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  1. $cd "E:\Models\jb\sci"
  2. $modelname "scientist.mdl"
  3. $model "studio" "SCI3_Template_Biped1(Headless_Body).smd"
  4.  
  5.  
  6. $bodygroup heads {
  7. studio "SCI3_Template_Biped1(NerdHead).smd"
  8. studio "SCI2_Template_Biped1(EinstienHead).smd"
  9. studio "SCI3_Template_Biped1(LutherHead).smd"
  10. studio "SCI3_Template_Biped1(SlickHead).smd"
  11. }
  12.  
  13. $bodygroup needle {
  14. studio "SCI2_Template_Biped(Needle_Hand)1.smd"
  15. }
  16.  
  17. $poseparameter mouth 0.00 90.00
  18. $poseparameter head_yaw -90.00 90.00
  19.  
  20. $cdmaterials "models\scientist\"
  21. $texturegroup skinfamilies
  22. {
  23. {"Sci3(Back2).vmt"
  24. "Sci3(L-Leg).vmt"
  25. "Sci3(Shoe).vmt"
  26. "Sci3(Chest).vmt"
  27. "Sci3(Pelvis).vmt"
  28. "Sci3(C-Tail).vmt"
  29. "SCI3_LegBack1.vmt"
  30. "SCI3_Collar1.vmt"
  31. "Sci3(R-Leg).vmt"
  32. "Sci3(R-Arm).vmt"
  33. "Sci2_Hand1.vmt"
  34. "Sci2_Knuckles.vmt"
  35. "Sci3(L-Arm).vmt"
  36. "SCI3X_HSide1.vmt"
  37. "SCI3X_Face1.vmt"
  38. "Sci2_Tounge.vmt"
  39. }
  40. {"Sci3(Back2).vmt"
  41. "Sci3(L-Leg).vmt"
  42. "Sci3(Shoe).vmt"
  43. "Sci3(Chest).vmt"
  44. "Sci3(Pelvis).vmt"
  45. "Sci3(C-Tail).vmt"
  46. "SCI3_LegBack1.vmt"
  47. "SCI3_Collar1.vmt"
  48. "Sci3(R-Leg).vmt"
  49. "Sci3(R-Arm).vmt"
  50. "Sci2_Hand(Black)1.vmt"
  51. "Sci2_Knuckles(Blk).vmt"
  52. "Sci3(L-Arm).vmt"
  53. "SCI3X_HSide1.vmt"
  54. "SCI3X_Face1.vmt"
  55. "Sci2_Tounge.vmt"
  56. }
  57. }
  58. $hboxset "default"
  59. $hbox 6 "Bip02 L Leg" 0.000 -5.690 -3.550 18.710 3.610 3.430
  60. $hbox 6 "Bip02 L Leg1" 0.000 -3.770 -2.970 16.960 2.210 2.410
  61. $hbox 6 "Bip02 L Foot" -0.070 -2.290 -3.140 3.620 8.170 1.450
  62. $hbox 7 "Bip02 R Leg" 0.000 -5.960 -3.770 18.640 3.580 3.390
  63. $hbox 7 "Bip02 R Leg1" 0.000 -3.850 -2.580 16.970 2.160 2.980
  64. $hbox 7 "Bip02 R Foot" -0.110 -2.290 -1.380 3.610 8.170 2.990
  65. $hbox 3 "Bip02 Pelvis" -6.670 -4.400 -6.460 5.120 5.170 6.830
  66. $hbox 3 "Bip02 Spine" 0.000 -3.290 -6.830 5.320 5.000 6.910
  67. $hbox 2 "Bip02 Spine1" 0.000 -3.900 -6.200 5.700 5.670 5.910
  68. $hbox 2 "Bip02 Spine2" 0.000 -3.650 -5.970 8.990 4.930 5.440
  69. $hbox 4 "Bip02 L Arm" 0.000 -3.170 -1.870 5.470 2.950 1.580
  70. $hbox 4 "Bip02 L Arm1" 0.000 -3.400 -1.950 12.950 2.060 2.460
  71. $hbox 4 "Bip02 L Arm2" 0.000 -2.880 -2.280 11.550 2.100 1.700
  72. $hbox 4 "Bip02 L Hand" 0.000 -1.640 -1.960 4.120 1.790 1.770
  73. $hbox 5 "Bip02 R Arm" 0.000 -3.080 -1.440 5.890 2.970 2.450
  74. $hbox 5 "Bip02 R Arm1" 0.000 -3.350 -2.710 12.920 2.400 2.110
  75. $hbox 5 "Bip02 R Arm2" 0.000 -2.950 -1.970 11.250 2.220 2.450
