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  1. // Created by Crowbar 0.51.0.0
  2.  
  3. $modelname "player/scout.mdl"
  4.  
  5. $model "scout" "scout_morphs_low.smd" {
  6.  
  7. eyeball "eye_right" "bip_head" -1.251646 75.814257 2.141015 "eyeball_r" 1.4 4 "iris_unused" 0.6
  8. eyeball "eye_left" "bip_head" 1.251646 75.814257 2.141015 "eyeball_l" 1.4 -4 "iris_unused" 0.6
  9.  
  10.  
  11. flexfile "scout.vta"
  12. {
  13. defaultflex frame 0
  14. flexpair "CloseLidLo" 1 frame 1
  15. flexpair "CloseLidUp" 1 frame 2
  16. flex "WQ" frame 3
  17. flex "OO" frame 4
  18. flex "MB" frame 5
  19. flex "SH" frame 6
  20. flex "Y" frame 7
  21. flex "FV" frame 8
  22. flex "AH" frame 9
  23. flex "AE" frame 10
  24. flex "UH" frame 11
  25. flex "AW" frame 12
  26. flex "EE" frame 13
  27. flex "PP" frame 14
  28. flex "OH" frame 15
  29. flex "TH" frame 16
  30. flex "T" frame 17
  31. flex "ER" frame 18
  32. flex "DS" frame 19
  33. flex "GK" frame 20
  34. flex "N" frame 21
  35. flex "silence" frame 22
  36. flex "happySmall" frame 23
  37. flex "madUpper" frame 24
  38. flex "specialAction01Upper" frame 25
  39. flex "scaredUpper" frame 26
  40. flex "painBigUpper" frame 27
  41. flex "painSmallUpper" frame 28
  42. flex "happyBigUpper" frame 29
  43. flex "happySmallUpper" frame 30
  44. flex "specialAction01" frame 31
  45. flex "scared" frame 32
  46. flex "mad" frame 33
  47. flex "painBig" frame 34
  48. flex "painSmall" frame 35
  49. flex "happyBig" frame 36
  50. }
  51.  
  52. flexcontroller right_CloseLid range -1 1 right_CloseLid
  53. flexcontroller left_CloseLid range -1 1 left_CloseLid
  54. flexcontroller multi_CloseLid range -1 1 multi_CloseLid
  55. flexcontroller blink range 0 1 blink
  56. flexcontroller specialAction01Upper range 0 1 specialAction01Upper
  57. flexcontroller defaultFace range 0 1 defaultFace
  58. flexcontroller painBigUpper range 0 1 painBigUpper
  59. flexcontroller GK range 0 1 GK
  60. flexcontroller happyBig range 0 1 happyBig
  61. flexcontroller mad range 0 1 mad
  62. flexcontroller happySmall range 0 1 happySmall
  63. flexcontroller N range 0 1 N
  64. flexcontroller painSmall range 0 1 painSmall
  65. flexcontroller scared range 0 1 scared
  66. flexcontroller silence range 0 1 silence
  67. flexcontroller EE range 0 1 EE
  68. flexcontroller happySmallUpper range 0 1 happySmallUpper
  69. flexcontroller happyBigUpper range 0 1 happyBigUpper
  70. flexcontroller painSmallUpper range 0 1 painSmallUpper
  71. flexcontroller defaultFaceUpper range 0 1 defaultFaceUpper
  72. flexcontroller madUpper range 0 1 madUpper
  73. flexcontroller scaredUpper range 0 1 scaredUpper
  74. flexcontroller T range 0 1 T
  75. flexcontroller TH range 0 1 TH
  76. flexcontroller DS range 0 1 DS
  77. flexcontroller ER range 0 1 ER
  78. flexcontroller specialAction01 range 0 1 specialAction01
  79. flexcontroller painBig range 0 1 painBig
  80. flexcontroller OH range 0 1 OH
  81. flexcontroller PP range 0 1 PP
  82. flexcontroller WQ range 0 1 WQ
  83. flexcontroller OO range 0 1 OO
  84. flexcontroller MB range 0 1 MB
  85. flexcontroller SH range 0 1 SH
  86. flexcontroller Y range 0 1 Y
  87. flexcontroller FV range 0 1 FV
  88. flexcontroller AH range 0 1 AH
  89. flexcontroller AE range 0 1 AE
  90. flexcontroller UH range 0 1 UH
  91. flexcontroller AW range 0 1 AW
  92. flexcontroller eyes range -45 45 eyes_updown
  93. flexcontroller eyes range -45 45 eyes_rightleft
  94.  
  95. localvar defaultFaceUpper
  96. localvar defaultFace
  97. %CloseLidLoL = (min(1, (1 - (-1 + 2 * (min(max((eyes_updown - -45) / (45 - -45), 0), 1))))) * (1 - (min(max((multi_CloseLid - -1) / (1 - -1), 0), 1))) * (min(max((left_CloseLid - -1) / (1 - -1), 0), 1))) // WARNING: Expression is an approximation of what can only be done via DMX file.
  98. %CloseLidLoR = (min(1, (1 - (-1 + 2 * (min(max((eyes_updown - -45) / (45 - -45), 0), 1))))) * (1 - (min(max((multi_CloseLid - -1) / (1 - -1), 0), 1))) * (min(max((right_CloseLid - -1) / (1 - -1), 0), 1))) // WARNING: Expression is an approximation of what can only be done via DMX file.
  99. %CloseLidUpL = (min(1, (1 + (-1 + 2 * (min(max((eyes_updown - -45) / (45 - -45), 0), 1))))) * (min(max((multi_CloseLid - -1) / (1 - -1), 0), 1)) * (min(max((left_CloseLid - -1) / (1 - -1), 0), 1))) // WARNING: Expression is an approximation of what can only be done via DMX file.
  100. %CloseLidUpR = (min(1, (1 + (-1 + 2 * (min(max((eyes_updown - -45) / (45 - -45), 0), 1))))) * (min(max((multi_CloseLid - -1) / (1 - -1), 0), 1)) * (min(max((right_CloseLid - -1) / (1 - -1), 0), 1))) // WARNING: Expression is an approximation of what can only be done via DMX file.
  101. %WQ = WQ
  102. %OO = OO
  103. %MB = MB
  104. %SH = SH
  105. %Y = Y
  106. %FV = FV
  107. %AH = AH
  108. %AE = AE
  109. %UH = UH
  110. %AW = AW
  111. %EE = EE
  112. %PP = PP
  113. %OH = OH
  114. %TH = TH
  115. %T = T
  116. %ER = ER
  117. %DS = DS
  118. %GK = GK
  119. %N = N
  120. %silence = silence
  121. %happySmall = happySmall
  122. %madUpper = madUpper
  123. %specialAction01Upper = specialAction01Upper
  124. %defaultFaceUpper = defaultFaceUpper
  125. %scaredUpper = scaredUpper
  126. %painBigUpper = painBigUpper
  127. %painSmallUpper = painSmallUpper
  128. %happyBigUpper = happyBigUpper
  129. %happySmallUpper = happySmallUpper
  130. %specialAction01 = specialAction01
  131. %defaultFace = defaultFace
  132. %scared = scared
  133. %mad = mad
  134. %painBig = painBig
  135. %painSmall = painSmall
  136. %happyBig = happyBig
  137. }
  138.  
