model model_aref_char_marine { inherit model_char_q4x_marine /** * Common animations */ // Weapon idles ----------------------------------------------------------------------------------------- anim idle_weapon_1_start models/characters/marine/idle_weapon_1_start.md5anim anim idle_weapon_1_loop models/characters/marine/idle_weapon_1_loop.md5anim anim idle_weapon_1 models/characters/marine/idle_weapon_1_loop.md5anim anim idle_weapon_1_end models/characters/marine/idle_weapon_1_end.md5anim anim idle_weapon_2_start models/characters/marine/idle_weapon_2_start.md5anim anim idle_weapon_2_loop models/characters/marine/idle_weapon_2_loop.md5anim anim idle_weapon_2 models/characters/marine/idle_weapon_2_loop.md5anim anim idle_weapon_2_end models/characters/marine/idle_weapon_2_end.md5anim anim idle_weapon_3_start models/characters/marine/idle_weapon_3_start.md5anim anim idle_weapon_3_loop models/characters/marine/idle_weapon_3_loop.md5anim anim idle_weapon_3 models/characters/marine/idle_weapon_3_loop.md5anim anim idle_weapon_3_end models/characters/marine/idle_weapon_3_end.md5anim anim idle_weapon_4 models/characters/marine/idle_weapon_4.md5anim //Weaponless idles anim weaponless_idle2_start models/characters/marine/weaponless_idle2_start.md5anim anim weaponless_idle2_loop models/characters/marine/weaponless_idle2_loop.md5anim anim weaponless_idle2 models/characters/marine/weaponless_idle2_loop.md5anim anim weaponless_idle2_end models/characters/marine/weaponless_idle2_end.md5anim anim weaponless_idle3_start models/characters/marine/weaponless_idle3_start.md5anim anim weaponless_idle3_loop models/characters/marine/weaponless_idle3_loop.md5anim anim weaponless_idle3 models/characters/marine/weaponless_idle3_loop.md5anim anim weaponless_idle3_end models/characters/marine/weaponless_idle3_end.md5anim anim weaponless_idle4_start models/characters/marine/weaponless_idle4_start.md5anim anim weaponless_idle4_loop models/characters/marine/weaponless_idle4_loop.md5anim anim weaponless_idle4 models/characters/marine/weaponless_idle4_loop.md5anim anim weaponless_idle4_end models/characters/marine/weaponless_idle4_end.md5anim anim weaponless_idle5_start models/characters/marine/weaponless_idle5_start.md5anim anim weaponless_idle5_loop models/characters/marine/weaponless_idle5_loop.md5anim anim weaponless_idle5 models/characters/marine/weaponless_idle5_loop.md5anim anim weaponless_idle5_end models/characters/marine/weaponless_idle5_end.md5anim anim weaponless_idle6_start models/characters/marine/weaponless_idle6_start.md5anim anim weaponless_idle6_loop models/characters/marine/weaponless_idle6_loop.md5anim anim weaponless_idle6 models/characters/marine/weaponless_idle6_loop.md5anim anim weaponless_idle6_end models/characters/marine/weaponless_idle6_end.md5anim anim weaponless_walk_fast models/characters/marine/weaponless_walk_fast.md5anim anim weaponless_walk_slow models/characters/marine/weaponless_walk_slow.md5anim anim weaponless_run models/characters/marine/weaponless_run.md5anim anim weaponless_idle_1 models/characters/marine/weaponless_idle_1.md5anim anim player_gift_start models/characters/marine/player_gift_start.md5anim anim player_gift_loop models/characters/marine/player_gift_loop.md5anim anim player_gift_end models/characters/marine/player_gift_end.md5anim anim player_gift2_start models/characters/marine/player_gift2_start.md5anim anim player_gift2_loop models/characters/marine/player_gift2_loop.md5anim anim player_gift2_end models/characters/marine/player_gift2_end.md5anim anim idle_wrist_gui_start models/characters/marine/idle_wrist_gui_start.md5anim anim idle_wrist_gui_loop models/characters/marine/idle_wrist_gui_loop.md5anim anim idle_wrist_gui_end models/characters/marine/idle_wrist_gui_end.md5anim /*********************************************************************************************************************** * * airdefense.def * */ anim ad_marine_dragged models/characters/marine/ad_marine_dragged.md5anim { frame 1 disableClip // frame 4,6,8,10,12,14,16,18,20,22 ai_attack base MG_muzzle_flash frame 4,6,10,12,18,20,22 ai_attack fromJoint MG_muzzle_flash frame 4,6,10,12,18,20,22 sound_weapon npc_machinegun_fire frame 4,6,10,12,18,20,22 fx fx_base_flash MG_muzzle_flash frame 2 sound snd_grunt_drag_1 frame 60 sound snd_grunt_drag_2 } anim ad_berserker_intro models/characters/marine/ad_berserker_intro.md5anim { frame 1 disableClip frame 14 call map_airdefense1::openSkewerDoors frame 8 sound_voice snd_call_player frame 33 sound_voice snd_skewer_scream frame 41 sound snd_bloody_body_fall frame 44 fx fx_bloody_hit chest frame 70 sound snd_body_fall frame 72 sound snd_bloody_body_fall } anim ad_pinned_down models/characters/marine/ad_pinned_down.md5anim { ai_no_look } anim ad_bidwell_wave models/characters/marine/ad_bidwell_wave.md5anim anim trench_fire models/characters/marine/trench_fire.md5anim anim roll_trench models/characters/marine/roll_trench.md5anim { frame 1 disableClip frame 8 enableClip } anim injured_arm models/characters/marine/injured_arm.md5anim anim remove_debris models/characters/marine/remove_debris.md5anim anim shielding models/characters/marine/shielding.md5anim /* UNREFERENCED anim ad_miller_death models/characters/marine/ad_miller_death.md5anim anim ad_miller_death_wchain models/characters/marine/ad_miller_death_wchain.md5anim */ anim ad_wounded_treated models/characters/marine/wounded_treated.md5anim anim ad_wounded_loop models/characters/marine/wounded_loop.md5anim anim ad_wave_over models/characters/marine/bld_b_morris_rescue.md5anim anim ad_crouch_popup_shoot models/characters/marine/crouch_right_popup.md5anim { frame 14,16,18,20,22,24,26,28,30,32,34 ai_attack fromJoint MG_muzzle_flash frame 14,16,18,20,22,24,26,28,30,32,34 sound_weapon npc_machinegun_fire frame 14,16,18,20,22,24,26,28,30,32,34 fx fx_base_flash MG_muzzle_flash } anim ad_fights_grunt_1 models/characters/marine/ad_fights_grunt_1.md5anim { frame 1 disableClip frame 16 sound generic_creature_fall_small frame 41,128 sound snd_ready_shotgun frame 42 fx fx_base_flash SG_muzzle_flash frame 42 sound_weapon snd_shotgun_fire frame 64,90,115 sound snd_gear frame 43 enableClip frame 62,107,116 footstep } anim ad_fights_grunt_2 models/characters/marine/ad_fights_grunt_2.md5anim { frame 3,107 sound snd_gear frame 15 footstep } anim ad_morris_intro models/characters/marine/ad_morris_intro.md5anim { ai_look_head_only } anim ad_miller models/characters/marine/ad_miller.md5anim // these were previously used for when kovitch could die. This is no longer being done // anim miller_shuffle models/characters/marine/miller_shuffle.md5anim // anim miller_talk_kovitch models/characters/marine/miller_talk_kovitch.md5anim // anim miller_talk_player models/characters/marine/miller_talk_player.md5anim anim ad_door_marine models/characters/marine/ad_door_marine.md5anim anim ad_door_marine_idle models/characters/marine/ad_door_marine_idle.md5anim anim ad_and_stimpack2b models/characters/marine/and_stimpack2b.md5anim { ai_no_look } anim ad_and_stimpack2b_loop models/characters/marine/and_stimpack2b_loop.md5anim { ai_no_look } anim ad_mhstrom_wounded_a models/characters/marine/mhstrom_wounded_a.md5anim anim ad_mhstrom_loop_a models/characters/marine/mhstrom_loop_a.md5anim anim ad_mhstrom_wounded_b models/characters/marine/mhstrom_wounded_b.md5anim anim ad_mhstrom_loop_b models/characters/marine/mhstrom_loop_b.md5anim anim ad_trench_fire models/characters/marine/ad_trench_fire.md5anim anim ad_cover_1 models/characters/marine/ad_cover_1.md5anim anim ad_cover_2 models/characters/marine/ad_cover2.md5anim /* UNREFERENCED anim ad_cover3_loop models/characters/marine/ad_cover3_loop.md5anim anim ad_cover3_guistart models/characters/marine/ad_cover3_guistart.md5anim anim ad_cover3_guiloop models/characters/marine/ad_cover3_guiloop.md5anim anim ad_cover3_guiend models/characters/marine/ad_cover3_guiend.md5anim */ // Copies of stuff from base marine anim ad_working_wall_panel models/characters/marine/working_wall_panel.md5anim { ai_look_head_only } anim ad_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim { ai_look_head_only } anim ad_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim anim ad_idle_scan_2 models/characters/marine/idle_scan_2.md5anim anim ad_idle_reclined_3 models/characters/marine/idle_reclined_3.md5anim { ai_look_head_only } anim ad_cowering_start models/characters/marine/cowering_start.md5anim anim ad_cowering_idle models/characters/marine/cowering_idle.md5anim anim ad_cowering_end models/characters/marine/cowering_end.md5anim anim ad_lay_loop_1a models/characters/marine/lay_loop_1a.md5anim { ai_no_look } anim ad_kneel_loop_1b models/characters/marine/kneel_loop_1b.md5anim { ai_look_head_only } anim ad_liftlegs_a models/characters/marine/liftlegs_a.md5anim { ai_no_look } anim ad_liftlegs_b models/characters/marine/liftlegs_b.md5anim { ai_no_look } anim ad_drag_loop_a models/characters/marine/drag_loop_a.md5anim { ai_no_look } anim ad_drag_loop_b models/characters/marine/drag_loop_b.md5anim { ai_look_head_only } anim ad_com_link_start models/characters/marine/com_link_start.md5anim { frame 27 sound snd_comm } anim ad_com_link_loop models/characters/marine/com_link_loop.md5anim anim ad_com_link_end models/characters/marine/com_link_end.md5anim anim ad_wrist_gui_2 models/characters/marine/wrist_gui_2.md5anim /*********************************************************************************************************************** * * airdefense_intro.def * */ anim ad_intro_bidwell_start models/characters/marine/intro_bidwell_start.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 80,84,93 footstep } anim ad_intro_bidwell_ramp models/characters/marine/intro_bidwell_ramp.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 6,90,176,185 footstep } anim ad_intro_cin_sprint1 models/characters/marine/intro_cin_sprint1.md5anim { frame 1 disableClip frame 1 disableGravity frame 7,14,22,30,38,45 footstep frame 54,62,70,78,86 footstep } anim ad_intro_cin_sprint2 models/characters/marine/intro_cin_sprint2.md5anim { frame 1 disableClip frame 1 disableGravity frame 8,14 footstep } anim ad_intro_cin_sprint3 models/characters/marine/intro_cin_sprint3.md5anim { frame 1 disableClip frame 1 disableGravity frame 2,10,18,26 footstep } anim ad_intro_cin_sprint4 models/characters/marine/intro_cin_sprint4.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint5 models/characters/marine/intro_cin_sprint5.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint6 models/characters/marine/intro_cin_sprint6.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint7 models/characters/marine/intro_cin_sprint7.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint8 models/characters/marine/intro_cin_sprint8.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint9 models/characters/marine/intro_cin_sprint9.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint10 models/characters/marine/intro_cin_sprint10.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint11 models/characters/marine/intro_cin_sprint11.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint12 models/characters/marine/intro_cin_sprint12.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint13 models/characters/marine/intro_cin_sprint13.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint14 models/characters/marine/intro_cin_sprint14.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_sprint15 models/characters/marine/intro_cin_sprint15.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_bidwell_sits models/characters/marine/intro_cin_bidwell_sits.