  76. $hbox 5 "Bip02 R Hand" 0.000 -1.850 -1.770 3.930 1.590 2.080
  77. $hbox 1 "Bip02 Head" 0.000 -3.960 -4.860 10.020 6.230 5.070
  78. $attachment "eyes" "Bip02 Head" 5.05 1.82 0.21 rotate -0.00 80.01 90.00
  79. $attachment "forward" "Bip02 Spine" 0.00 -0.00 0.00 rotate -0.00 90.00 90.00
  80. $surfaceprop "flesh"
  81. $eyeposition -0.000 0.000 60.000
  82. $illumposition 3.989 -0.048 35.572
  83. $sequence walk "walk" loop ACT_WALK 1 fps 20.00 {
  84. { event 1004 0 "NPC.StepLeftWalk" }
  85. { event 1004 8 "NPC.StepRightWalk" }
  86. }
  87.  
  88. $sequence walk_scared "walk_scared" loop ACT_WALK_SCARED 1 fps 20.00 {
  89. { event 1004 0 "NPC.StepLeftWalk" }
  90. { event 1004 8 "NPC.StepRightWalk" }
  91. }
  92.  
  93. $sequence run "run" loop ACT_RUN 1 fps 25.00 {
  94. { event 1004 1 "NPC.StepLeftRun" }
  95. { event 1004 10 "NPC.StepRightRun" }
  96. }
  97.  
  98. $sequence run1 "run1" loop ACT_RUN_SCARED 1 fps 30.00 {
  99. { event 1004 1 "NPC.StepLeftRun" }
  100. { event 1004 10 "NPC.StepRightRun" }
  101. }
  102.  
  103. $sequence run2 "run2" loop ACT_RUN_SCARED 1 fps 30.00 {
  104. { event 1004 1 "NPC.StepLeftRun" }
  105. { event 1004 10 "NPC.StepRightRun" }
  106. }
  107.  
  108. $sequence 180_Left "180_Left" loop ACT_TURN_LEFT 1 fps 30.00
  109. $sequence 180_Right "180_Right" loop ACT_TURN_RIGHT 1 fps 15.00
  110. $sequence flinch "flinch" ACT_BIG_FLINCH 1 fps 30.00
  111. $sequence flinch1 "flinch1" ACT_SMALL_FLINCH 1 fps 20.00
  112. $sequence laflinch "laflinch" ACT_FLINCH_LEFTARM 1 fps 15.00
  113. $sequence raflinch "raflinch" ACT_FLINCH_RIGHTARM 1 fps 15.00
  114. $sequence llflinch "llflinch" ACT_FLINCH_LEFTLEG 1 fps 15.00
  115. $sequence rlflinch "rlflinch" ACT_FLINCH_RIGHTLEG 1 fps 15.00
  116. $sequence idle1 "idle1" loop ACT_IDLE 50 fps 18.00
  117. $sequence idle3 "idle3" ACT_IDLE 1 fps 15.00
  118. $sequence idle4 "idle4" ACT_IDLE 2 fps 15.00
  119. $sequence idle5 "idle5" ACT_IDLE 1 fps 15.00
  120. $sequence idle6 "idle6" ACT_IDLE 1 fps 15.00
  121. $sequence idle7 "idle7" ACT_IDLE 10 fps 10.00
  122. $sequence crouchstand "crouchstand" ACT_STAND 1 fps 18.00
  123. $sequence crouch_idle "crouch_idle" loop ACT_CROUCHIDLE 1 fps 18.00
  124. $sequence crouch_idle2 "crouch_idle2" loop ACT_CROUCH 1 fps 18.00
  125. $sequence crouch_idle3 "crouch_idle3" loop ACT_CROUCH 1 fps 18.00
  126. $sequence panic "panic" ACT_EXCITED 1 fps 18.00
  127. $sequence fear1 "fear1" ACT_FEAR_DISPLAY 1 fps 18.00
  128. $sequence fear2 "fear2" ACT_FEAR_DISPLAY 1 fps 18.00
  129. $sequence eye_wipe "eye_wipe" ACT_FEAR_DISPLAY 1 fps 18.00
  130. $sequence pull_needle "pull_needle" ACT_ARM 1 fps 15.00 {
  131. { event 2 25 }
  132. }
  133.  