  139. $bodygroup "hat"
  140. {
  141. studio "scout_hat_bodygroup.smd"
  142. blank
  143. }
  144. $bodygroup "headphones"
  145. {
  146. studio "scout_headphones_bodygroup.smd"
  147. blank
  148. }
  149. $bodygroup "shoes_socks"
  150. {
  151. studio "scout_shoes_socks_bodygroup.smd"
  152. blank
  153. }
  154. $bodygroup "default"
  155. {
  156. studio "sbox2014_ticket_boy.smd"
  157. }
  158.  
  159. $lod 11
  160. {
  161. replacemodel "scout_morphs_low.smd" "scout_morphs_low_lod1.smd"
  162. replacemodel "scout_hat_bodygroup.smd" "scout_hat_bodygroup_lod1.smd"
  163. replacemodel "scout_headphones_bodygroup.smd" "scout_headphones_bodygroup_lod1.smd"
  164. replacemodel "scout_shoes_socks_bodygroup.smd" "scout_shoes_socks_bodygroup_lod1.smd"
  165. replacemodel "sbox2014_ticket_boy.smd" "sbox2014_ticket_boy_lod1.smd"
  166. }
  167. $lod 22
  168. {
  169. replacemodel "scout_morphs_low.smd" "scout_morphs_low_lod2.smd"
  170. replacemodel "scout_hat_bodygroup.smd" "scout_hat_bodygroup_lod2.smd"
  171. replacemodel "scout_headphones_bodygroup.smd" "scout_headphones_bodygroup_lod2.smd"
  172. replacemodel "scout_shoes_socks_bodygroup.smd" "scout_shoes_socks_bodygroup_lod2.smd"
  173. replacemodel "sbox2014_ticket_boy.smd" "sbox2014_ticket_boy_lod2.smd"
  174. }
  175. $lod 33
  176. {
  177. replacemodel "scout_morphs_low.smd" "scout_morphs_low_lod3.smd"
  178. replacemodel "scout_hat_bodygroup.smd" "scout_hat_bodygroup_lod3.smd"
  179. replacemodel "scout_headphones_bodygroup.smd" "scout_headphones_bodygroup_lod3.smd"
  180. replacemodel "scout_shoes_socks_bodygroup.smd" "scout_shoes_socks_bodygroup_lod3.smd"
  181. }
  182. $lod 44
  183. {
  184. replacemodel "scout_morphs_low.smd" "scout_morphs_low_lod4.smd"
  185. replacemodel "scout_hat_bodygroup.smd" "scout_hat_bodygroup_lod4.smd"
  186. replacemodel "scout_headphones_bodygroup.smd" "scout_headphones_bodygroup_lod4.smd"
  187. replacemodel "scout_shoes_socks_bodygroup.smd" "scout_shoes_socks_bodygroup_lod4.smd"
  188. }
  189. $lod 55
  190. {
  191. replacemodel "scout_morphs_low.smd" "scout_morphs_low_lod5.smd"
  192. replacemodel "scout_hat_bodygroup.smd" "scout_hat_bodygroup_lod5.smd"
  193. replacemodel "scout_headphones_bodygroup.smd" "scout_headphones_bodygroup_lod5.smd"
  194. replacemodel "scout_shoes_socks_bodygroup.smd" "scout_shoes_socks_bodygroup_lod5.smd"
  195. }
  196. $shadowlod
  197. {
  198. replacemodel "scout_morphs_low.smd" "scout_morphs_low_lod6.smd"
  199. replacemodel "scout_hat_bodygroup.smd" "scout_hat_bodygroup_lod6.smd"
  200. replacemodel "scout_headphones_bodygroup.smd" "scout_headphones_bodygroup_lod6.smd"
  201. replacemodel "scout_shoes_socks_bodygroup.smd" "scout_shoes_socks_bodygroup_lod6.smd"
  202. }
  203.  
  204. $surfaceprop "flesh"
  205.  
  206. $contents "solid"
  207.  
  208. $eyeposition 0 75.85 0
  209.  
  210. $maxeyedeflection 90
  211.  
  212. $cdmaterials "models\player\scout\"
  213. $cdmaterials "models\workshop\player\items\scout\sbox2014_ticket_boy\"
  214. $cdmaterials ""
  215.  
  216. $texturegroup "skinfamilies"
  217. {
  218. { "scout_red" "scout_head_red" "eyeball_l" "eyeball_r" "sbox2014_ticket_boy" }
  219. { "scout_blue" "scout_head_blue" "eyeball_l" "eyeball_r" "sbox2014_ticket_boy_blue" }
  220. { "scout_red_invun" "scout_head_red_invun" "eyeball_invun" "eyeball_invun" }
  221. { "scout_blue_invun" "scout_head_blue_invun" "eyeball_invun" "eyeball_invun" }
  222. }
  223.  