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_anderson models/characters/marine/intro_cin_idle_anderson.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_morris models/characters/marine/intro_cin_idle_morris.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_sledge models/characters/marine/intro_cin_idle_sledge.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_strauss models/characters/marine/intro_cin_idle_strauss.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_kane models/characters/marine/intro_cin_idle_kane.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_cortez models/characters/marine/intro_cin_idle_cortez.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_rhodes models/characters/marine/intro_cin_idle_rhodes.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_bidwell models/characters/marine/intro_cin_idle_bidwell.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_anderson_second models/characters/marine/intro_cin_idle_anderson_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_morris_second models/characters/marine/intro_cin_idle_morris_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_sledge_second models/characters/marine/intro_cin_idle_sledge_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_strauss_second models/characters/marine/intro_cin_idle_strauss_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_kane_second models/characters/marine/intro_cin_idle_kane_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_cortez_second models/characters/marine/intro_cin_idle_cortez_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_rhodes_second models/characters/marine/intro_cin_idle_rhodes_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_idle_bidwell_second models/characters/marine/intro_cin_idle_bidwell_second.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_cortez_start models/characters/marine/intro_cin_cortez_start.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_rhodes_start models/characters/marine/intro_cin_rhodes_start.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_rhodes_talks models/characters/marine/intro_rhodes_talks.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim ad_intro_kane_shake1 models/characters/marine/intro_kane_shake1.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cortez_shake1 models/characters/marine/intro_cortez_shake1.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_morris_talks models/characters/marine/intro_cin_morris_talks.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_strauss_talks models/characters/marine/intro_cin_strauss_talks.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_bidwell_talks models/characters/marine/intro_cin_bidwell_talks.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_strauss_scolded models/characters/marine/intro_cin_strauss_scolded.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_voss_talks2 models/characters/marine/intro_cin_voss_talks2.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_voss_enters models/characters/marine/intro_cin_voss_enters.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 20,40 footstep } anim ad_intro_morris_rocked models/characters/marine/intro_morris_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_anderson_rocked models/characters/marine/intro_anderson_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_sledge_rocked models/characters/marine/intro_sledge_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_strauss_rocked models/characters/marine/intro_strauss_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_kane_rocked models/characters/marine/intro_kane_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cortez_rocked models/characters/marine/intro_cortez_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_rhodes_rocked models/characters/marine/intro_rhodes_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_bidwell_rocked models/characters/marine/intro_bidwell_rocked.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_run1 models/characters/marine/ad_intro_run1.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_run2 models/characters/marine/ad_intro_run2.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_run3 models/characters/marine/ad_intro_run3.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_run4 models/characters/marine/ad_intro_run4.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_shooting models/characters/marine/ad_intro_shooting.md5anim { frame 1 disableClip frame 1 disableGravity frame 26,28,30,33,35,39 ai_attack fromJoint MG_muzzle_flash frame 26,28,30,33,35,39 sound_weapon npc_machinegun_fire frame 26,28,30,33,35,39 fx fx_base_flash MG_muzzle_flash } anim ad_intro_command models/characters/marine/ad_intro_command.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_getup models/characters/marine/ad_intro_getup.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 84 enableClip frame 85 call map_airdefense1::cinNailed frame 86 disableClip // chest blast frame 91 call map_airdefense1::cinNailedFx frame 91 fx fx_gib chest } anim ad_intro_rhodes_idle models/characters/marine/intro_rhodes_idle.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_cortez_idle models/characters/marine/intro_cortez_idle.md5anim { frame 1 disableClip frame 1 disableGravity } anim ad_intro_kane_stare models/characters/marine/intro_kane_stare.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim ad_intro_cin_cam_guy models/characters/marine/intro_cin_cam_guy.md5anim { frame 1 disableClip frame 1 disableGravity frame 5 trigger cinematic_music // frame 1 trigger cinematic_sfx frame 499 call map_airdefense_intro::burnShips frame 500 call map_airdefense_intro::showCorporateLogos frame 500 trigger spkr_cine_intro_logo1 frame 632 trigger spkr_cine_intro_logo2 frame 764 trigger spkr_cine_intro_logo4 // frame 896 trigger spkr_cine_intro_logo4 frame 980 call map_airdefense_intro::showLogo frame 980 trigger spkr_cine_intro_logo_main frame 1090 call map_airdefense_intro::removeParts frame 1097 trigger env_destroyer_1 frame 1200 trigger env_destroyer_lod_1 frame 1287 call map_airdefense_intro::startFxAnims_1 frame 1500 trigger spkr_rc_1 frame 1568 call map_airdefense_intro::animSwitch_1 frame 1571 call map_airdefense_intro::animSwitch_2 // door opens frame 1576 trigger func_door_250 frame 1661 call map_airdefense_intro::animSwitch_3 frame 1663 call map_airdefense_intro::animSwitch_4 frame 1686 trigger spkr_rc_2 frame 1696 call map_airdefense_intro::animSwitch_5 frame 1733 call map_airdefense_intro::bidwellSpeak_2 // door closes frame 1760 trigger func_door_250 frame 1792 call map_airdefense_intro::bidwellSpeak_3 frame 1818 call map_airdefense_intro::dropshipClose frame 1920 call map_airdefense_intro::bidwellSits frame 2008 call map_airdefense_intro::dropshipTakeOff frame 2120 call map_airdefense_intro::dropshipExit frame 2720 call map_airdefense_intro::startFxAnims_2 frame 2301 call map_airdefense_intro::dropshipInterior_1 frame 2338 call map_airdefense_intro::rhodesSpeak_1 frame 2430 call map_airdefense_intro::rhodesSpeak_2 frame 2459 call map_airdefense_intro::morrisTalk frame 2488 call map_airdefense_intro::kaneStares frame 2500 trigger spkr_boom_2 frame 2520 call map_airdefense_intro::everyoneElseSecond frame 2523 call map_airdefense_intro::straussTalk frame 2573 call map_airdefense_intro::bidwellSpeak_4 frame 2588 call map_airdefense_intro::bidwellSpeak_4_vo frame 2595 call map_airdefense_intro::straussKaneSecond frame 2600 call map_airdefense_intro::vossEnters frame 2616 call map_airdefense_intro::bidwellSecond frame 2669 call map_airdefense_intro::vossSpeak_1 frame 2693 call map_airdefense_intro::vossSpeak_2 frame 2848 call map_airdefense_intro::vossSpeak_3 frame 3085 trigger spkr_boom_3 frame 3086 trigger spkr_rc_4 frame 3088 call map_airdefense_intro::squadRocked frame 3094 call map_airdefense_intro::quickBlackout frame 3096 call map_airdefense1::startRocketChase frame 3422 call map_airdefense1::instantCinBlackout // SFX sounds frame 530 sound snd_cine_intro_frame_530 frame 534 sound snd_cine_intro_frame_534 frame 566 sound snd_cine_intro_frame_566 frame 715 sound snd_cine_intro_frame_715 frame 820 sound snd_cine_intro_frame_820 frame 884 sound snd_cine_intro_frame_884 frame 1076 sound snd_cine_intro_frame_1076 frame 1094 sound snd_cine_intro_frame_1094 frame 1504 sound snd_cine_intro_frame_1504 frame 1560 sound snd_cine_intro_frame_1560 frame 1575 sound snd_cine_intro_frame_1575 frame 1604 sound snd_cine_intro_frame_1604 frame 1643 sound snd_cine_intro_frame_1643 frame 1660 sound snd_cine_intro_frame_1660 frame 1819 sound snd_cine_intro_frame_1819 frame 1852 sound snd_cine_intro_frame_1852 frame 1916 sound snd_cine_intro_frame_1916 frame 1961 sound snd_cine_intro_frame_1961 frame 1963 sound snd_cine_intro_frame_1963 frame 2039 sound snd_cine_intro_frame_2039 frame 2135 sound snd_cine_intro_frame_2135 frame 2150 sound snd_cine_intro_frame_2150 frame 2230 sound snd_cine_intro_frame_2230 frame 3092 sound snd_cine_intro_frame_3092 frame 3150 sound snd_cine_intro_frame_3150 frame 3188 sound snd_cine_intro_frame_3188 frame 3290 sound snd_cine_intro_frame_3290 frame 3381 sound snd_cine_intro_frame_3381 frame 3419 sound snd_cine_intro_frame_3419 // NOTE: why the heck are these ~24 frames earlier than they seem like they should be?? frame 3640 call map_airdefense1::callLevelStart frame 3722 call map_airdefense1::introCommand frame 3764 call map_airdefense1::introRun1 frame 3973 call map_airdefense1::introShooting frame 3976 call map_airdefense1::introRun2 frame 4040 call map_airdefense1::introRun3 frame 4035 call map_airdefense1::introRun4 frame 4043 call map_airdefense1::getUp frame 4085 call map_airdefense1::cinGetUpVO frame 3496,3830,4130 call map_airdefense1::doHeartbeatSound frame 3877,4174 call map_airdefense1::instantCinBlackout frame 3641,3935,4235 call map_airdefense1::cinFadeBackIn } /*********************************************************************************************************************** * * building_b.def * */ anim bld_b_shellshocked_talk models/characters/marine/bld_b_shellshocked_talk.md5anim anim bld_b_shellshocked models/characters/marine/bld_b_shellshocked.md5anim /* UNREFERENCED anim bld_b_morris_rescue models/characters/marine/bld_b_morris_rescue.md5anim */ anim bld_b_conversation_01 models/characters/marine/conversation_01.md5anim { frame 1 speak lipsync_vo_1_2_8_10_1 } /* UNREFERENCED anim bld_b_comm_link models/characters/marine/bld_b_comm_link.md5anim { frame 1 disableGravity frame 100 disableClip frame 128 speak lipsync_vo_1_1_5_0001 }*/ anim bld_b_marine_entrance_L models/characters/marine/bld_b_marine_entrance_L.md5anim { frame 45 speak lipsync_vo_1_1_1_0001 } /* UNREFERENCED anim bld_b_marine_entrance_M models/characters/marine/bld_b_marine_entrance_M.md5anim { frame 35 speak lipsync_vo_1_1_1_0001 } */ /* UNREFERENCED anim bld_b_marine_entrance_S models/characters/marine/bld_b_marine_entrance_S.md5anim { frame 205 speak lipsync_vo_1_1_1_0001 } */ anim bld_b_third_room2 models/characters/marine/bld_b_third_room2.md5anim anim bld_b_third_room3 models/characters/marine/bld_b_third_room3.md5anim anim bld_b_third_room_sarge models/characters/marine/bld_b_third_room_sarge.md5anim { frame 24 speak lipsync_vo_1_1_4_0003 frame 120 speak lipsync_vo_1_1_4_0004 } anim bld_b_defense_grid models/characters/marine/bld_b_defense_grid.md5anim { frame 45 speak lipsync_vo_1_1_6_0001 } /* UNREFERENCED anim bld_b_soldier1 models/characters/marine/bld_b_soldier1.md5anim anim