fps 30
blend "sights" 0 1
loop
fadein 0
fadeout 0.2
}
$sequence "idle_empty"{
"anims\idle_empty.smd"
"anims\idle_empty_iron.smd"
fps 30
"ACT_VM_IDLE" 1
blend "sights" 0 1
loop
snap
node "Ready"
fadein 0
fadeout 0.2
}
$sequence "fire" {
"anims\fire.smd"
"anims\fire_iron.smd"
fps 26
"ACT_VM_PRIMARYATTACK" 1
blend "sights" 0 1
fadein 0.02
fadeout 0.08
}
$sequence "fire_empty" {
"anims\fire_empty.smd"
"anims\fire_empty_iron.smd"
fps 30
"ACT_VM_PRIMARYATTACK" 1
blend "sights" 0 1
fadein 0.02
fadeout 0.08
}
$sequence "ready" {
"anims\mk23_ready.smd"
fps 30
"ACT_VM_DRAW" 1
snap
}
$sequence "draw" {
"anims\draw.smd"
fps 30
"ACT_VM_DRAW" 1
snap
}
$sequence "draw_empty" {
"anims\draw_empty.smd"
fps 30
"ACT_VM_DRAW" 1
snap
}
$sequence "holster" {
"anims\holster.smd"
fps 24
"ACT_VM_DRAW" 1
snap
}
$sequence "holster_empty" {
"anims\holster_empty.smd"
fps 30
"ACT_VM_DRAW" 1
snap
}
$sequence "modeswitch" {
"anims\switch.smd"
"anims\switch_ads.smd"
blend "sights" 0 1
fps 30
snap
}
$sequence "modeswitch_empty" {
"anims\switch_empty.smd"
"anims\switch_empty_ads.smd"
blend "sights" 0 1
fps 30
snap
}
$sequence "reload" {
"anims\reload.smd"
"anims\reload_iron.smd"
blend "sights" 0 1
fps 30
"ACT_VM_RELOAD" 1
snap
}
$sequence "reload_empty" {
"anims\mk23_reload_empty.smd"
"anims\mk23_reload_empty_iron.smd"
blend "sights" 0 1
fps 30
"ACT_VM_RELOAD" 1
snap
}
$sequence "inspect" {
"anims\look.smd"
// snap
fps 30
}
$sequence "inspect_empty" {
"anims\look_empty.smd"
// snap
fps 30
}
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_L_Clavicle"
$bonemerge "ValveBiped.Bip01_L_UpperArm"
$bonemerge "ValveBiped.Bip01_L_Forearm"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.Bip01_L_Finger4"
$bonemerge "ValveBiped.Bip01_L_Finger41"
$bonemerge "ValveBiped.Bip01_L_Finger42"
$bonemerge "ValveBiped.Bip01_L_Finger3"
$bonemerge "ValveBiped.Bip01_L_Finger31"
$bonemerge "ValveBiped.Bip01_L_Finger32"
$bonemerge "ValveBiped.Bip01_L_Finger2"
$bonemerge "ValveBiped.Bip01_L_Finger21"
$bonemerge "ValveBiped.Bip01_L_Finger22"
$bonemerge "ValveBiped.Bip01_L_Finger1"
$bonemerge "ValveBiped.Bip01_L_Finger11"
$bonemerge "ValveBiped.Bip01_L_Finger12"
$bonemerge "ValveBiped.Bip01_L_Finger0"
$bonemerge "ValveBiped.Bip01_L_Finger01"
$bonemerge "ValveBiped.Bip01_L_Finger02"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Bip01_R_Wrist"
$bonemerge "ValveBiped.Bip01_R_Finger4"
$bonemerge "ValveBiped.Bip01_R_Finger41"
$bonemerge "ValveBiped.Bip01_R_Finger42"
$bonemerge "ValveBiped.Bip01_R_Finger3"
$bonemerge "ValveBiped.Bip01_R_Finger31"
$bonemerge "ValveBiped.Bip01_R_Finger32"
$bonemerge "ValveBiped.Bip01_R_Finger2"
$bonemerge "ValveBiped.Bip01_R_Finger21"
$bonemerge "ValveBiped.Bip01_R_Finger22"
$bonemerge "ValveBiped.Bip01_R_Finger1"
$bonemerge "ValveBiped.Bip01_R_Finger11"
$bonemerge "ValveBiped.Bip01_R_Finger12"
$bonemerge "ValveBiped.Bip01_R_Finger0"
$bonemerge "ValveBiped.Bip01_R_Finger01"
$bonemerge "ValveBiped.Bip01_R_Finger02"
$bonemerge "round1"
$bonemerge "round2"
$bonemerge "round3"
//$collisionmodel "col.smd"