  134. $sequence return_needle "return_needle" ACT_DISARM 1 fps 15.00 {
  135. { event 3 11 }
  136. }
  137.  
  138. $sequence give_shot "give_shot" ACT_MELEE_ATTACK1 1 fps 15.00 {
  139. { event 1 17 }
  140. }
  141.  
  142. $sequence diesimple "diesimple" ACT_DIESIMPLE 1 fps 24.00 {
  143. { event 2001 8 }
  144. }
  145.  
  146. $sequence dieforward "dieforward" ACT_DIE_HEADSHOT 1 fps 20.00 {
  147. { event 2001 26 }
  148. }
  149.  
  150. $sequence dieforward1 "dieforward1" ACT_DIEFORWARD 1 fps 16.00 {
  151. { event 2001 11 }
  152. }
  153.  
  154. $sequence diebackward "diebackward" ACT_DIEBACKWARD 1 fps 15.00 {
  155. { event 2001 8 }
  156. }
  157.  
  158. $sequence headshot "headshot" ACT_DIE_HEADSHOT 20 fps 15.00 {
  159. { event 2001 18 }
  160. }
  161.  
  162. $sequence gutshot "gutshot" ACT_DIE_GUTSHOT 1 fps 15.00 {
  163. { event 2001 16 }
  164. }
  165.  
  166. $sequence lying_on_back "lying_on_back" fps 30.00
  167. $sequence lying_on_stomach "lying_on_stomach" fps 30.00
  168. $sequence dead_sitting "dead_sitting" fps 30.00
  169. $sequence dead_table1 "dead_table1" fps 30.00
  170. $sequence dead_table2 "dead_table2" fps 30.00
  171. $sequence dead_table3 "dead_table3" fps 30.00
  172. $sequence barnacled1 "barnacled1" ACT_BARNACLE_HIT 1 fps 18.00
  173. $sequence barnacled2 "barnacled2" loop ACT_BARNACLE_PULL 1 fps 28.00
  174. $sequence barnacled3 "barnacled3" ACT_BARNACLE_CHOMP 1 fps 18.00
  175. $sequence barnacled4 "barnacled4" loop ACT_BARNACLE_CHEW 1 fps 15.00
  176. $sequence console "console" loop fps 18.00
  177. $sequence checktie "checktie" fps 12.00 {
  178. { event 1008 1 "NPC_Scientist.CheckTie" }
  179. }
  180.  
  181. $sequence dryhands "dryhands" fps 12.00
  182. $sequence tieshoe "tieshoe" fps 12.00
  183. $sequence writeboard "writeboard" fps 14.00
  184. $sequence studycart "studycart" fps 12.00
  185. $sequence lean "lean" fps 12.00
  186. $sequence pondering "pondering" fps 12.00
  187. $sequence pondering2 "pondering2" fps 15.00
  188. $sequence pondering3 "pondering3" fps 12.00
  189. $sequence buysoda "buysoda" fps 15.00 {
  190. { event 1004 50 "NPC.ButtonBlip1" }
  191. { event 1004 81 "Weapons.BulletHit1" }
  192. { event 1004 88 "Weapons.BulletHit2" }
  193. }
  194.  