bld_b_soldier2 models/characters/marine/bld_b_soldier2.md5anim anim bld_b_soldier3 models/characters/marine/bld_b_soldier3.md5anim */ anim bld_b_dragged models/characters/marine/bld_b_dragged.md5anim { frame 1 disableClip frame 1 disableGravity frame 6,16,26,36,45,56,86,92,110 sound npc_gear_movement frame 50 sound vo_marine_dragged } anim bld_b_gui_guy_loop models/characters/marine/bld_b_gui_guy_loop.md5anim /* UNREFERENCED anim bld_b_gui_guy_wave models/characters/marine/bld_b_gui_guy_wave.md5anim */ anim bld_b_lights_out1 models/characters/marine/bld_b_lights_out1.md5anim { frame 80 speak lipsync_vo_1_1_12_0001 } anim bld_b_lights_out2 models/characters/marine/bld_b_lights_out2.md5anim { frame 130 speak lipsync_vo_1_1_12_0002 frame 230 speak lipsync_vo_1_1_12_0004 } anim bld_b_lights_out3 models/characters/marine/bld_b_lights_out3.md5anim { frame 200 speak lipsync_vo_1_1_12_0003 frame 250 speak lipsync_vo_1_1_12_0005 frame 300 speak lipsync_vo_1_1_12_0006 } anim bld_b_startled_gnt_button models/characters/marine/bld_b_startled_gnt.md5anim { frame 168 speak lipsync_vo_1_1_3_0003 } anim bld_b_startled_gnt2 models/characters/marine/bld_b_startled_gnt2.md5anim { frame 50 speak lipsync_vo_1_1_3_0002 frame 200 speak lipsync_vo_1_1_3_0004 } /* UNREFERENCED anim bld_b_idle_weapon_3_loop models/characters/marine/idle_weapon_3_loop.md5anim { frame 1 disableGravity frame 1 disableClip } */ anim bld_b_smashed_againt_glass models/characters/marine/bld_b_smashed_againt_glass.md5anim { frame 1 disableGravity frame 1 disableClip frame 51,57 sound generic_glass_tap frame 75 speak lipsync_vo_1_1_11_0001 // frame 75 speak lipsync_grid_down frame 207 sound buildingB_marine_death_glass frame 211 sound generic_music_stinger frame 212 sound npc_bodyfall } anim bld_b_tackled_by_grnt models/characters/marine/bld_b_tackled_by_grnt.md5anim { frame 358 sound snd_synth_low frame 700 disableGravity frame 700 disableClip // frame 693 call map_building_b::Weld_guard frame 693 trigger monster_grunt_3 frame 692 call map_building_b::testPrint frame 718,724,728,732 fx fx_base_attack_flash MG_muzzle_flash frame 731 sound npc_bodyfall frame 734 sound buildingB_various_marinedeath } anim bld_b_wounded_marine_loop_a models/characters/marine/bld_b_wounded_marine_loop_a.md5anim { frame 1 disableClip frame 1 disableGravity } anim bld_b_wounded_marine_reaching models/characters/marine/bld_b_wounded_marine_reaching.md5anim { frame 1 disableClip frame 1 disableGravity frame 1 speak lipsync_vo_1_1_2_0001 } anim bld_b_wounded_marine_loop_b models/characters/marine/bld_b_wounded_marine_loop_b.md5anim { frame 1 disableClip frame 1 disableGravity } anim bld_b_gun_jam models/characters/marine/bld_b_gun_jam.md5anim { rate 1.5 // frame 20,24,28,32,36,40,44,48,50,54 fx fx_base_attack_flash MG_muzzle_flash // frame 100,106,112,114,115,116,117,118 fx fx_base_attack_flash MG_muzzle_flash //jammage frame 116,118,120 sound weapon_machinegun_clipin frame 144 sound weapon_machinegun_clipout frame 148 sound weapon_machinegun_bolt // frame 180,184,188,192,196,200 fx fx_base_attack_flash MG_muzzle_flash // frame 204,208,212,216,218,220,222,224,226 fx fx_base_attack_flash MG_muzzle_flash // frame 228,230,232,234,236,238 fx fx_base_attack_flash MG_muzzle_flash // frame 236 call "map_building_b::rail_shot" } anim bld_b_over_here models/characters/marine/bld_b_over_here.md5anim { frame 6 sound snd_jones_001_overhere } anim bld_b_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim bld_b_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } // Adding scripted anims from base char_marine: anim bld_b_idle_stretching_1 models/characters/marine/idle_stretching_1.md5anim anim bld_b_idle_stretching_2 models/characters/marine/idle_stretching_2.md5anim anim bld_b_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim anim bld_b_weapon_check_1 models/characters/marine/weapon_check_1.md5anim { frame 37,53 sound snd_gear } anim bld_b_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } anim bld_b_weapon_check_3 models/characters/marine/weapon_check_3.md5anim { ai_no_look frame 14,78 sound snd_gear } anim bld_b_aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim anim bld_b_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim /*********************************************************************************************************************** * * convoy1.def * */ anim cnvy1_sarge_briefing_7 models/characters/marine/sarge_briefing_7.md5anim { ai_look_head_only // frame 1 disableClip } // Sitting ----------------------------------------------------------------------------------------- anim cnvy1_idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim { ai_no_look } // Working @ console ----------------------------------------------------------------------------------------- anim cnvy1_console_idle models/characters/marine/console_idle.md5anim { ai_look_head_only } // Kneeling/Working ----------------------------------------------------------------------------------------- anim cnvy1_working_wall_panel models/characters/marine/working_wall_panel.md5anim { ai_look_head_only } anim cnvy1_working_wall_panel_2 models/characters/marine/working_wall_panel_2.md5anim { ai_look_head_only } anim cnvy1_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim { ai_look_head_only } // Snappy Aims ----------------------------------------------------------------------------------------- anim cnvy1_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim // Weapon Checks ----------------------------------------------------------------------------------------- anim cnvy1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } anim cnvy1_weapon_check_3 models/characters/marine/weapon_check_3.md5anim { ai_no_look frame 14,78 sound snd_gear } // Rhodes defusing stuff ------------------------------------------------------------------------------- anim cnvy1_medic_treating models/characters/marine/medic_treating.md5anim { ai_look_head_only } /*********************************************************************************************************************** * * dispersal.def * */ //Anim doesn't exist in q4, yet its referenced by dispersal.def // anim dispersal_acid_torture models/characters/marine/dispersal_acid_torture.md5anim /*********************************************************************************************************************** * * hangar.def * */ // Player for intro ----------------------------------------------------------------------------------------- anim hg1_gun_intro_walk models/characters/marine/gun_intro_walk.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } // Stretch for Mahler ----------------------------------------------------------------------------------------- anim hg1_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim { rate 1.25 } // Mahler accosts the glass --------------------------------------------------------------------------------- anim hg1_mahler_glass models/characters/marine/hub_mahler_glass.md5anim { ai_no_look frame 4,42,99 sound snd_gear frame 59,93 sound snd_glass_tap2 frame 151 sound snd_gun_ready //frame 166,169,172 sound snd_gun //frame 166,169,172 ai_attack muzzledir MG_muzzle_flash frame 163,165,167 sound snd_gun frame 163,165,167 ai_attack muzzledir MG_muzzle_flash frame 163,165,167 fx fx_base_flash MG_muzzle_flash frame 170 sound snd_casing } // Wrist Comm ------------------------------------------------------------------------------------------------- anim hg1_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim hg1_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } // Weapon check ----------------------------------------------------------------------------------------- anim hg1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } // GUI interaction ----------------------------------------------------------------------------------------- anim hg1_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim { ai_look_head_only } anim hg1_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim { ai_look_head_only frame 1,5,7,9,13,19,25 sound snd_console } anim hg1_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim { ai_look_head_only } // Console interaction ----------------------------------------------------------------------------------------- anim hg1_console_stand_start models/characters/marine/console_stand_start.md5anim anim hg1_console_stand_loop models/characters/marine/console_stand_loop.md5anim anim hg1_console_stand_end models/characters/marine/console_stand_end.md5anim // Hand over the goods! ----------------------------------------------------------------------------------------- anim hg1_player_gift_start models/characters/marine/player_gift_start.md5anim anim hg1_player_gift_loop models/characters/marine/player_gift_loop.md5anim anim hg1_player_gift_end models/characters/marine/player_gift_end.md5anim anim hg1_player_gift2_start models/characters/marine/player_gift2_start.md5anim anim hg1_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim anim hg1_player_gift2_end models/characters/marine/player_gift2_end.md5anim // Scripted Stands/Crouches-------------------------------------------------------------------------------------- anim hg1_crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim anim hg1_stand_to_crouch_scripted models/characters/marine/drop_to_knee.md5anim /*********************************************************************************************************************** * * hangar2.def * */ // Snappy aim anims ----------------------------------------------------------------------------------------- anim hg2_aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim anim hg2_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim // Scanning anims ----------------------------------------------------------------------------------------- anim hg2_idle_scan_1 models/characters/marine/idle_scan_1.md5anim anim hg2_idle_scan_2 models/characters/marine/idle_scan_2.md5anim anim hg2_idle_scan_3 models/characters/marine/idle_scan_3.md5anim // Weapon Check anims ----------------------------------------------------------------------------------------- anim hg2_weapon_check_1 models/characters/marine/weapon_check_1.md5anim { frame 37,53 sound snd_gear } anim hg2_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } anim hg2_weapon_check_3 models/characters/marine/weapon_check_3.md5anim { ai_no_look frame 14,78 sound snd_gear } // Scripted Stands/Crouches --------------------------------------------------------------------------------- anim hg2_crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim anim hg2_stand_to_crouch_scripted models/characters/marine/drop_to_knee.md5anim // Using a console ----------------------------------------------------------------------------------------- anim hg2_console_stand_start models/characters/marine/console_stand_start.md5anim anim hg2_console_stand_loop models/characters/marine/console_stand_loop.md5anim //anim hg2_console_stand_end models/characters/marine/console_stand_end.md5anim // Wrist Comm ------------------------------------------------------------------------------------------------- anim hg2_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim hg2_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } /*********************************************************************************************************************** * * hub1.def * *********************************************************************************************************************/ anim hub1_elev_1 