  224. $attachment "eyes" "bip_head" 0 -2.69 -3.29 rotate 83.45 -90 0
  225. $attachment "righteye" "bip_head" -1.25 -2.69 -3.29 rotate 83.45 -90 0
  226. $attachment "lefteye" "bip_head" 1.25 -2.69 -3.29 rotate 83.45 -90 0
  227. $attachment "foot_L" "bip_foot_L" 0 0 0 rotate 0 0 0
  228. $attachment "foot_R" "bip_foot_R" 0 0 0 rotate 0 0 0
  229. $attachment "back_upper" "bip_spine_3" 0 0 0 rotate 0 0 0
  230. $attachment "back_lower" "bip_spine_0" 0 0 0 rotate 0 0 0
  231. $attachment "hand_L" "bip_hand_L" 0 0 0 rotate 0 0 0
  232. $attachment "hand_R" "bip_hand_R" 0 0 0 rotate 0 0 0
  233. $attachment "partyhat" "bip_head" 0 -8 0.57 rotate 87 90 180
  234. $attachment "doublejumpfx" "bip_pelvis" 0 40 15 rotate 0 0 0
  235. $attachment "head" "bip_head" 0 -8.49 0.57 rotate 78.55 -90 0
  236. $attachment "eyeglow_L" "bip_head" 1.34 -2.74 -4.67 rotate 64.21 -13.74 74.8
  237. $attachment "eyeglow_R" "bip_head" -1.34 -2.74 -4.67 rotate 64.21 -166.26 -74.8
  238. $attachment "weapon_bone_L" "weapon_bone_L" 0 0 0 rotate 0 0 0
  239. $attachment "effect_hand_L" "effect_hand_L" 0 0 0 rotate 0 0 0
  240. $attachment "weapon_bone" "weapon_bone" 0 0 0 rotate 0 0 0
  241. $attachment "weapon_bone_2" "weapon_bone_2" 0 0 0 rotate 0 0 0
  242. $attachment "weapon_bone_3" "weapon_bone_3" 0 0 0 rotate 0 0 0
  243. $attachment "weapon_bone_4" "weapon_bone_4" 0 0 0 rotate 0 0 0
  244. $attachment "effect_hand_R" "effect_hand_R" 0 0 0 rotate 0 0 0
  245. $attachment "flag" "bip_spine_2" -0.19 0.69 7.85 rotate 1.26 -2.62 1.89
  246. $attachment "prop_bone" "prop_bone" 0 0 0 rotate 0 0 0
  247. $attachment "prop_bone_1" "prop_bone_1" 0 0 0 rotate 0 0 0
  248. $attachment "prop_bone_2" "prop_bone_2" 0 0 0 rotate 0 0 0
  249. $attachment "prop_bone_3" "prop_bone_3" 0 0 0 rotate 0 0 0
  250. $attachment "prop_bone_4" "prop_bone_4" 0 0 0 rotate 0 0 0
  251. $attachment "prop_bone_5" "prop_bone_5" 0 0 0 rotate 0 0 0
  252. $attachment "prop_bone_6" "prop_bone_6" 0 0 0 rotate 0 0 0
  253.  
  254. $cbox 0 0 0 0 0 0
  255.  
  256. $bbox -19.271 -16.55 -3.507 6.6 16.55 83.027
  257.  
  258. // $hboxset "scout"
  259. // $hbox 1 "bip_head" -5.5 -9 -7.05 5.5 4 4.95 ""
  260. // $hbox 0 "bip_pelvis" -7.5 -1 -4.5 7.5 11 6.5 ""
  261. // $hbox 3 "bip_spine_0" -7 0 -6.5 7 5 3.5 ""
  262. // $hbox 3 "bip_spine_1" -7.5 -2 -7 7.5 4 3 ""
  263. // $hbox 2 "bip_spine_2" -8 -3 -7.5 8 3 2.5 ""
  264. // $hbox 2 "bip_spine_3" -7 -3 -6 7 2 4 ""
  265. // $hbox 4 "bip_upperArm_L" -1 -2 -2 13 2 3 ""
  266. // $hbox 4 "bip_lowerArm_L" 0 -2.1 -2 10 2.9 2 ""
  267. // $hbox 4 "bip_hand_L" -3.45 -9.5 -4 1.05 -0.5 2 ""
  268. // $hbox 5 "bip_upperArm_R" -1 -3 -2 13 2 2 ""
  269. // $hbox 5 "bip_lowerArm_R" 0 -2.9 -2 10 2.1 2 ""
  270. // $hbox 5 "bip_hand_R" -1.05 0.5 -2 3.45 9.5 4 ""
  271. // $hbox 6 "bip_hip_L" 4 -4 -5 20 4 3 ""
  272. // $hbox 6 "bip_knee_L" 0.5 -2.5 -5.5 19.5 3.5 1.5 ""
  273. // $hbox 6 "bip_foot_L" -1.75 -10 -2.5 1.75 2 2.5 ""
  274. // $hbox 7 "bip_hip_R" 4 -3 -4 20 5 4 ""
  275. // $hbox 7 "bip_knee_R" 0.5 -3.5 -5.5 19.5 2.5 1.5 ""
  276. // $hbox 7 "bip_foot_R" -1.75 -2 -2.5 1.75 10 2.5 ""
  277. // $hbox 10 "bip_packmiddle" -2.75 -10 -3 4.25 8 5 ""
  278. // $skipboneinbbox
  279.  
  280. $bonemerge "bip_pelvis"
  281. $bonemerge "bip_spine_0"
  282. $bonemerge "bip_spine_1"
  283. $bonemerge "bip_spine_2"
  284. $bonemerge "bip_spine_3"
  285. $bonemerge "bip_neck"
  286. $bonemerge "bip_head"
  287. $bonemerge "bip_collar_L"
  288. $bonemerge "bip_collar_R"
  289. $bonemerge "bip_upperArm_L"
  290. $bonemerge "bip_upperArm_R"
  291. $bonemerge "bip_lowerArm_L"
  292. $bonemerge "bip_lowerArm_R"
  293. $bonemerge "bip_hip_L"
  294. $bonemerge "bip_hip_R"
  295. $bonemerge "bip_knee_L"
  296. $bonemerge "bip_knee_R"
  297. $bonemerge "bip_foot_L"
  298. $bonemerge "bip_foot_R"
  299. $bonemerge "bip_hand_L"
  300. $bonemerge "bip_hand_R"
  301. $bonemerge "bip_toe_L"
  302. $bonemerge "bip_toe_R"
  303. $bonemerge "weapon_bone"
  304. $bonemerge "weapon_bone_1"
  305. $bonemerge "weapon_bone_2"
  306. $bonemerge "weapon_bone_3"
  307. $bonemerge "weapon_bone_4"
  308. $bonemerge "weapon_bone_L"
  309. $bonemerge "medal_bone"
  310. $bonemerge "mvm"
  311. $bonemerge "bip_dogtag_0"
  312. $bonemerge "bip_dogtag_1"
  313. $bonemerge "bip_dogtag_2"
  314. $bonemerge "bip_dogtag_3"
  315. $bonemerge "prop_bone"
  316. $bonemerge "prop_bone_1"
  317. $bonemerge "prop_bone_2"
  318. $bonemerge "prop_bone_3"
  319. $bonemerge "prop_bone_4"
  320. $bonemerge "prop_bone_5"
  321. $bonemerge "prop_bone_6"
  322.  
  323. $proceduralbones "scout.vrd"
  324.  
  325.  
  326. $poseparameter "body_pitch" -45 45 loop 360
  327. $poseparameter "body_yaw" -45 45 loop 360
  328.  
  329. $ikchain "rhand" "bip_hand_R" knee 0 0 0
  330. $ikchain "lhand" "bip_hand_L" knee 0 0 0
  331. $ikchain "rfoot" "bip_foot_R" knee 0 0 0
  332. $ikchain "lfoot" "bip_foot_L" knee 0 0 0
  333.  