  195. $sequence pause "pause" fps 18.00
  196. $sequence yes "yes" fps 16.00
  197. $sequence no "no" fps 16.00
  198. $sequence push_button "push_button" fps 16.00
  199. $sequence converse1 "converse1" fps 13.00
  200. $sequence converse2 "converse2" fps 13.00
  201. $sequence retina "retina" fps 18.00
  202. $sequence talkleft "talkleft" loop fps 12.00
  203. $sequence talkright "talkright" loop fps 14.00
  204. $sequence deskidle "deskidle" loop fps 20.00
  205. $sequence coffee "coffee" loop fps 14.00
  206. $sequence franticbutton "franticbutton" fps 14.00
  207. $sequence startle "startle" fps 16.00
  208. $sequence sitlookleft "sitlookleft" fps 10.00
  209. $sequence sitlookright "sitlookright" fps 10.00
  210. $sequence sitscared "sitscared" fps 25.00
  211. $sequence sitting2 "sitting2" fps 20.00
  212. $sequence sitting3 "sitting3" fps 15.00
  213. $sequence cprscientist "cprscientist" loop fps 20.00
  214. $sequence cprscientistrevive "cprscientistrevive" fps 20.00
  215. $sequence cowering_in_corner "cowering_in_corner" loop fps 18.00
  216. $sequence sstruggleidle "sstruggleidle" loop fps 18.00
  217. $sequence sstruggle "sstruggle" fps 28.00 {
  218. { event 1000 1 }
  219. }
  220.  
  221. $sequence headcrabbed "headcrabbed" fps 20.00 {
  222. { event 1000 165 }
  223. }
  224.  
  225. $sequence c1a0_catwalkidle "c1a0_catwalkidle" loop fps 12.00
  226. $sequence c1a0_catwalk "c1a0_catwalk" fps 16.00 {
  227. { event 1000 1 }
  228. { event 1008 1 "NPC_Scientist.StayBack" }
  229. { event 1008 43 "NPC_Scientist.CatScream" }
  230. }
  231.  
  232. $sequence ceiling_dangle "ceiling_dangle" fps 15.00 {
  233. { event 1000 1 }
  234. { event 1001 1 }
  235. { event 1004 5 "NPC_Scientist.DragOff" }
  236. }
  237.  
  238. $sequence ventpull1 "ventpull1" fps 15.00 {
  239. { event 1000 1 }
  240. { event 1001 1 }
  241. { event 1004 8 "NPC_Scientist.VentPull1" }
  242. { event 1004 16 "NPC_Scientist.VentPull2" }
  243. { event 1004 28 "NPC_Scientist.VentPull3" }
  244. { event 1004 31 "NPC_Scientist.VentPull1" }
  245. }
  246.  
  247. $sequence ventpull2 "ventpull2" fps 15.00 {
  248. { event 1000 1 }
  249. { event 1001 1 }
  250. }
  251.  
  252. $sequence ventpullidle1 "ventpullidle1" loop fps 15.00
  253. $sequence ventpullidle2 "ventpullidle2" loop fps 15.00
  254. $sequence sitidle "sitidle" loop fps 14.00
  255. $sequence sitstand "sitstand" fps 18.00
  256. $sequence keypad "keypad" fps 18.00 {
  257. { event 1008 15 "NPC.ButtonBlip1" }
  258. { event 1008 24 "NPC.ButtonBlip1" }
  259. { event 1008 34 "NPC.ButtonBlip1" }
  260. { event 1008 44 "NPC.ButtonBlip1" }
  261. }
  262.  
  263. $sequence panic1 "panic1" fps 18.00
  264. $sequence lookwindow "lookwindow" fps 15.00
  265. $sequence wave "wave" fps 22.00
  266. $sequence pulldoor "pulldoor" fps 18.00 {
  267. { event 1004 11 "NPC.ButtonLatchLocked2" }
  268. { event 1004 26 "NPC.ButtonLatchLocked1" }
  269. }
  270.  
  271. $sequence beatdoor "beatdoor" fps 16.00 {
  272. { event 1004 9 "NPC.ButtonLatchUnlocked1" }
  273. { event 1004 20 "NPC.ButtonLatchUnlocked2" }
  274. }
  275.  
  276. $sequence fallingloop "fallingloop" loop ACT_JUMP 1 fps 35.00
  277. $sequence fallingloop2 "fallingloop" ACT_GLIDE 1 fps 35.00
  278. $sequence crawlwindow "crawlwindow" fps 20.00
  279. $sequence divewindow "divewindow" fps 30.00 {
  280. { event 1001 1 }
  281. }
  282.  
  283. $sequence locked_door "locked_door" fps 16.00 {
  284. { event 1004 11 "NPC.ButtonLatchLocked1" }
  285. { event 1004 21 "NPC.ButtonLatchLocked2" }
  286. { event 1004 31 "NPC.ButtonLatchLocked1" }
  287. }
  288.  
