Thirdperson view
Firstperson view
Heres .qc file:
- Code: Select all
$cd "C:\sg mdls\vqc"
$origin 0 0 0 -90
$modelname "v_models\v_sniper_military.mdl"
$include "sharedbones.qci"
$model "main" "mattock.smd"
$poseparameter ver_aims -1.00 1.00
$poseparameter move_x -0.50 0.50
$cdmaterials "models\mattock\"
$hboxset "default"
$hbox 0 "ValveBiped.Bip01" 0.000 0.000 -0.018 20.239 17.853 4.890
$attachment "attach_shell_eject" "weaponpart_ie" 0.00 -23.80 1.95 rotate -0.00 -90.00 0.00
$attachment "attach_muzzle" "weaponpart_ie" 0.00 -23.80 1.95 rotate -0.00 -90.00 0.00
$attachment "muzzle_flash" "weaponpart_ie" 0.00 -23.80 1.95 rotate -0.00 -90.00 0.00
//$attachment "flashlight" "weaponpart_ie" -1.25 -18.50 2.25 rotate -0.00 -90.00 0.00 // ez_jamin
$attachment "flashlight" "weaponpart_ie" -1.34 -16.85 2.35 rotate -0 -90 0 // FAS
$attachment "shell" "weaponpart_ie" 0.00 1.00 2.20 rotate -25.00 -155.00 0.00
$attachment "attach_camera" "ValveBiped.attach_camera" -0.00 0.00 0.00 rotate -0.00 0.00 0.00
$attachment "camera" "ValveBiped.Camera" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
$attachment "fowardnode" "weaponpart_ie" 0.00 0.00 0.00 rotate -0.00 -90.00 0.00
$include "bonesaver_attachments.qci"
$surfaceprop "default"
$illumposition -0.000 7.307 -31.193
$animation idle_delta "idle.smd" fps 0.0435
$animation look_down "look_down" fps 30.000000 subtract idle_delta 0
$animation look_mid "look_mid" fps 30.000000 subtract idle_delta 0
$animation look_up "look_up" fps 30.000000 subtract idle_delta 0
$sequence look_poses "look_up" fps 30.00 node Ready {
blendwidth 3
blend ver_aims -1.000000 1.000000
delta
look_mid look_down
}
$sequence idle_raw "idle_raw" loop fps 30.00 node Ready
$animation ta_trans_run "ta_trans_run" loop fps 40.000000
$animation ta_trans_idle "ta_trans_idle" loop fps 30.000000
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 10.00 node Ready {
blendwidth 3
blend move_x -0.500000 0.500000
ta_trans_idle ta_trans_run
//addlayer look_poses
}
//$sequence deploy "deploy" ACT_VM_DEPLOY 1 fps 30.00 node Drawgun
$sequence deploy_layer "deploy" ACT_VM_DEPLOY_LAYER 1 fps 30.00 subtract idle_delta 0 node Drawgun {
delta
{ event 5004 1 "Sniper_Military.Deploy" }
{ event 5004 12 "Sniper_Military.Pushbutton" }
}
//$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 node Bang
$sequence fire_layer "fire" ACT_VM_PRIMARYATTACK_LAYER 1 fps 30.00 subtract idle_delta 0 node Bang {
delta
{ event AE_MUZZLEFLASH 0 "1" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_lee_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_fire_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_rifle shell" }
}
$sequence reload_raw "reload" fadein 0.1 fps 25.00 node Rld {
}
$sequence fire_raw "fire" fps 30.00 node Bang {
{ event AE_MUZZLEFLASH 0 "1" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_lee_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 0 "muzzle_fire_sniper follow_attachment muzzle_flash" }
{ event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_rifle shell" }
}
$sequence reload "reload" ACT_VM_RELOAD 1 fadein 0.1 fps 25.00 node Rld
$sequence reload_layer "reload" ACT_VM_RELOAD_LAYER 1 fadein 0.1 fps 25.00 subtract idle_delta 0 node Rld {
delta
{ event 5004 0 "Sniper_Military.Deploy" }
{ event 5004 25 "Sniper_Military.ClipOut" }
{ event 5004 36 "Sniper_Military.ClipIn" }
{ event 5004 43 "Sniper_Military.ClipLocked" }
{ event 5004 59 "Sniper_Military.BoltBack" }
{ event 5004 68 "Sniper_Military.BoltForward" }
}
//$sequence melee "melee" ACT_VM_MELEE 1 fps 30.00 node Bash
$sequence melee_layer "melee" ACT_VM_MELEE_LAYER 1 fps 30.00 subtract idle_delta 0 node Bash {
delta
}