  334. $weightlist "weights_user_ref" {
  335. "bip_pelvis" 0
  336. "bip_spine_0" 0
  337. "bip_spine_1" 0
  338. "bip_spine_2" 0
  339. "bip_spine_3" 0
  340. "bip_neck" 0
  341. "bip_head" 0
  342. "bip_collar_L" 0
  343. "bip_collar_R" 0
  344. "bip_upperArm_L" 0
  345. "bip_upperArm_R" 0
  346. "bip_lowerArm_L" 0
  347. "bip_lowerArm_R" 0
  348. "bip_hip_L" 0
  349. "bip_hip_R" 0
  350. "bip_knee_L" 0
  351. "bip_knee_R" 0
  352. "bip_foot_L" 0
  353. "bip_foot_R" 0
  354. "bip_hand_L" 0
  355. "bip_hand_R" 0
  356. "bip_toe_L" 0
  357. "bip_toe_R" 0
  358. "weapon_bone" 0
  359. "weapon_bone_1" 0
  360. "weapon_bone_2" 0
  361. "weapon_bone_3" 0
  362. "weapon_bone_4" 0
  363. "weapon_bone_L" 0
  364. "medal_bone" 0
  365. "mvm" 0
  366. "effect_hand_L" 0
  367. "effect_hand_R" 0
  368. "bip_dogtag_0" 0
  369. "bip_dogtag_1" 0
  370. "bip_dogtag_2" 0
  371. "bip_dogtag_3" 0
  372. "bip_packtop" 0
  373. "bip_packmiddle" 0
  374. "bip_thumb_0_L" 0
  375. "bip_thumb_0_R" 0
  376. "bip_index_0_L" 0
  377. "bip_index_0_R" 0
  378. "bip_middle_0_L" 0
  379. "bip_middle_0_R" 0
  380. "bip_ring_0_L" 0
  381. "bip_ring_0_R" 0
  382. "bip_pinky_0_L" 0
  383. "bip_pinky_0_R" 0
  384. "bip_thumb_1_L" 0
  385. "bip_thumb_1_R" 0
  386. "bip_index_1_L" 0
  387. "bip_index_1_R" 0
  388. "bip_middle_1_L" 0
  389. "bip_middle_1_R" 0
  390. "bip_ring_1_L" 0
  391. "bip_ring_1_R" 0
  392. "bip_pinky_1_L" 0
  393. "bip_pinky_1_R" 0
  394. "bip_thumb_2_L" 0
  395. "bip_thumb_2_R" 0
  396. "bip_index_2_L" 0
  397. "bip_index_2_R" 0
  398. "bip_middle_2_L" 0
  399. "bip_middle_2_R" 0
  400. "bip_ring_2_L" 0
  401. "bip_ring_2_R" 0
  402. "bip_pinky_2_L" 0
  403. "bip_pinky_2_R" 0
  404. "prop_bone" 0
  405. "prop_bone_1" 0
  406. "prop_bone_2" 0
  407. "prop_bone_3" 0
  408. "prop_bone_4" 0
  409. "prop_bone_5" 0
  410. "prop_bone_6" 0
  411. "hlp_forearm_L" 0
  412. "hlp_forearm_R" 0
  413. }
  414.  
  415. $sequence "ref" {
  416. "scout_anims\ref.smd"
  417. fadein 0.2
  418. fadeout 0.2
  419. fps 30
  420. }
  421.  
  422. $sequence "ragdoll" {
  423. "scout_anims\ragdoll.smd"
  424. activity "ACT_DIERAGDOLL" 1
  425. fadein 0.2
  426. fadeout 0.2
  427. fps 30
  428. }
  429.  
  430. $declaresequence "user_ref"
  431.  
  432. $declaresequence "ragdollspawn"
  433.  
  434. $declaresequence "r_handposes"
  435.  
  436. $declaresequence "r_armposes"
  437.  
  438. $declaresequence "PRIMARY_aimmatrix_idle"
  439.  
  440. $declaresequence "PRIMARY_aimmatrix_run"
  441.  
  442. $declaresequence "PRIMARY_aimmatrix_crouch_idle"
  443.  
  444. $declaresequence "AttackStand_PRIMARY"
  445.  
  446. $declaresequence "AttackCrouch_PRIMARY"
  447.  
  448. $declaresequence "AttackSwim_PRIMARY"
  449.  
  450. $declaresequence "layer_reload_standing_arms_primary_start"
  451.  
  452. $declaresequence "layer_reload_standing_arms_primary_loop"
  453.  
  454. $declaresequence "layer_reload_standing_arms_primary_end"
  455.  
  456. $declaresequence "PRIMARY_reload_start"
  457.  
  458. $declaresequence "PRIMARY_reload_loop"
  459.  
  460. $declaresequence "PRIMARY_reload_end"
  461.  
  462. $declaresequence "PRIMARY_crouch_reload_start"
  463.  
  464. $declaresequence "PRIMARY_crouch_reload_loop"
  465.  
  466. $declaresequence "PRIMARY_crouch_reload_end"
  467.  
  468. $declaresequence "PRIMARY_swim_reload_start"
  469.  
  470. $declaresequence "PRIMARY_swim_reload_loop"
  471.  
  472. $declaresequence "PRIMARY_swim_reload_end"
  473.  
  474. $declaresequence "PRIMARY_airwalk_reload_start"
  475.  
  476. $declaresequence "PRIMARY_airwalk_reload_loop"
  477.  
  478. $declaresequence "PRIMARY_airwalk_reload_end"
  479.  
  480. $declaresequence "layer_placeSapper_ArmL"
  481.  
  482. $declaresequence "PRIMARY_placeSapper"
  483.  
  484. $declaresequence "SECONDARY_aimmatrix_idle"
  485.  
  486. $declaresequence "SECONDARY_aimmatrix_run"
  487.  
  488. $declaresequence "SECONDARY_aimmatrix_crouch_idle"
  489.  
  490. $declaresequence "AttackStand_SECONDARY"
  491.  
  492. $declaresequence "AttackCrouch_SECONDARY"
  493.  
  494. $declaresequence "AttackSwim_SECONDARY"
  495.  
  496. $declaresequence "layer_reload_standing_arms_secondary"
  497.  
  498. $declaresequence "ReloadStand_SECONDARY"
  499.  
  500. $declaresequence "ReloadCrouch_SECONDARY"
  501.  
  502. $declaresequence "ReloadSwim_SECONDARY"
  503.  
  504. $declaresequence "ReloadAirwalk_SECONDARY"
  505.  
  506. $declaresequence "layer_SECONDARY_WepGrip"
  507.  
  508. $declaresequence "ITEM2_aimmatrix_idle"
  509.  
  510. $declaresequence "ITEM2_aimmatrix_run"
  511.  
  512. $declaresequence "ITEM2_aimmatrix_crouch_idle"
  513.  
  514. $declaresequence "AttackStand_ITEM2"
  515.  