models/characters/marine/Hub_elev_1.md5anim anim hub1_elev_2 models/characters/marine/Hub_elev_2.md5anim anim hub1_elev_3 models/characters/marine/Hub_elev_3.md5anim anim hub1_scan_1 models/characters/marine/Hub_scan_1.md5anim anim hub1_scan_3 models/characters/marine/Hub_scan_3.md5anim anim hub1_scan_4 models/characters/marine/Hub_scan_4.md5anim anim hub1_scan_5 models/characters/marine/Hub_scan_5.md5anim anim hub1_scan_6 models/characters/marine/Hub_scan_6.md5anim /* { frame 4,42,99 sound snd_gear frame 18,53 sound snd_glass_tap frame 107 sound snd_gun_ready frame 128,132,137 sound snd_gun frame 135 sound snd_casing } */ anim hub1_bidwell_idle_emp models/characters/marine/hub1_bidwell_idle_emp.md5anim { ai_no_look } anim hub1_bidwell_emp models/characters/marine/hub1_bidwell_emp.md5anim { ai_no_look ai_no_turn frame 322 fx fx_gut_hit chest frame 322 fx fx_smear chest frame 30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66, 69, 72, 75, 78, 81, 84 fx fx_base_flash MG_muzzle_flash frame 87, 90, 93, 96, 99, 102, 105, 108, 111, 114, 117, 120, 123, 126, 129, 132 fx fx_base_flash MG_muzzle_flash frame 135, 138, 141, 144, 147, 150, 153, 156, 159 fx fx_base_flash MG_muzzle_flash frame 195, 198, 201, 204, 207, 210, 213, 216, 219, 222, 225, 227 fx fx_base_flash MG_muzzle_flash frame 250, 253, 256, 259, 262, 265, 268, 271, 274, 277, 280, 283, 286, 289, 292 fx fx_base_flash MG_muzzle_flash frame 295, 298, 301, 304, 307, 310, 314 fx fx_base_flash MG_muzzle_flash frame 30, 33, 39, 43, 45, 48, 51, 57, 59, 63, 67, 69, 71, 75, 78, 82, 84 sound snd_gun frame 87, 91, 93, 99, 103, 105, 108, 112, 114, 118, 120, 123, 127, 129, 132 sound snd_gun frame 135, 139, 144, 148, 150, 153, 155, 159 sound snd_gun frame 195, 199, 201, 204, 211, 213, 216, 219, 223, 225, 227 sound snd_gun frame 250, 252, 256, 259, 262, 265, 268, 271, 274, 281, 283, 286, 288, 292 sound snd_gun frame 294, 298, 302, 304, 307, 310, 314 sound snd_gun frame 315 disableClip frame 315 disableGravity frame 386 enableClip frame 386 enableGravity frame 321 call map_hub1::attackBidwellBlood } anim hub1_bidwell_death models/characters/marine/hub1_bidwell_death.md5anim { ai_no_look } anim hub1_morris_emp models/characters/marine/hub1_morris_emp.md5anim { ai_no_look frame 58, 61, 64, 67, 70, 73, 76, 79, 82, 85, 88, 91, 94, 97, 100, 103, 106 fx fx_base_flash MG_muzzle_flash frame 109, 111, 114 fx fx_base_flash MG_muzzle_flash frame 156, 159, 161, 164, 167, 170, 173, 176, 179, 182, 185, 188, 191, 194 fx fx_base_flash MG_muzzle_flash frame 197, 200, 204 fx fx_base_flash MG_muzzle_flash frame 238, 241, 244, 247, 250, 253, 256, 259, 262, 265, 268, 271, 274, 277 fx fx_base_flash MG_muzzle_flash frame 280, 283, 286, 289, 292, 295, 298, 301, 304, 307, 310, 313, 316, 319 fx fx_base_flash MG_muzzle_flash frame 322, 326 fx fx_base_flash MG_muzzle_flash frame 390, 393, 396, 399, 402, 405, 408, 411, 414, 417, 420, 423, 426, 429 fx fx_base_flash MG_muzzle_flash frame 432, 435, 438, 441, 444, 447, 450, 454 fx fx_base_flash MG_muzzle_flash frame 480, 483, 486, 489, 492, 495, 498, 501, 504, 507, 510, 513, 516, 519 fx fx_base_flash MG_muzzle_flash frame 522, 524, 527, 530, 533, 536 fx fx_base_flash MG_muzzle_flash frame 58, 61, 63, 67, 70, 76, 79, 82, 85, 88, 90, 94, 97, 101, 103, 107 sound snd_gun frame 109, 112, 114 sound snd_gun frame 156, 159, 162, 167, 170, 173, 175, 179, 182, 185, 189, 191, 194 sound snd_gun frame 197, 200, 204 sound snd_gun frame 238, 241, 244, 246, 250, 256, 259, 262, 265, 268, 271, 274, 277 sound snd_gun frame 280, 283, 286, 289, 292, 295, 298, 301, 305, 310, 313, 317, 319 sound snd_gun frame 323, 326 sound snd_gun frame 390, 393, 396, 399, 402, 405, 408, 411, 414, 418, 420, 423, 426, 429 sound snd_gun frame 430, 435, 438, 445, 447, 450, 454 sound snd_gun frame 480, 483, 486, 489, 492, 495, 498, 501, 504, 507, 510, 517, 519 sound snd_gun frame 522, 524, 528, 530, 533, 536 sound snd_gun } anim hub1_morris_idle_emp models/characters/marine/hub1_morris_idle_emp.md5anim { ai_no_look } anim hub1_morris_mourn_start models/characters/marine/hub1_morris_mourn_start.md5anim { ai_no_look } anim hub1_morris_mourn_loop models/characters/marine/hub1_morris_mourn_loop.md5anim { ai_no_look } anim hub1_voss_idle_emp models/characters/marine/hub1_voss_idle_emp.md5anim { ai_no_look } anim hub1_voss_emp models/characters/marine/hub1_voss_emp.md5anim { ai_no_look frame 100, 103, 106, 109, 112, 115, 118, 121, 124, 127, 130, 133, 136, 139, 141, 144, 147, 150, 153, 156 fx fx_base_flash MG_muzzle_flash frame 159, 161, 164, 167, 170, 173, 176, 179, 181, 184, 187, 190, 193 fx fx_base_flash MG_muzzle_flash frame 223, 226, 229, 231, 234, 237, 240, 243, 246, 249, 251, 254, 257, 260, 263, 266, 269, 271, 274, 277, 280 fx fx_base_flash MG_muzzle_flash frame 283, 286, 289, 291, 294, 297, 301, 304, 307, 310, 313, 316, 319, 321, 324, 327, 330, 333, 336, 339, 341 fx fx_base_flash MG_muzzle_flash frame 344, 347, 350, 353, 356, 359, 361, 364, 367, 370, 373, 376, 379, 381, 384, 387, 390, 393, 396, 399, 401 fx fx_base_flash MG_muzzle_flash frame 404, 407, 410, 413, 416, 419, 421, 424, 427, 430, 433, 436, 439, 441, 444, 447, 450, 453, 456, 459, 461 fx fx_base_flash MG_muzzle_flash frame 464, 467, 470, 473, 476, 479, 481, 484, 487, 490, 493, 496, 499 fx fx_base_flash MG_muzzle_flash frame 100, 102, 107, 109, 111, 116, 117, 122, 126, 131, 134, 137, 139, 140, 145, 147, 149, 154, 156 sound snd_gun frame 159, 161, 164, 166, 171, 173, 176, 178, 182, 184, 193 sound snd_gun frame 223, 227, 229, 230, 235, 237, 240, 243, 245, 250, 251, 254, 257, 261, 263, 266, 269, 273, 277, 280 sound snd_gun frame 282, 287, 292, 294, 297, 302, 306, 311, 313, 316, 321, 324, 327, 331, 333, 336, 338, 342 sound snd_gun frame 344, 348, 350, 354, 356, 358, 362, 363, 368, 370, 373, 376, 379, 380, 385, 390, 393, 397, 399, 401 sound snd_gun frame 404, 406, 411, 413, 419, 426, 428, 430, 433, 436, 438, 442, 444, 447, 450, 452, 457, 459, 461 sound snd_gun frame 464, 471, 473, 475, 479, 481, 484, 488, 490, 496, 499 sound snd_gun } anim hub1_voss_mourn_start models/characters/marine/hub1_voss_mourn_start.md5anim { ai_no_look } anim hub1_voss_mourn_loop models/characters/marine/hub1_voss_mourn_loop.md5anim { ai_no_look } anim hub1_voss_mourn_end models/characters/marine/hub1_voss_mourn_end.md5anim { //anim_turn ai_no_look } anim hub1_voss_com_start models/characters/marine/hub1_voss_com_start.md5anim { ai_no_look frame 25 sound snd_comm } anim hub1_voss_com_loop models/characters/marine/hub1_voss_com_loop.md5anim { ai_no_look } anim hub1_voss_com_end models/characters/marine/hub1_voss_com_end.md5anim { ai_no_look } anim hub1_voss_grate models/characters/marine/hub1_voss_grate.md5anim { ai_no_look } anim console_stand_start models/characters/marine/console_stand_start.md5anim anim console_stand_loop models/characters/marine/console_stand_loop.md5anim anim console_stand_end models/characters/marine/console_stand_end.md5anim anim console_idle models/characters/marine/console_idle.md5anim { ai_look_head_only } anim hub1_tech_idle_emp models/characters/marine/hub1_tech_idle_emp.md5anim { ai_no_look } anim hub1_tech_emp models/characters/marine/hub1_tech_emp.md5anim { ai_no_look } anim hub1_weld_loop models/characters/marine/weld_loop.md5anim { ai_no_look } anim hub1_weld_loop_short models/characters/marine/weld_loop_short.md5anim { ai_no_look } anim hub1_wrist_gui_2 models/characters/marine/wrist_gui_2.md5anim anim hub1_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim hub1_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } /** * * hub2.def * */ anim hub2_console_idle models/characters/marine/console_idle.md5anim { ai_look_head_only } anim hub2_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim { ai_look_head_only } anim hub2_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim { ai_look_head_only } anim hub2_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim { ai_look_head_only } anim hub2_console_stand_start models/characters/marine/console_stand_start.md5anim anim hub2_console_stand_loop models/characters/marine/console_stand_loop.md5anim anim hub2_console_stand_end models/characters/marine/console_stand_end.md5anim /*********************************************************************************************************************** * * mcc_1.def */ anim mcc1_weld_loop models/characters/marine/weld_loop.md5anim { ai_no_look } anim mcc1_weld_loop_short models/characters/marine/weld_loop_short.md5anim { ai_no_look } anim mcc1_at_attention_start models/characters/marine/at_attention_start.md5anim anim mcc1_at_attention_end models/characters/marine/at_attention_end.md5anim //anim weaponless_point_left models/characters/marine/weaponless_point_left.md5anim anim mcc1_weapon_check_1 models/characters/marine/weapon_check_1.md5anim { frame 37,53 sound snd_gear } anim mcc1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } anim mcc1_weapon_check_3 models/characters/marine/weapon_check_3.md5anim { ai_no_look frame 14,78 sound snd_gear } anim mcc1_thinking models/characters/doctor/thinking.md5anim anim mcc1_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim { frame 1,10,18,29,37 sound npc_gui_button } anim mcc1_looking_down_gui_2 models/characters/marine/looking_down_gui_2.md5anim anim mcc1_looking_down_gui_3 models/characters/marine/looking_down_gui_3.md5anim { frame 88,110,117 sound npc_gui_button } anim mcc1_working_on_knee models/characters/marine/working_on_knee.md5anim anim mcc1_working_wall_panel models/characters/marine/working_wall_panel.md5anim { ai_no_look } anim mcc1_working_wall_panel_2 models/characters/marine/working_wall_panel_2.md5anim { ai_no_look } anim mcc1_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim { ai_no_look } anim mcc1_drop_pod_inview models/characters/marine/drop_pod_inview.md5anim { frame 1 disableClip } anim mcc1_aim_snappy_1_fast models/characters/marine/m_stand_aim_snappy_1.md5anim { rate 1.5 } anim mcc1_ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim { ai_look_head_only } anim mcc1_ad_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim { ai_no_look } anim mcc1_idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim { //ai_no_look ai_look_head_only } anim mcc1_idle_reclined_2 models/characters/marine/idle_reclined_2.md5anim { ai_look_head_only } anim mcc1_idle_reclined_5 models/characters/marine/idle_reclined_5.md5anim { ai_look_head_only } anim mcc1_idle_drinking_1 models/characters/marine/idle_drinking_1.md5anim anim mcc1_idle_checks_time models/characters/marine/idle_checks_time.md5anim anim mcc1_idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim anim mcc1_weaponless_point_left models/characters/marine/weaponless_point_left.md5anim anim mcc1_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim anim mcc1_player_gift_start models/characters/marine/player_gift_start.md5anim anim mcc1_player_gift_loop models/characters/marine/player_gift_loop.md5anim anim mcc1_player_gift_end models/characters/marine/player_gift_end.md5anim anim mcc1_player_gift2_start models/characters/marine/player_gift2_start.md5anim anim mcc1_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim anim mcc1_player_gift2_end models/characters/marine/player_gift2_end.md5anim //merging doctor anims anim mcc1_deepthought_bentover_1 models/characters/doctor/deepthought_bentover_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc1_deepthought_bentover_1_slow models/characters/doctor/deepthought_bentover_1.md5anim { rate .5 frame 1 disableClip frame 1 disableGravity } anim mcc1_operating_loopable_1 models/characters/doctor/operating_loopable_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc1_operating_loopable_2 models/characters/doctor/operating_loopable_2.