  289. $sequence push_button2 "push_button2" fps 16.00 {
  290. { event 1008 1 "NPC_Scientist.DarkRoom" }
  291. }
  292.  
  293. $sequence unlock_door "unlock_door" fps 15.00 {
  294. { event 1004 56 "NPC.ButtonLatchLocked1" }
  295. }
  296.  
  297. $sequence quicklook "quicklook" fps 16.00
  298. $sequence handrailidle "handrailidle" loop fps 14.00
  299. $sequence handrail "handrail" fps 22.00
  300. $sequence hanging_idle "hanging_idle" loop fps 20.00
  301. $sequence fall "fall" fps 20.00 {
  302. { event 1000 1 }
  303. { event 1008 20 "NPC_Scientist.Scream3" }
  304. }
  305.  
  306. $sequence scientist_get_pulled "scientist_get_pulled" fps 17.00 {
  307. { event 1000 1 }
  308. }
  309.  
  310. $sequence hanging_idle2 "hanging_idle2" loop fps 20.00 {
  311. { event 1008 1 "NPC_Scientist.Dangling" }
  312. }
  313.  
  314. $sequence fall_elevator "fall_elevator" fps 20.00 {
  315. { event 1000 1 }
  316. { event 1008 35 "NPC_Scientist.Scream3" }
  317. }
  318.  
  319. $sequence scientist_idlewall "scientist_idlewall" loop fps 14.00
  320. $sequence ickyjump_sci "ickyjump_sci" fps 18.00 {
  321. { event 1000 1 }
  322. { event 1001 1 }
  323. }
  324.  
  325. $sequence haulscientist "haulscientist" fps 18.00 {
  326. { event 1000 1 }
  327. { event 1001 1 }
  328. }
  329.  
  330. $sequence c1a4_wounded_idle "c1a4_wounded_idle" loop fps 12.00
  331. $sequence c1a4_dying_speech "c1a4_dying_speech" fps 15.00 {
  332. { event 1000 1 }
  333. { event 1008 10 "NPC_Scientist.Rocket" }
  334. { event 1008 105 "NPC_Scientist.Pain3" }
  335. }
  336.  
  337. $sequence tentacle_grab "tentacle_grab" fps 15.00 {
  338. { event 1000 1 }
  339. { event 1004 2 "NPC_Scientist.Scream02" }
  340. { event 1004 65 "NPC_Scientist.Tentacle" }
  341. }
  342.  
  343. $sequence helicack "helicack" fps 18.00 {
  344. { event 1000 30 }
  345. { event 1008 25 "NPC_Scientist.Pain4" }
  346. }
  347.  
  348. $sequence windive "windive" fps 30.00 {
  349. { event 1000 1 }
  350. { event 1001 1 }
  351. }
  352.  
  353. $sequence scicrashidle "scicrashidle" loop fps 34.00
  354. $sequence scicrash "scicrash" fps 20.00 {
  355. { event 1000 1 }
  356. }
  357.  
  358. $sequence onguard "onguard" loop fps 12.00
  359. $sequence seeya "seeya" fps 33.00
  360. $sequence rocketcrawl "rocketcrawl" loop fps 20.00
  361. $sequence portal "portal" loop fps 20.00 {
  362. { event 1008 19 "NPC.ButtonBlip1" }
  363. { event 1008 22 "NPC.ButtonBlip1" }
  364. { event 1008 25 "NPC.ButtonBlip2" }
  365. { event 1008 32 "NPC.ButtonBlip2" }
  366. { event 1008 47 "NPC.ButtonBlip1" }
  367. { event 1008 98 "NPC.ButtonBlip2" }
  368. { event 1008 102 "NPC.ButtonBlip1" }
  369. { event 1008 110 "NPC.ButtonBlip2" }
  370. { event 1008 119 "NPC.ButtonBlip1" }
  371. }
  372.  
  373. $sequence gluonshow "gluonshow" fps 18.00
  374. $sequence crouch "crouch" fps 18.00
  375. $sequence kneel "kneel" fps 22.00
  376. $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
  377.  
  378. $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
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