  516. $declaresequence "AttackCrouch_ITEM2"
  517.  
  518. $declaresequence "AttackSwim_ITEM2"
  519.  
  520. $declaresequence "layer_reload_standing_arms_item2"
  521.  
  522. $declaresequence "ReloadStand_ITEM2"
  523.  
  524. $declaresequence "ReloadCrouch_ITEM2"
  525.  
  526. $declaresequence "ReloadSwim_ITEM2"
  527.  
  528. $declaresequence "ReloadAirwalk_ITEM2"
  529.  
  530. $declaresequence "layer_ITEM2_WepGrip"
  531.  
  532. $declaresequence "layer_reload_standing_arms_secondary_2"
  533.  
  534. $declaresequence "ReloadStand_SECONDARY_2"
  535.  
  536. $declaresequence "ReloadCrouch_SECONDARY_2"
  537.  
  538. $declaresequence "ReloadSwim_SECONDARY_2"
  539.  
  540. $declaresequence "ReloadAirwalk_SECONDARY_2"
  541.  
  542. $declaresequence "MELEE_aimmatrix_idle"
  543.  
  544. $declaresequence "MELEE_aimmatrix_run"
  545.  
  546. $declaresequence "MELEE_aimmatrix_crouch_idle"
  547.  
  548. $declaresequence "layer_AttackStandMelee_arms"
  549.  
  550. $declaresequence "layer_melee_swing"
  551.  
  552. $declaresequence "layer_AttackStandMelee_runS_arms"
  553.  
  554. $declaresequence "layer_melee_swing_runS"
  555.  
  556. $declaresequence "MELEE_swing"
  557.  
  558. $declaresequence "MELEE_crouch_swing"
  559.  
  560. $declaresequence "AttackSwim_MELEE"
  561.  
  562. $declaresequence "layer_MELEE_WepGrip"
  563.  
  564. $declaresequence "a_flinch01"
  565.  
  566. $declaresequence "MELEE_ALLCLASS_aimmatrix_idle"
  567.  
  568. $declaresequence "MELEE_ALLCLASS_aimmatrix_run"
  569.  
  570. $declaresequence "MELEE_ALLCLASS_aimmatrix_crouch_idle"
  571.  
  572. $declaresequence "layer_AttackStandMelee_allclass_arms"
  573.  
  574. $declaresequence "layer_melee_allclass_swing"
  575.  
  576. $declaresequence "layer_AttackStandMelee_allclass_runS_arms"
  577.  
  578. $declaresequence "layer_melee_allclass_swing_runS"
  579.  
  580. $declaresequence "MELEE_allclass_swing"
  581.  
  582. $declaresequence "MELEE_allclass_crouch_swing"
  583.  
  584. $declaresequence "AttackSwim_MELEE_allclass"
  585.  
  586. $declaresequence "layer_MELEE_allclass_WepGrip"
  587.  
  588. $declaresequence "STUN_aimmatrix_idle"
  589.  
  590. $declaresequence "STUN_aimmatrix_run"
  591.  
  592. $declaresequence "STUN_aimmatrix_crouch_idle"
  593.  
  594. $declaresequence "layer_stun_swing_arms"
  595.  
  596. $declaresequence "layer_stun_swing"
  597.  
  598. $declaresequence "layer_stun_swing_arm_s"
  599.  
  600. $declaresequence "layer_stun_swing_S"
  601.  
  602. $declaresequence "stun_swing"
  603.  
  604. $declaresequence "stun_swing_crouch"
  605.  
  606. $declaresequence "layer_STUN_WepGrip"
  607.  
  608. $declaresequence "ITEM1_aimmatrix_idle"
  609.  
  610. $declaresequence "ITEM1_aimmatrix_run"
  611.  
  612. $declaresequence "ITEM1_aimmatrix_crouch_idle"
  613.  
  614. $declaresequence "armslayer_ITEM1_fire"
  615.  
  616. $declaresequence "bodylayer_ITEM1_fire"
  617.  
  618. $declaresequence "ITEM1_fire"
  619.  
  620. $declaresequence "armslayer_ITEM1_Crouch_fire"
  621.  
  622. $declaresequence "bodylayer_ITEM1_Crouch_fire"
  623.  
  624. $declaresequence "ITEM1_Crouch_fire"
  625.  
  626. $declaresequence "layer_ITEM1_WepGrip"
  627.  
  628. $declaresequence "layer_gesture_primary_go_armL"
  629.  
  630. $declaresequence "layer_gesture_primary_go_runN_armL"
  631.  
  632. $declaresequence "gesture_primary_go"
  633.  
  634. $declaresequence "layer_gesture_primary_help_armL"
  635.  
  636. $declaresequence "gesture_primary_help"
  637.  
  638. $declaresequence "layer_gesture_primary_cheer_armL"
  639.  
  640. $declaresequence "gesture_primary_cheer"
  641.  
  642. $declaresequence "layer_gesture_primary_positive_armL"
  643.  
  644. $declaresequence "gesture_primary_positive"
  645.  
  646. $declaresequence "layer_gesture_secondary_go_armL"
  647.  
  648. $declaresequence "layer_gesture_secondary_go_runN_armL"
  649.  
  650. $declaresequence "gesture_secondary_go"
  651.  
  652. $declaresequence "layer_gesture_secondary_help_armL"
  653.  
  654. $declaresequence "gesture_secondary_help"
  655.  
  656. $declaresequence "layer_gesture_secondary_cheer_armL"
  657.  
  658. $declaresequence "gesture_secondary_cheer"
  659.  
  660. $declaresequence "layer_gesture_secondary_positive_armL"
  661.  
  662. $declaresequence "layer_gesture_secondary_positive"
  663.  
  664. $declaresequence "layer_gesture_secondary_positive_runN_armL"
  665.  
  666. $declaresequence "layer_gesture_secondary_positive_runN"
  667.  
  668. $declaresequence "gesture_secondary_positive"
  669.  
  670. $declaresequence "layer_gesture_melee_go_armL"
  671.  
  672. $declaresequence "gesture_melee_go"
  673.  
  674. $declaresequence "layer_gesture_melee_help_armL"
  675.  
  676. $declaresequence "gesture_melee_help"
  677.  
  678. $declaresequence "layer_gesture_melee_cheer_armL"
  679.  
  680. $declaresequence "gesture_melee_cheer"
  681.  
  682. $declaresequence "layer_gesture_melee_positive_armL"
  683.  
  684. $declaresequence "gesture_melee_positive"
  685.  
  686. $declaresequence "layer_gesture_ITEM1_go_armL"
  687.  
  688. $declaresequence "gesture_ITEM1_go"
  689.  
  690. $declaresequence "layer_gesture_ITEM1_help_armL"
  691.  