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc1_operating_loopable_3 models/characters/doctor/operating_loopable_3.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc1_walking_tablegui_1 models/characters/doctor/walking_tablegui_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc1_idle_against_wall models/characters/marine/idle_against_wall.md5anim { ai_look_head_only } anim mcc1_up_from_chair models/characters/marine/mcc1_up_from_chair.md5anim { frame 34 sound mcc_chair_movement } anim mcc1_d_chamber_loop models/characters/marine/mcc1_d_chamber_loop.md5anim { ai_look_head_only } anim mcc1_d_chamber_action models/characters/marine/mcc1_d_chamber_action.md5anim { ai_look_head_only } /*********************************************************************************************************************** * * mcc_2.def */ anim mcc2_weld_loop models/characters/marine/weld_loop.md5anim { ai_no_look } anim mcc2_weld_loop_short models/characters/marine/weld_loop_short.md5anim { ai_no_look } anim mcc2_at_attention_start models/characters/marine/at_attention_start.md5anim anim mcc2_at_attention_end models/characters/marine/at_attention_end.md5anim //anim mcc2_weaponless_point_left models/characters/marine/weaponless_point_left.md5anim anim mcc2_weapon_check_1 models/characters/marine/weapon_check_1.md5anim { frame 37,53 sound snd_gear } anim mcc2_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } anim mcc2_weapon_check_3 models/characters/marine/weapon_check_3.md5anim { ai_no_look frame 14,78 sound snd_gear } anim mcc2_thinking models/characters/doctor/thinking.md5anim anim mcc2_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim { frame 1,10,18,29,37 sound npc_gui_button } anim mcc2_looking_down_gui_2 models/characters/marine/looking_down_gui_2.md5anim anim mcc2_looking_down_gui_3 models/characters/marine/looking_down_gui_3.md5anim { frame 88,110,117 sound npc_gui_button } anim mcc2_working_on_knee models/characters/marine/working_on_knee.md5anim anim mcc2_working_wall_panel models/characters/marine/working_wall_panel.md5anim { ai_no_look } anim mcc2_working_wall_panel_2 models/characters/marine/working_wall_panel_2.md5anim { ai_no_look } anim mcc2_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim { ai_no_look } anim mcc2_onbackworking_Nick_work models/characters/marine/onbackworking_Nick_work.md5anim { frame 1 disableClip } anim mcc2_onbackworking_Nick_spark models/characters/marine/onbackworking_Nick_spark.md5anim { frame 1 disableClip frame 1 fx fx_spark l_wrist } anim mcc2_onbackworking_Zack_work models/characters/marine/onbackworking_Zack_work.md5anim { ai_look_head_only } anim mcc2_onbackworking_Zack_spark models/characters/marine/onbackworking_Zack_spark.md5anim { ai_look_head_only } anim mcc2_onbackworking_Zack_work_idle models/characters/marine/onbackworking_Zack_work_idle.md5anim { ai_look_head_only } anim mcc2_lugging_crate_front models/characters/marine/lugging_crate_front.md5anim anim mcc2_lugging_crate_rear models/characters/marine/lugging_crate_rear.md5anim anim mcc2_sitting_working_consoles_1 models/characters/marine/sitting_working_consoles_1.md5anim { frame 1 disableClip frame 1 disableGravity frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button } anim mcc2_sitting_working_consoles_2 models/characters/marine/sitting_working_consoles_2.md5anim { frame 1 disableClip frame 1 disableGravity frame 19 sound snd_gear } anim mcc2_sitting_working_consoles_3 models/characters/marine/sitting_working_consoles_3.md5anim { frame 1 disableClip frame 1 disableGravity frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button } anim mcc2_sitting_working_consoles_4 models/characters/marine/sitting_working_consoles_4.md5anim { frame 1 disableClip frame 1 disableGravity frame 13,124 sound mcc_chair_movement } anim mcc2_sitting_working_consoles_5 models/characters/marine/sitting_working_consoles_5.md5anim { frame 1 disableClip frame 1 disableGravity frame 1 sound npc_gui_button frame 17,55 sound mcc_chair_movement } anim mcc2_drop_pod_inview models/characters/marine/drop_pod_inview.md5anim { frame 1 disableClip } anim mcc2_aim_snappy_1_fast models/characters/marine/m_stand_aim_snappy_1.md5anim { rate 1.5 } anim mcc2_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim anim mcc2_ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim { ai_look_head_only } anim mcc2_ad_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim { ai_no_look } anim mcc2_idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim { ai_no_look } anim mcc2_idle_reclined_2 models/characters/marine/idle_reclined_2.md5anim { ai_look_head_only } anim mcc2_idle_reclined_5 models/characters/marine/idle_reclined_5.md5anim { ai_look_head_only } anim mcc2_idle_drinking_1 models/characters/marine/idle_drinking_1.md5anim anim mcc2_idle_checks_time models/characters/marine/idle_checks_time.md5anim anim mcc2_idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim anim mcc2_weaponless_point_left models/characters/marine/weaponless_point_left.md5anim anim mcc2_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim anim mcc2_player_gift_start models/characters/marine/player_gift_start.md5anim anim mcc2_player_gift_loop models/characters/marine/player_gift_loop.md5anim anim mcc2_player_gift_end models/characters/marine/player_gift_end.md5anim anim mcc2_player_gift2_start models/characters/marine/player_gift2_start.md5anim anim mcc2_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim anim mcc2_player_gift2_end models/characters/marine/player_gift2_end.md5anim //merging doctor anims anim mcc2_deepthought_bentover_1 models/characters/doctor/deepthought_bentover_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc2_deepthought_bentover_1_slow models/characters/doctor/deepthought_bentover_1.md5anim { rate .5 frame 1 disableClip frame 1 disableGravity } anim mcc2_operating_loopable_1 models/characters/doctor/operating_loopable_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc2_operating_loopable_2 models/characters/doctor/operating_loopable_2.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc2_operating_loopable_3 models/characters/doctor/operating_loopable_3.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc2_walking_tablegui_1 models/characters/doctor/walking_tablegui_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc2_up_from_chair models/characters/marine/mcc1_up_from_chair.md5anim { frame 34 sound mcc_chair_movement } anim mcc2_d_chamber_loop models/characters/marine/mcc1_d_chamber_loop.md5anim { ai_look_head_only } anim mcc2_d_chamber_action models/characters/marine/mcc1_d_chamber_action.md5anim { ai_look_head_only } /*********************************************************************************************************************** * * mcc_3.def */ anim mcc3_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim mcc3_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } // anim mcc3_roadblock_01 models/characters/marine/roadblock_01.md5anim // anim mcc3_roadblock_02 models/characters/marine/roadblock_02.md5anim // anim mcc3_thinking models/characters/doctor/thinking.md5anim anim mcc3_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim { frame 1,10,18,29,37 sound npc_gui_button } anim mcc3_looking_down_gui_2 models/characters/marine/looking_down_gui_2.md5anim anim mcc3_looking_down_gui_3 models/characters/marine/looking_down_gui_3.md5anim { frame 88,110,117 sound npc_gui_button } anim mcc3_drop_pod_inview models/characters/marine/drop_pod_inview.md5anim { frame 1 disableClip } anim mcc3_aim_snappy_1_fast models/characters/marine/m_stand_aim_snappy_1.md5anim { rate 1.5 } anim mcc3_ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim { ai_look_head_only } anim mcc3_cin_kane_idle_standing models/characters/marine_fatigues/mcc2_cin_kane_idle_standing.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle_kane models/characters/marine_fatigues/mcc2_cin_idle_kane.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_kane_salutes models/characters/marine_fatigues/mcc2_cin_kane_salutes.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_kane_enters models/characters/marine_fatigues/mcc2_cin_kane_enters.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_kane_sits models/characters/marine_fatigues/mcc2_cin_kane_sits.md5anim { ai_no_look frame 1 disableClip } anim mcc3_thinking models/characters/doctor/thinking.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc3_deepthought_bentover_1 models/characters/doctor/deepthought_bentover_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc3_operating_loopable_1 models/characters/doctor/operating_loopable_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc3_operating_loopable_2 models/characters/doctor/operating_loopable_2.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc3_operating_loopable_3 models/characters/doctor/operating_loopable_3.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc3_walking_tablegui_1 models/characters/doctor/walking_tablegui_1.md5anim { frame 1 disableClip frame 1 disableGravity } anim mcc3_idle_against_wall models/characters/marine/idle_against_wall.md5anim anim mcc3_working_on_knee models/characters/marine/working_on_knee.md5anim anim mcc3_working_wall_panel models/characters/marine/working_wall_panel.md5anim anim mcc3_up_from_chair models/characters/marine/mcc1_up_from_chair.md5anim { frame 34 sound mcc_chair_movement } anim mcc3_d_chamber_loop models/characters/marine/mcc1_d_chamber_loop.md5anim anim mcc3_d_chamber_action models/characters/marine/mcc1_d_chamber_action.md5anim // Anims do not exist // anim mcc3_reaction_seated_1 models/characters/marine/mcc1_reaction_seated_1.md5anim // anim mcc3_reaction_seated_2 models/characters/marine/mcc1_reaction_seated_2.md5anim /*********************************************************************************************************************** * * mcc_landing.def */ // Forcing these anims onto this entity anim mccl_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim mccl_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } anim mccl_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } anim mccl_working_wall_panel models/characters/marine/working_wall_panel.md5anim { ai_no_look } anim mccl_idle_scan_2 models/characters/marine/idle_scan_2.md5anim anim mccl_player_gift_start models/characters/marine/player_gift_start.md5anim anim mccl_player_gift_loop models/characters/marine/player_gift_loop.md5anim anim mccl_player_gift_end models/characters/marine/player_gift_end.md5anim anim mccl_player_gift2_start models/characters/marine/player_gift2_start.md5anim anim mccl_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim anim mccl_player_gift2_end models/characters/marine/player_gift2_end.md5anim anim mccl_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim { ai_no_look } anim mccl_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim anim mccl_waving_down_tram models/characters/marine/waving_down_tram.md5anim anim mccl_cowering_start models/characters/marine/cowering_start.md5anim anim mccl_cowering_idle models/characters/marine/cowering_idle.md5anim anim mccl_cowering_end models/characters/marine/cowering_end.md5anim anim mccl_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim { ai_look_head_only } anim mccl_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim { ai_look_head_only } anim mccl_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim { ai_look_head_only } anim mccl_console_stand_start models/characters/marine/console_stand_start.md5anim anim mccl_console_stand_loop models/characters/marine/console_stand_loop.md5anim anim mccl_console_stand_end models/characters/marine/console_stand_end.md5anim anim mccl_rail_vault models/characters/marine/mcc_rail_vault.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 48 enableGravity frame 48 enableClip } anim mccl_thinking models/characters/doctor/thinking.md5anim anim mccl_roadblock_02 models/characters/marine/roadblock_02.md5anim anim mccl_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim { frame 1,10,18,29,37 sound npc_gui_button } anim mccl_crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim anim mccl_weapon_check_1 models/characters/marine/weapon_check_1.md5anim { frame 37,53 sound snd_gear } /*********************************************************************************************************************** * * medlabs.def */ anim med1_anderson_scan models/characters/marine/med1_anderson_scan.md5anim { ai_no_look frame 335 call map_medlabs::rescueVO } anim med1_rescue_voss models/characters/marine/med1_rescue_voss.md5anim { ai_no_look frame 50 speak lipsync_vo_2_1_1_10_8 frame 75 speak lipsync_vo_2_1_1_10_9 } anim med1_rescue_bruner models/characters/marine/med1_rescue_bruner.md5anim { ai_no_look frame 60 sound snd_rhodes_weapon_slap } anim med1_break_tube_medlabs models/characters/marine/break_tube_medlabs.md5anim { ai_no_look frame 29,34 sound snd_casing frame 72 sound snd_glass3 frame 72 trigger glass_bullet frame 105 sound glass_break_medlabs_tube frame 105 call map_medlabs::rescueSwapGlass frame 28, 33 ai_attack fromJoint MG_muzzle_flash frame 28, 33 sound_weapon npc_machinegun_fire frame 28, 33 fx fx_base_flash MG_muzzle_flash } anim med1_trans models/characters/marine/med_trans.md5anim { ai_no_look } anim med1_gun_high models/characters/marine/med_gun_high.md5anim { ai_no_look } anim med1_sht_relax models/characters/marine/med_sht_relax.md5anim { ai_no_look } anim med1_voss_reg models/characters/marine/medlabs_voss_reg.md5anim anim med1_rhodes_reg models/characters/marine/medlabs_rhodes_reg.md5anim { frame 100 sound snd_rhodes_weapon_slap } anim med1_console_w_weapon models/characters/marine/console_w_weapon.md5anim { ai_look_head_only frame 20,33 footstep frame 41,59,83,104,114,125,140,147,159,167,177,188,199,208,217 sound snd_console frame 246 sound snd_weapon_slap } anim med1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_weapon_slap frame 42 sound snd_gun_ready } anim med1_com_link_start models/characters/marine/com_link_start.md5anim { frame 27 sound snd_comm } anim med1_com_link_loop models/characters/marine/com_link_loop.md5anim anim med1_com_link_end models/characters/marine/com_link_end.md5anim anim med1_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim med1_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } anim med1_console_stand_start models/characters/marine/console_stand_start.md5anim anim med1_console_stand_loop models/characters/marine/console_stand_loop.md5anim anim med1_console_stand_end models/characters/marine/console_stand_end.md5anim anim med1_voss_idles models\characters\marine\med2_voss_idle.md5anim { frame 1 disableGravity frame 1 disableClip } anim med1_voss_death models\characters\marine\med2_voss_death.md5anim { ai_no_look frame 1 ai_disablePain frame 1 disableGravity frame 1 disableClip frame 1 call map_medlabs::vossTalks frame 20 call map_medlabs::vossTalksVO } anim medlabs_anderson_reaction models/characters/marine/medlabs_anderson_reaction.md5anim anim med_cin_anderson2 models/characters/marine/med_cin_anderson2.md5anim { ai_no_look frame 8,20,47,59,86,101,124,140,162,179,202,218,223,240,258,277,296,316,335,354,374,391 footstep frame 180 call map_medlabs::cinSciStarts frame 282 call map_medlabs::kaneScans } anim med_cin_anderson3 models/characters/marine/med_cin_anderson3.md5anim { ai_no_look frame 8,86,106,158,168,171,185 footstep frame 179,185,192,211,217,224,231,238,245 sound generic_glass_tap_deeper frame 258 sound_voice vo_9_1_260_5 frame 356 sound_voice vo_9_1_260_7 frame 398 sound_voice vo_9_1_270_1 frame 437 sound_voice vo_9_1_270_2 frame 504 sound_voice vo_9_1_270_3 frame 132 call map_medlabs::dropGlass frame 312 call map_medlabs::swapAndersonGuns frame 702 call map_medlabs::fadeAndEndCinematic } /*********************************************************************************************************************** * * network.def */ anim net_weapon_check_1 models/characters/marine/weapon_check_1.md5anim { frame 37,53 sound snd_gear } anim net_weapon_check_2 models/characters/marine/weapon_check_2.md5anim { frame 30 sound snd_gear frame 42 sound snd_gun_ready } anim net_weapon_check_3 models/characters/marine/weapon_check_3.md5anim { ai_no_look frame 14,78 sound snd_gear } anim net_idle_scan_2 models/characters/marine/idle_scan_2.md5anim /*********************************************************************************************************************** * * process.def */ anim proc_weapon_check_1 models/characters/marine/weapon_check_1.md5anim anim proc_over_here models/characters/marine/bld_b_over_here.md5anim anim proc_idle_checks_time models/characters/marine/idle_checks_time.md5anim anim proc_idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim anim proc_com_link_start models/characters/marine/com_link_start.md5anim { frame 27 sound snd_comm } anim proc_com_link_loop models/characters/marine/com_link_loop.md5anim anim proc_com_link_end models/characters/marine/com_link_end.md5anim /*********************************************************************************************************************** * * process3.def */ anim proc3_working_wall_panel models/characters/marine/working_wall_panel.md5anim /*********************************************************************************************************************** * * putra.def */ anim putra_lightning_idle models/characters/marine/lightning_idle.md5anim { ai_look_head_only } anim putra_lightning_dead models/characters/marine/lightning_dead.md5anim { ai_no_look } anim putra_lightning_pain_start models/characters/marine/lightning_pain_start.md5anim { ai_no_look } anim putra_lightning_pain_loop models/characters/marine/lightning_pain_loop.md5anim { ai_no_look } anim putra_lightning_pain_end models/characters/marine/lightning_pain_end.md5anim { ai_no_look } /*********************************************************************************************************************** * * storage.def */ anim stor_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim { rate 1.4 } anim stor_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim { rate 1.4 } anim stor_cpr_1 models/characters/marine/ad_cpr_loop1.md5anim { ai_no_look } anim stor_cpr_2 models/characters/marine/ad_cpr_loop2.md5anim { ai_no_look frame 1 disableClip frame 1 sound snd_labored_breathing } anim stor_wounded_on_knee models/characters/marine/ad_wounded_on_knee.md5anim anim stor_wounded_on_knee_dead models/characters/marine/ad_wounded_on_knee_loop.md5anim { rate .001 } anim stor_step_on_grunt_MARINE models/characters/marine/storage_step_on_grunt.md5anim { frame 33 fx fx_base_flash MG_muzzle_flash frame 33 sound_weapon snd_base_flash } anim stor_aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim anim stor_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim anim stor_explosion_injured models/characters/marine/explosion_injured.md5anim { ai_no_look } anim stor_explosion_injured_loop models/characters/marine/explosion_injured_loop.md5anim { ai_look_head_only } anim stor_explosion_assist models/characters/marine/explosion_assist.md5anim { ai_no_look } anim stor_explosion_assist_loop models/characters/marine/explosion_assist_loop.md5anim { ai_no_look } anim stor_recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim anim stor_idle_scan_2 models/characters/marine/idle_scan_2.md5anim /*********************************************************************************************************************** * * tram1.def */ anim tram1_idle_scan_2 models/characters/marine/idle_scan_2.md5anim anim tram1_idle_startled_1 models/characters/marine/idle_startled_1.md5anim anim tram1_idle_startled_2 models/characters/marine/idle_startled_2.md5anim anim tram1_conversation_1 models/characters/marine/conversation_1.md5anim anim tram1_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim { ai_look_head_only } anim tram1_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim { ai_look_head_only } anim tram1_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim { ai_look_head_only } anim tram1_explosion_injured models/characters/marine/explosion_injured.md5anim { ai_no_look } anim tram1_explosion_injured_loop models/characters/marine/explosion_injured_loop.md5anim { ai_look_head_only } anim tram1_explosion_assist models/characters/marine/explosion_assist.md5anim { ai_no_look } anim tram1_explosion_assist_loop models/characters/marine/explosion_assist_loop.md5anim { ai_no_look } anim tram1_console_stand_start models/characters/marine/console_stand_start.md5anim anim tram1_console_stand_loop models/characters/marine/console_stand_loop.md5anim { frame 6,19,30,40,51,59 sound snd_console } anim tram1_console_stand_end models/characters/marine/console_stand_end.md5anim anim tram_driving_idle models/characters/marine/tram_driving_idle.md5anim { ai_look_head_only } anim tram1_recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim /*********************************************************************************************************************** * * walker.def */ //anim wlk_remitz_idle models/characters/marine/wlk_remitz_idle.md5anim //anim wlk_remitz_death models/characters/marine/wlk_remitz_death.md5anim //{ // frame 71 fx fx_blood_cough1 legs_channel // frame 71 fx fx_blood_cough2 legs_channel // frame 114 fx fx_blood_cough2 legs_channel //} /*********************************************************************************************************************** * * waste.def */ anim waste_over_here models/characters/marine/bld_b_over_here.md5anim anim waste_talking models/characters/marine/waste_talking.md5anim // Um, maybe swap guys out for cinematics...that's when I'd mostly want to use this anim.. anim waste_idle models/characters/marine/relax_idle.md5anim anim waste_com_link_start models/characters/marine/com_link_start.md5anim { frame 27 sound snd_comm } anim waste_com_link_loop models/characters/marine/com_link_loop.md5anim anim waste_com_link_end models/characters/marine/com_link_end.md5anim /******************************MEDIC ANIMS *******************************************************************/ /*********************************************************************************************************************** * * Common Animations * */ anim medic_treating_player_start models/characters/marine/medic_treating_player_start.md5anim { frame 13 attachment_show medic_vaccinegun rate 1.3 } anim medic_treating_player models/characters/marine/medic_treating_player.md5anim { frame 1 sound snd_med_gun_heal rate .5 } anim medic_treating_player_end models/characters/marine/medic_treating_player_end.md5anim { frame 17 attachment_hide medic_vaccinegun rate 1.3 } // Re-define Heal anims ----------------------------------------------------------------------------------------- anim medic_treating_player_start2 models/characters/marine/medic_treating_player_start.md5anim { frame 13 attachment_show tech_tool rate 1.3 } anim medic_treating_player2 models/characters/marine/medic_treating_player.md5anim { frame 1 sound snd_tech_tool_repair rate .5 } anim medic_treating_player_end2 models/characters/marine/medic_treating_player_end.md5anim { frame 17 attachment_hide tech_tool rate 1.3 } /*********************************************************************************************************************** * * airdefense.def * */ anim ad_medic_treating models/characters/marine/medic_treating.md5anim { ai_no_look } anim ad_unarmed_idle models/characters/marine/weaponless_idle_1.md5anim { ai_no_look } // this is just a short placeholder anim of sorts which needs to be there for when the medic ai goes to play this anim anim ad_medic_treating_player_start models/characters/marine/ad_medic_still.md5anim { ai_no_look } anim ad_medic_treating_player models/characters/marine/ad_medic_treating_player.md5anim { rate 1.5 ai_no_look frame 1 sound snd_med_gun_heal } // this is just a short placeholder anim of sorts which needs to be there for when the medic ai goes to play this anim anim ad_medic_treating_player_end models/characters/marine/ad_medic_still.md5anim { ai_no_look } anim ad_stand_to_treat models/characters/marine/stand_to_treat.md5anim { ai_no_look frame 14 attachment_hide medic_vaccinegun } anim ad_treat_to_stand models/characters/marine/treat_to_stand.md5anim { ai_no_look frame 20 attachment_show medic_vaccinegun } anim ad_treat_talk models/characters/marine/treat_talk.md5anim { ai_look_head_only } anim ad_treat_talk_loop models/characters/marine/treat_talk_loop.md5anim { ai_look_head_only } anim ad_and_stimpack2a models/characters/marine/and_stimpack2a.