  692. $declaresequence "gesture_ITEM1_help"
  693.  
  694. $declaresequence "layer_gesture_ITEM1_cheer_armL"
  695.  
  696. $declaresequence "gesture_ITEM1_cheer"
  697.  
  698. $declaresequence "layer_gesture_ITEM1_positive_armL"
  699.  
  700. $declaresequence "gesture_ITEM1_positive"
  701.  
  702. $declaresequence "layer_gesture_ITEM2_go_armL"
  703.  
  704. $declaresequence "layer_gesture_ITEM2_go_runN_armL"
  705.  
  706. $declaresequence "gesture_ITEM2_go"
  707.  
  708. $declaresequence "layer_gesture_ITEM2_help_armL"
  709.  
  710. $declaresequence "gesture_ITEM2_help"
  711.  
  712. $declaresequence "layer_gesture_ITEM2_cheer_armL"
  713.  
  714. $declaresequence "gesture_ITEM2_cheer"
  715.  
  716. $declaresequence "layer_gesture_ITEM2_positive_armL"
  717.  
  718. $declaresequence "gesture_ITEM2_positive"
  719.  
  720. $declaresequence "taunt_highFiveStart"
  721.  
  722. $declaresequence "taunt_highFiveStart_idle"
  723.  
  724. $declaresequence "layer_taunt_highFiveSuccessFull"
  725.  
  726. $declaresequence "taunt_highFiveSuccessFull"
  727.  
  728. $declaresequence "layer_taunt_highFiveSuccess"
  729.  
  730. $declaresequence "taunt_highFiveSuccess"
  731.  
  732. $declaresequence "layer_taunt_laugh"
  733.  
  734. $declaresequence "taunt_laugh"
  735.  
  736. $declaresequence "layer_dieviolent"
  737.  
  738. $declaresequence "dieviolent"
  739.  
  740. $declaresequence "taunt01"
  741.  
  742. $declaresequence "taunt01_Alt"
  743.  
  744. $declaresequence "taunt02"
  745.  
  746. $declaresequence "taunt03"
  747.  
  748. $declaresequence "layer_taunt04"
  749.  
  750. $declaresequence "taunt04"
  751.  
  752. $declaresequence "taunt05"
  753.  
  754. $declaresequence "taunt06"
  755.  
  756. $declaresequence "scout_taunt_replay"
  757.  
  758. $declaresequence "layer_taunt_come_and_get_me"
  759.  
  760. $declaresequence "taunt_come_and_get_me"
  761.  
  762. $declaresequence "taunt_brutallegendinterior"
  763.  
  764. $declaresequence "taunt_brutallegendin"
  765.  
  766. $declaresequence "taunt_brutallegendout"
  767.  
  768. $declaresequence "taunt_brutallegendinblend"
  769.  
  770. $declaresequence "taunt_brutallegendoutblend"
  771.  
  772. $declaresequence "taunt_brutallegend"
  773.  
  774. $declaresequence "layer_idleNoise"
  775.  
  776. $declaresequence "stand_PRIMARY"
  777.  
  778. $declaresequence "stand_SECONDARY"
  779.  
  780. $declaresequence "stand_MELEE"
  781.  
  782. $declaresequence "stand_MELEE_ALLCLASS"
  783.  
  784. $declaresequence "stand_LOSER"
  785.  
  786. $declaresequence "stand_ITEM1"
  787.  
  788. $declaresequence "stand_ITEM2"
  789.  
  790. $declaresequence "stand_STUN"
  791.  
  792. $declaresequence "layer_null"
  793.  
  794. $declaresequence "crouch_PRIMARY"
  795.  
  796. $declaresequence "crouch_SECONDARY"
  797.  
  798. $declaresequence "crouch_MELEE"
  799.  
  800. $declaresequence "crouch_MELEE_ALLCLASS"
  801.  
  802. $declaresequence "crouch_LOSER"
  803.  
  804. $declaresequence "crouch_ITEM1"
  805.  
  806. $declaresequence "crouch_ITEM2"
  807.  
  808. $declaresequence "PRIMARY_aimmatrix_swim"
  809.  
  810. $declaresequence "s_swimAlign_PRIMARY"
  811.  
  812. $declaresequence "swim_PRIMARY"
  813.  
  814. $declaresequence "layer_swim_SECONDARY_wepGrip"
  815.  
  816. $declaresequence "s_swimAlign_SECONDARY"
  817.  
  818. $declaresequence "Swim_SECONDARY"
  819.  
  820. $declaresequence "layer_swim_MELEE_wepGrip"
  821.  
  822. $declaresequence "s_swimAlign_MELEE"
  823.  
  824. $declaresequence "Swim_MELEE"
  825.  
  826. $declaresequence "layer_swim_MELEE_ALLCLASS_wepGrip"
  827.  
  828. $declaresequence "s_swimAlign_MELEE_ALLCLASS"
  829.  
  830. $declaresequence "Swim_MELEE_ALLCLASS"
  831.  
  832. $declaresequence "layer_swim_ITEM1_wepGrip"
  833.  
  834. $declaresequence "s_swimAlign_ITEM1"
  835.  
  836. $declaresequence "Swim_ITEM1"
  837.  
  838. $declaresequence "ITEM2_aimmatrix_swim"
  839.  
  840. $declaresequence "s_swimAlign_ITEM2"
  841.  
  842. $declaresequence "swim_ITEM2"
  843.  
  844. $declaresequence "s_swimAlign_LOSER"
  845.  
  846. $declaresequence "swim_LOSER"
  847.  
  848. $declaresequence "PRIMARY_aimmatrix_runS"
  849.  
  850. $declaresequence "run_PRIMARY"
  851.  
  852. $declaresequence "crouch_walk_PRIMARY"
  853.  
  854. $declaresequence "run_SECONDARY"
  855.  
  856. $declaresequence "crouch_Walk_SECONDARY"
  857.  
  858. $declaresequence "run_MELEE"
  859.  
  860. $declaresequence "crouch_walk_MELEE"
  861.  
  862. $declaresequence "run_MELEE_ALLCLASS"
  863.  
  864. $declaresequence "crouch_walk_MELEE_ALLCLASS"
  865.  
  866. $declaresequence "run_LOSER"
  867.  
  868. $declaresequence "run_ITEM1"
  869.  
  870. $declaresequence "crouch_walk_ITEM1"
  871.  
  872. $declaresequence "ITEM2_aimmatrix_runS"
  873.  
  874. $declaresequence "run_ITEM2"
  875.  
  876. $declaresequence "crouch_walk_ITEM2"
  877.  
  878. $declaresequence "Jump_Start_primary"
  879.  
  880. $declaresequence "jumpTest"
  881.  
  882. $declaresequence "layer_primary_jump_floatNoise"
  883.  