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 8,18,27 footstep frame 270 attachment_show medic_vaccinegun frame 303 sound med_gun_heal frame 470 enableClip } anim ad_and_stimpack2a_loop models/characters/marine/and_stimpack2a_loop.md5anim { ai_no_look } /*********************************************************************************************************************** * * buildingb.def * */ anim bld_b_medic_loop_a models/characters/marine/bld_b_medic_loop_a.md5anim anim bld_b_medic_yells models/characters/marine/bld_b_medic_yells.md5anim { frame 115 call map_building_b::medicYell01 } anim bld_b_medic_loop_b models/characters/marine/bld_b_medic_loop_b.md5anim /*********************************************************************************************************************** * * convoy2.def * */ anim cnvy2_recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim /*********************************************************************************************************************** * * mcc3.def * */ anim mcc3_heal_other models/characters/marine/medic_treating_player.md5anim anim mcc3_heal_other_start models/characters/marine/medic_treating_player_start.md5anim /****************************************** TECH ANIMS **************************************************************/ /*********************************************************************************************************************** * * building_b.def * */ anim bld_b_ride_on_truck models/characters/marine/bld_b_ride_on_truck.md5anim anim bld_b_jump_off_truck_fast models/characters/marine/bld_b_jump_off_truck.md5anim { rate 1.5 frame 1 disableGravity frame 1 disableClip frame 80 enableGravity frame 80 enableClip } anim bld_b_welder models/characters/marine/bld_b_welder.md5anim { frame 17 call map_building_b::giveTorch frame 128 call map_building_b::cuttingDoorSnd frame 395 call map_building_b::takeTorch } /*********************************************************************************************************************** * * mcc3.def * */ anim mcc3_onbackworking_Nick_work models/characters/marine/onbackworking_Nick_work.md5anim { frame 1 disableClip } anim mcc3_onbackworking_Nick_spark models/characters/marine/onbackworking_Nick_spark.md5anim { frame 1 disableClip frame 1 fx fx_spark l_wrist } anim mcc3_onbackworking_Zack_work models/characters/marine/onbackworking_Zack_work.md5anim { ai_look_head_only } anim mcc3_onbackworking_Zack_spark models/characters/marine/onbackworking_Zack_spark.md5anim { ai_look_head_only } anim mcc3_onbackworking_Zack_work_idle models/characters/marine/onbackworking_Zack_work_idle.md5anim { ai_look_head_only } anim mcc3_weld_loop models/characters/marine/weld_loop.md5anim anim mcc3_weld_loop_short_talk models/characters/marine/weld_loop_short.md5anim { rate .05 } anim mcc3_idle_wrist_gui_start models/characters/marine/idle_wrist_gui_start.md5anim anim mcc3_idle_wrist_gui_loop models/characters/marine/idle_wrist_gui_loop.md5anim anim mcc3_idle_wrist_gui_end models/characters/marine/idle_wrist_gui_end.md5anim anim mcc3_sitting_working_consoles_1 models/characters/marine/sitting_working_consoles_1.md5anim { frame 1 disableClip frame 1 disableGravity frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button } anim mcc3_sitting_working_consoles_2 models/characters/marine/sitting_working_consoles_2.md5anim { frame 1 disableClip frame 1 disableGravity frame 19 sound snd_gear } anim mcc3_sitting_working_consoles_3 models/characters/marine/sitting_working_consoles_3.md5anim { frame 1 disableClip frame 1 disableGravity frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button } anim mcc3_sitting_working_consoles_4 models/characters/marine/sitting_working_consoles_4.md5anim { frame 1 disableClip frame 1 disableGravity frame 13,124 sound mcc_chair_movement } anim mcc3_sitting_working_consoles_5 models/characters/marine/sitting_working_consoles_5.md5anim { frame 1 disableClip frame 1 disableGravity frame 1 sound npc_gui_button frame 17,55 sound mcc_chair_movement } anim mcc3_cover_right_range_attack_fake models/characters/marine/lean_right_up_gun.md5anim } entityDef aref_char_marine { "inherit1" "char_q4x_marine" "editor_menu" "char" "sg_category" "None" "model" "model_aref_char_marine" } model model_aref_char_marine_fatigues { inherit model_char_marine_fatigues anim weaponless_idle2_start models/characters/marine_fatigues_mocap/weaponless_idle2_start.md5anim anim weaponless_idle2_loop models/characters/marine_fatigues_mocap/weaponless_idle2_loop.md5anim anim weaponless_idle2 models/characters/marine_fatigues_mocap/weaponless_idle2_loop.md5anim anim weaponless_idle2_end models/characters/marine_fatigues_mocap/weaponless_idle2_end.md5anim anim weaponless_idle3_start models/characters/marine_fatigues_mocap/weaponless_idle3_start.md5anim anim weaponless_idle3_loop models/characters/marine_fatigues_mocap/weaponless_idle3_loop.md5anim anim weaponless_idle3 models/characters/marine_fatigues_mocap/weaponless_idle3_loop.md5anim anim weaponless_idle3_end models/characters/marine_fatigues_mocap/weaponless_idle3_end.md5anim anim weaponless_idle4_start models/characters/marine_fatigues_mocap/weaponless_idle4_start.md5anim anim weaponless_idle4_loop models/characters/marine_fatigues_mocap/weaponless_idle4_loop.md5anim anim weaponless_idle4 models/characters/marine_fatigues_mocap/weaponless_idle4_loop.md5anim anim weaponless_idle4_end models/characters/marine_fatigues_mocap/weaponless_idle4_end.md5anim anim weaponless_idle5_start models/characters/marine_fatigues_mocap/weaponless_idle5_start.md5anim anim weaponless_idle5_loop models/characters/marine_fatigues_mocap/weaponless_idle5_loop.md5anim anim weaponless_idle5 models/characters/marine_fatigues_mocap/weaponless_idle5_loop.md5anim anim weaponless_idle5_end models/characters/marine_fatigues_mocap/weaponless_idle5_end.md5anim anim weaponless_idle6_start models/characters/marine_fatigues_mocap/weaponless_idle6_start.md5anim anim weaponless_idle6_loop models/characters/marine_fatigues_mocap/weaponless_idle6_loop.md5anim anim weaponless_idle6 models/characters/marine_fatigues_mocap/weaponless_idle6_loop.md5anim anim weaponless_idle6_end models/characters/marine_fatigues_mocap/weaponless_idle6_end.md5anim anim mcc1_weaponless_point_up models/characters/marine_fatigues_mocap/weaponless_point_up.md5anim anim mcc1_weaponless_point_down models/characters/marine_fatigues_mocap/weaponless_point_down.md5anim anim mcc1_weaponless_point_left models/characters/marine_fatigues_mocap/weaponless_point_left.md5anim anim mcc1_weaponless_point_right models/characters/marine_fatigues_mocap/weaponless_point_right.md5anim anim mcc1_weaponless_point_back models/characters/marine_fatigues_mocap/weaponless_point_back.md5anim /*********************************************************************************************************************** * * mcc1.def * */ anim mcc1_strauss_talking models/characters/marine_fatigues_mocap/strauss_talking.md5anim anim mcc1_thinking models/characters/marine_fatigues_mocap/thinking.md5anim anim mcc1_sitting_working_consoles_1 models/characters/marine_fatigues_mocap/sitting_working_consoles_1.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button } anim mcc1_sitting_working_consoles_2 models/characters/marine_fatigues_mocap/sitting_working_consoles_2.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 19 sound snd_gear } anim mcc1_sitting_working_consoles_3 models/characters/marine_fatigues_mocap/sitting_working_consoles_3.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button } anim mcc1_sitting_working_consoles_4 models/characters/marine_fatigues_mocap/sitting_working_consoles_4.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 13,124 sound mcc_chair_movement } anim mcc1_sitting_working_consoles_5 models/characters/marine_fatigues_mocap/sitting_working_consoles_5.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 1 sound npc_gui_button frame 17,55 sound mcc_chair_movement } anim mcc1_looking_down_gui_1 models/characters/marine_fatigues_mocap/looking_down_gui_1.md5anim { frame 1,10,18,29,37 sound npc_gui_button } anim mcc1_looking_down_gui_2 models/characters/marine_fatigues_mocap/looking_down_gui_2.md5anim anim mcc1_looking_down_gui_3 models/characters/marine_fatigues_mocap/looking_down_gui_3.md5anim { frame 88,110,117 sound npc_gui_button } anim mcc1_idle_against_wall models/characters/marine_fatigues_mocap/idel_against_wall_arms_back.md5anim { ai_look_head_only } anim mcc1_working_on_knee models/characters/marine_fatigues_mocap/working_on_knee.md5anim { ai_look_head_only } anim mcc1_working_wall_panel models/characters/marine_fatigues_mocap/working_wall_panel.md5anim { ai_look_head_only } anim mcc1_working_wall_panel_2 models/characters/marine_fatigues_mocap/working_wall_panel_2.md5anim { ai_look_head_only } anim mcc1_working_wall_panel_3 models/characters/marine_fatigues_mocap/working_wall_panel_3.md5anim { ai_look_head_only } anim mcc1_mcc1_up_from_chair models/characters/marine_fatigues_mocap/mcc1_up_from_chair.md5anim { ai_look_head_only frame 1 disableClip frame 34 sound mcc_chair_movement } anim mcc1_mcc1_d_chamber_loop models/characters/marine_fatigues_mocap/mcc1_d_chamber_loop.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc1_mcc1_d_chamber_action models/characters/marine_fatigues_mocap/mcc1_d_chamber_action.