  884. $declaresequence "Jump_Float_primary"
  885.  
  886. $declaresequence "Jump_crouchjump_primary"
  887.  
  888. $declaresequence "Jump_Start_secondary"
  889.  
  890. $declaresequence "Jump_Float_secondary"
  891.  
  892. $declaresequence "Jump_Start_melee"
  893.  
  894. $declaresequence "Jump_Float_melee"
  895.  
  896. $declaresequence "Jump_Start_MELEE_ALLCLASS"
  897.  
  898. $declaresequence "Jump_Float_MELEE_ALLCLASS"
  899.  
  900. $declaresequence "Jump_Start_ITEM1"
  901.  
  902. $declaresequence "Jump_Float_ITEM1"
  903.  
  904. $declaresequence "Jump_Start_ITEM2"
  905.  
  906. $declaresequence "Jump_Float_ITEM2"
  907.  
  908. $declaresequence "Jump_Start_loser"
  909.  
  910. $declaresequence "Jump_Float_loser"
  911.  
  912. $declaresequence "jump_double_primary"
  913.  
  914. $declaresequence "jump_double_loser"
  915.  
  916. $declaresequence "jumplandPose_primary"
  917.  
  918. $declaresequence "jumpland_primary"
  919.  
  920. $declaresequence "jumpland_secondary"
  921.  
  922. $declaresequence "jumpland_melee"
  923.  
  924. $declaresequence "jumpland_ITEM1"
  925.  
  926. $declaresequence "jumpland_ITEM2"
  927.  
  928. $declaresequence "jumpland_loser"
  929.  
  930. $declaresequence "jumpland_MELEE_ALLCLASS"
  931.  
  932. $declaresequence "airwalk_PRIMARY"
  933.  
  934. $declaresequence "airwalk_SECONDARY"
  935.  
  936. $declaresequence "airwalk_MELEE"
  937.  
  938. $declaresequence "airwalk_MELEE_ALLCLASS"
  939.  
  940. $declaresequence "airwalk_LOSER"
  941.  
  942. $declaresequence "airwalk_ITEM1"
  943.  
  944. $declaresequence "airwalk_ITEM2"
  945.  
  946. $declaresequence "primary_death_headshot"
  947.  
  948. $declaresequence "primary_death_backstab"
  949.  
  950. $declaresequence "primary_death_burning"
  951.  
  952. $declaresequence "layer_PRIMARY_Stun_begin"
  953.  
  954. $declaresequence "layer_PRIMARY_stun_middle"
  955.  
  956. $declaresequence "layer_PRIMARY_Stun_end"
  957.  
  958. $declaresequence "PRIMARY_Stun_begin"
  959.  
  960. $declaresequence "PRIMARY_stun_middle"
  961.  
  962. $declaresequence "PRIMARY_stun_end"
  963.  
  964. $declaresequence "selectionMenu_StartPose"
  965.  
  966. $declaresequence "selectionMenu_Anim01"
  967.  
  968. $declaresequence "selectionMenu_Idle"
  969.  
  970. $declaresequence "selectionMenu_all"
  971.  
  972. $declaresequence "armslayer_throw_fire"
  973.  
  974. $declaresequence "throw_fire"
  975.  
  976. $declaresequence "taunt_conga"
  977.  
  978. $declaresequence "layer_taunt_dosido_dance"
  979.  
  980. $declaresequence "taunt_dosido_dance"
  981.  
  982. $declaresequence "layer_taunt_dosido_intro"
  983.  
  984. $declaresequence "taunt_dosido_intro"
  985.  
  986. $declaresequence "taunt_flip_start"
  987.  
  988. $declaresequence "layer_taunt_flip_success_initiator"
  989.  
  990. $declaresequence "taunt_flip_success_initiator"
  991.  
  992. $declaresequence "layer_taunt_flip_success_receiver"
  993.  
  994. $declaresequence "taunt_flip_success_receiver"
  995.  
  996. $declaresequence "taunt_rps_start"
  997.  
  998. $declaresequence "layer_taunt_rps_paper_win"
  999.  
  1000. $declaresequence "taunt_rps_paper_win"
  1001.  
  1002. $declaresequence "layer_taunt_rps_scissors_win"
  1003.  
  1004. $declaresequence "taunt_rps_scissors_win"
  1005.  
  1006. $declaresequence "layer_taunt_rps_rock_win"
  1007.  
  1008. $declaresequence "taunt_rps_rock_win"
  1009.  
  1010. $declaresequence "layer_taunt_rps_rock_lose"
  1011.  
  1012. $declaresequence "taunt_rps_rock_lose"
  1013.  
  1014. $declaresequence "layer_taunt_rps_paper_lose"
  1015.  
  1016. $declaresequence "taunt_rps_paper_lose"
  1017.  
  1018. $declaresequence "layer_taunt_rps_scissors_lose"
  1019.  
  1020. $declaresequence "taunt_rps_scissors_lose"
  1021.  
  1022. $declaresequence "layer_taunt_headbutt_start"
  1023.  
  1024. $declaresequence "taunt_headbutt_start"
  1025.  
  1026. $declaresequence "layer_taunt_headbutt_success"
  1027.  
  1028. $declaresequence "taunt_headbutt_success"
  1029.  
  1030. $declaresequence "layer_taunt_bat_man"
  1031.  
  1032. $declaresequence "taunt_bat_man"
  1033.  
  1034. $declaresequence "layer_taunt_chicken"
  1035.  
  1036. $declaresequence "taunt_chicken"
  1037.  
  1038. $includemodel "player/scout_user_animations.mdl"
  1039. $includemodel "player/scout_animations.mdl"
  1040. $includemodel "workshop/player/animations/scout_workshop_animations.mdl"
  1041.  
  1042. $collisionjoints "scout_physics.smd"
  1043. {
  1044. $mass 100
  1045. $inertia 10
  1046. $damping 0
  1047. $rotdamping 16
  1048. $rootbone "bip_pelvis"
  1049.  
  1050. $jointrotdamping "bip_pelvis" 0
  1051.  
  1052. $jointmassbias "bip_hip_R" 1.3
  1053. $jointrotdamping "bip_hip_R" 8
  1054. $jointconstrain "bip_hip_R" x limit -20 12 0
  1055. $jointconstrain "bip_hip_R" y limit -10 50 0
  1056. $jointconstrain "bip_hip_R" z limit -79 45 0
  1057.  
  1058. $jointmassbias "bip_knee_R" 1.2
  1059. $jointrotdamping "bip_knee_R" 3
  1060. $jointconstrain "bip_knee_R" x limit 0 0 0
  1061. $jointconstrain "bip_knee_R" y limit -15 100 0
  1062. $jointconstrain "bip_knee_R" z limit 0 0 0
  1063.  
  1064. $jointmassbias "bip_hip_L" 1.1
  1065. $jointrotdamping "bip_hip_L" 9
  1066. $jointconstrain "bip_hip_L" x limit -20 12 0
  1067. $jointconstrain "bip_hip_L" y limit -45 50 0
  1068. $jointconstrain "bip_hip_L" z limit -10 45 0
  1069.  
  1070. $jointmassbias "bip_knee_L" 1.2
  1071. $jointrotdamping "bip_knee_L" 3
  1072. $jointconstrain "bip_knee_L" x limit 0 0 0
  1073. $jointconstrain "bip_knee_L" y limit -15 100 0
  1074. $jointconstrain "bip_knee_L" z limit 0 0 0
  1075.  
  1076. $jointmassbias "bip_foot_L" 0.75
  1077. $jointrotdamping "bip_foot_L" 7
  1078. $jointconstrain "bip_foot_L" x limit -30 45 0
  1079. $jointconstrain "bip_foot_L" y limit -25 25 0
  1080. $jointconstrain "bip_foot_L" z limit -40 30 0
  1081.  
  1082. $jointmassbias "bip_spine_0" 1.6
  1083. $jointrotdamping "bip_spine_0" 12
  1084. $jointconstrain "bip_spine_0" x limit -30 30 0
  1085. $jointconstrain "bip_spine_0" y limit -16 16 0
  1086. $jointconstrain "bip_spine_0" z limit -20 15 0
  1087.  
  1088. $jointmassbias "bip_upperArm_R" 1.2
  1089. $jointconstrain "bip_upperArm_R" x limit -40 30 0
  1090. $jointconstrain "bip_upperArm_R" y limit -15 55 0
  1091. $jointconstrain "bip_upperArm_R" z limit -80 60 0
  1092.  
  1093. $jointmassbias "bip_lowerArm_R" 1.8
  1094. $jointrotdamping "bip_lowerArm_R" 4
  1095. $jointconstrain "bip_lowerArm_R" x limit 0 0 0
  1096. $jointconstrain "bip_lowerArm_R" y limit 0 0 0
  1097. $jointconstrain "bip_lowerArm_R" z limit -100 -30 0
  1098.  
  1099. $jointmassbias "bip_upperArm_L" 1.1
  1100. $jointconstrain "bip_upperArm_L" x limit -30 40 0
  1101. $jointconstrain "bip_upperArm_L" y limit -55 15 0
  1102. $jointconstrain "bip_upperArm_L" z limit -80 60 0
  1103.  
  1104. $jointmassbias "bip_lowerArm_L" 1.8
  1105. $jointrotdamping "bip_lowerArm_L" 4
  1106. $jointconstrain "bip_lowerArm_L" x limit 0 0 0
  1107. $jointconstrain "bip_lowerArm_L" y limit 0 0 0
  1108. $jointconstrain "bip_lowerArm_L" z limit -30 100 0
  1109.  
  1110. $jointmassbias "bip_hand_L" 0.6
  1111. $jointrotdamping "bip_hand_L" 8
  1112. $jointconstrain "bip_hand_L" x limit -30 37 0
  1113. $jointconstrain "bip_hand_L" y limit -35 35 0
  1114. $jointconstrain "bip_hand_L" z limit -60 50 0
  1115.  
  1116. $jointmassbias "bip_neck" 0.5
  1117. $jointrotdamping "bip_neck" 18
  1118. $jointconstrain "bip_neck" x limit -23 10 0
  1119. $jointconstrain "bip_neck" y limit -15 15 0
  1120. $jointconstrain "bip_neck" z limit -18 18 0
  1121.  
  1122. $jointmassbias "bip_head" 1.8
  1123. $jointconstrain "bip_head" x limit -23 10 0
  1124. $jointconstrain "bip_head" y limit -15 15 0
  1125. $jointconstrain "bip_head" z limit -18 18 0
  1126.  
  1127. $jointmassbias "bip_dogtag_2" 0.1
  1128. $jointrotdamping "bip_dogtag_2" 6
  1129. $jointconstrain "bip_dogtag_2" x limit -40 30 0
  1130. $jointconstrain "bip_dogtag_2" y limit 0 0 0
  1131. $jointconstrain "bip_dogtag_2" z limit 0 0 0
  1132.  
  1133. $jointmassbias "bip_hand_R" 0.6
  1134. $jointrotdamping "bip_hand_R" 8
  1135. $jointconstrain "bip_hand_R" x limit -37 30 0
  1136. $jointconstrain "bip_hand_R" y limit -35 35 0
  1137. $jointconstrain "bip_hand_R" z limit -50 60 0
  1138.  
  1139. $jointmassbias "bip_foot_R" 0.75
  1140. $jointrotdamping "bip_foot_R" 7
  1141. $jointconstrain "bip_foot_R" x limit -30 45 0
  1142. $jointconstrain "bip_foot_R" y limit -25 25 0
  1143. $jointconstrain "bip_foot_R" z limit -40 30 0
  1144. $jointcollide "bip_upperArm_L" "bip_spine_0"
  1145. }
  1146.  
  1147. $collisiontext
  1148. {
  1149. break
  1150. {
  1151. "model" "player\gibs\scoutgib007"
  1152. "health" "0"
  1153. "fadetime" "10"
  1154. }
  1155. break
  1156. {
  1157. "model" "player\gibs\scoutgib002"
  1158. "health" "0"
  1159. "fadetime" "10"
  1160. }
  1161. break
  1162. {
  1163. "model" "player\gibs\scoutgib004"
  1164. "health" "0"
  1165. "fadetime" "10"
  1166. }
  1167. break
  1168. {
  1169. "model" "player\gibs\scoutgib006"
  1170. "health" "0"
  1171. "fadetime" "10"
  1172. }
  1173. break
  1174. {
  1175. "model" "player\gibs\random_organ"
  1176. "health" "0"
  1177. "fadetime" "10"
  1178. }
  1179. break
  1180. {
  1181. "model" "player\gibs\scoutgib001"
  1182. "health" "0"
  1183. "fadetime" "10"
  1184. }
  1185. break
  1186. {
  1187. "model" "player\gibs\scoutgib003"
  1188. "health" "0"
  1189. "fadetime" "10"
  1190. }
  1191. break
  1192. {
  1193. "model" "player\gibs\scoutgib005"
  1194. "health" "0"
  1195. "fadetime" "10"
  1196. }
  1197. break
  1198. {
  1199. "model" "player\gibs\scoutgib008"
  1200. "health" "0"
  1201. "fadetime" "10"
  1202. }
  1203. break
  1204. {
  1205. "model" "player\gibs\scoutgib009"
  1206. "health" "0"
  1207. "fadetime" "10"
  1208. }
  1209. }
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