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc1_mcc1_reaction_seated_1 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_1.md5anim { ai_look_head_only frame 1 disableClip } anim mcc1_reaction_seated_2 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_2.md5anim { ai_look_head_only frame 1 disableClip } anim mcc1_kane_reaction1 models/characters/marine_fatigues_mocap/kane_reaction_1.md5anim anim mcc1_kane_reaction2 models/characters/marine_fatigues_mocap/kane_reaction_2.md5anim anim mcc1_weaponless_walk_fast models/characters/marine_fatigues_mocap/weaponless_walk_fast.md5anim anim mcc1_weaponless_walk_slow models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim anim mcc1_walk models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim anim mcc1_weaponless_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim anim mcc1_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim anim weaponless_idle_1 models/characters/marine_fatigues_mocap/weaponless_idle_1.md5anim // anim weaponless_idle_2 models/characters/marine_fatigues_mocap/weaponless_idle_2.md5anim anim mcc1_onbackworking_Nick_work models/characters/marine_fatigues_mocap/onbackworking_Nick.md5anim { ai_no_look frame 1 disableClip } anim mcc1_onbackworking_Nick_spark models/characters/marine_fatigues_mocap/onbackworking_Nick_spark.md5anim { ai_no_look frame 1 disableClip frame 1 fx fx_spark l_wrist } anim mcc1_onbackworking_Zack_work models/characters/marine_fatigues_mocap/onbackworking_Zack.md5anim { ai_look_head_only } anim mcc1_onbackworking_Zack_spark models/characters/marine_fatigues_mocap/onbackworking_Zack_spark.md5anim { ai_look_head_only } anim mcc1_onbackworking_Zack_work_idle models/characters/marine_fatigues_mocap/onbackworking_Zack_work_idle.md5anim { ai_look_head_only } anim mcc1_weld_loop models/characters/marine_fatigues_mocap/weld_loop.md5anim { ai_no_look } anim mcc1_weld_loop_short_talk models/characters/marine_fatigues_mocap/weld_loop.md5anim //double check this one { ai_no_look rate .05 } anim mcc1_sit_sleeping models/characters/marine_fatigues_mocap/sit_sleeping.md5anim { ai_no_look frame 1 disableClip } anim mcc1_sarge_briefing_1 models/characters/marine_fatigues_mocap/sarge_briefing_1.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc1_sarge_briefing_2 models/characters/marine_fatigues_mocap/sarge_briefing_2.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc1_sarge_briefing_3 models/characters/marine_fatigues_mocap/sarge_briefing_3.md5anim { ai_look_head_only } anim mcc1_sarge_briefing_4 models/characters/marine_fatigues_mocap/sarge_briefing_4.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc1_sarge_briefing_5 models/characters/marine_fatigues_mocap/sarge_briefing_5.md5anim { ai_look_head_only } anim mcc1_sarge_briefing_6 models/characters/marine_fatigues_mocap/sarge_briefing_6.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc1_sarge_briefing_7 models/characters/marine_fatigues_mocap/sarge_briefing_7.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc1_weaponless_point_front_fast models/characters/marine_fatigues_mocap/weaponless_point_front.md5anim { rate 2.5 } anim mcc1_idle_sitting_1 models/characters/marine_fatigues_mocap/idle_sitting_1.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc1_idle_sitting_2 models/characters/marine_fatigues_mocap/idle_sitting_2.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc1_idle_drinking_1 models/characters/marine_fatigues_mocap/drinking.md5anim // { // ai_no_look // } // CINEMATIC // Entrances ----------------------------------------------------------------------------------------- anim mcc1_cin_player_enters models/characters/marine_fatigues_mocap/mcc1_cin_player_enters.md5anim { ai_no_look frame 1 disableClip frame 13,31,49,65,82,99,119,265 sound npc_steps_default } anim mcc1_Morris_intro models/characters/marine_fatigues_mocap/mcc1_cin_morris_intro.md5anim { ai_no_look frame 1 disableClip frame 70 sound mcc_chair_movement } anim mcc1_rhodes_replies models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_replies.md5anim { ai_no_look frame 1 disableClip } anim mcc1_Harper_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Harper_enters1.md5anim { ai_no_look frame 1 disableClip frame 13,29,42,57,71,85,100 sound npc_steps_default } anim mcc1_voss_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Voss_enters1.md5anim { ai_no_look frame 1 disableClip frame 7,22,37,51,65,80,94 sound npc_steps_default } // Salutes ----------------------------------------------------------------------------------------- anim mcc1_cin_salute1 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute1.md5anim { ai_no_look frame 1 disableClip frame 12,144 sound mcc_chair_movement } anim mcc1_cin_salute2 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute2.md5anim { ai_no_look frame 1 disableClip frame 25,141 sound mcc_chair_movement } anim mcc1_cin_salute3 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute3.md5anim { ai_no_look frame 1 disableClip frame 17,157 sound mcc_chair_movement } anim mcc1_cin_salute4 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute4.md5anim { ai_no_look frame 1 disableClip frame 4,158 sound mcc_chair_movement } anim mcc1_cin_salute5 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute5.md5anim { ai_no_look frame 1 disableClip frame 22,146 sound mcc_chair_movement } anim mcc1_cin_salute6 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute6.md5anim { ai_no_look frame 1 disableClip frame 36,164 sound mcc_chair_movement } anim mcc1_cin_salute7 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute7.md5anim { ai_no_look frame 1 disableClip frame 1,149 sound mcc_chair_movement } anim mcc1_cin_salute8 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute8.md5anim { ai_no_look frame 1 disableClip frame 9,140 sound mcc_chair_movement } // Briefing Starts ----------------------------------------------------------------------------------------- anim mcc1_kane_sits models/characters/marine_fatigues_mocap/mcc1_cin_Kane_sits.md5anim { ai_no_look frame 1 disableClip frame 6,21,34 sound npc_steps_default frame 58 sound mcc_chair_movement } anim mcc1_Harper_talks models/characters/marine_fatigues_mocap/mcc1_cin_Harper_starts_talking.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_Voss_sits models/characters/marine_fatigues_mocap/mcc1_cin_Voss_sits.md5anim { ai_no_look frame 1 disableClip frame 3,16,30,46,62,81,98 sound npc_steps_default frame 125 sound mcc_chair_movement } anim mcc1_cin_voss_talks1 models/characters/marine_fatigues_mocap/mcc1_cin_voss_talks1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_strassa_talks models/characters/marine_fatigues_mocap/mcc1_cin_strassa_talks.md5anim { ai_no_look frame 1 disableClip } // Reactions ----------------------------------------------------------------------------------------- anim mcc1_cin_Player_reacts models/characters/marine_fatigues_mocap/mcc1_cin_Player_reacts.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_morris_reacts models/characters/marine_fatigues_mocap/mcc1_cin_morris_reacts.md5anim { ai_no_look frame 1 disableClip } // Cinematic idles ----------------------------------------------------------------------------------------- anim mcc1_cin_idle1 models/characters/marine_fatigues_mocap/mcc1_cin_idle1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle2 models/characters/marine_fatigues_mocap/mcc1_cin_idle2.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle3 models/characters/marine_fatigues_mocap/mcc1_cin_idle3.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle4 models/characters/marine_fatigues_mocap/mcc1_cin_idle4.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle5 models/characters/marine_fatigues_mocap/mcc1_cin_idle5.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle6 models/characters/marine_fatigues_mocap/mcc1_cin_idle6.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle7 models/characters/marine_fatigues_mocap/mcc1_cin_idle7.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle8 models/characters/marine_fatigues_mocap/mcc1_cin_idle8.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_idle9 models/characters/marine_fatigues_mocap/mcc1_cin_idle9.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_harper_longIdle models/characters/marine_fatigues_mocap/mcc1_cin_harper_longIdle.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_cortez_longIdle models/characters/marine_fatigues_mocap/mcc1_cin_cortez_longIdle.md5anim { ai_no_look frame 1 disableClip } // Closeups ----------------------------------------------------------------------------------------- anim mcc1_cin_idle_rhodes models/characters/marine_fatigues_mocap/mcc1_cin_idle_rhodes.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_anderson_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_anderson_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_sledge_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_sledge_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_cortez_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_strassa_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_strassa_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_rhodes_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_bidwell_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_bidwell_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_harper_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_harper_shot14.md5anim { ai_no_look frame 1 disableClip } anim mcc1_cin_cortez_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot14.md5anim { ai_no_look frame 1 disableClip } // Harper and Voss leave ----------------------------------------------------------------------------------------- anim mcc1_cin_harper_leaves models/characters/marine_fatigues_mocap/mcc1_cin_harper_leaves.md5anim { ai_no_look frame 1 disableClip frame 115 sound mcc_chair_movement frame 179,194,210,225 sound npc_steps_default } anim mcc1_cin_voss_leaves models/characters/marine_fatigues_mocap/mcc1_cin_voss_leaves.md5anim { ai_no_look frame 1 disableClip frame 261,277,292,307,321 sound npc_steps_default } anim mcc1_cin_rhodes_looks models/characters/marine_fatigues_mocap/mcc1_cin_cortez_looks.md5anim { ai_no_look frame 1 disableClip } // All frame commands ----------------------------------------------------------------------------------------- anim mcc1_cin_camera_guy models/characters/marine_fatigues_mocap/mcc1_cin_camera_guy.md5anim { frame 48 call map_mcc_1::briefingPlayer frame 180 call map_mcc_1::briefingThreeAnim frame 189 call map_mcc_1::briefingAndersonAnim frame 200 call map_mcc_1::briefingMorrisAnim frame 215 call map_mcc_1::briefingSledgeCortezAnim frame 320 call map_mcc_1::briefingAllIdle frame 320 call map_mcc_1::briefingKaneSits // new frame 345 call map_mcc_1::briefingMorris1 // new frame change frame 383 call map_mcc_1::briefingRhodes1 frame 430 call map_mcc_1::briefingVossHarperDoor frame 442 call map_mcc_1::briefingCortez1 // new frame 451 call map_mcc_1::briefingVossHarperEnter frame 452 call map_mcc_1::briefingAllSalute frame 556 call map_mcc_1::briefingVossHarperAnims frame 557 call map_mcc_1::briefingHarper1 // new frame change (1 frame earlier) frame 620 call map_mcc_1::briefingHarper2 // new frame change (1 frame earlier) frame 645 call map_mcc_1::briefingVossSitsChair frame 755 call map_mcc_1::idleRhodes frame 757 call map_mcc_1::showMakron frame 798 call map_mcc_1::briefingHarper3 // new frame change (5 frames later) frame 962 call map_mcc_1::hideMakron frame 950 call map_mcc_1::briefingVossAnim frame 950 call map_mcc_1::briefingVossTalksChair frame 1088 call map_mcc_1::briefingHarperSitsChair frame 1153 call map_mcc_1::harperIdle frame 1156 call map_mcc_1::briefingVoss1 // new frame change (3 frames later) frame 1454 call map_mcc_1::harperCortezReact frame 1464 call map_mcc_1::briefingTableOpen // new frame change frame 1511 call map_mcc_1::briefingStartGui // new frame change frame 1498 call map_mcc_1::briefingVoss2 // new frame change frame 1555 call map_mcc_1::hideBriefingGuis // new frame change frame 1624 call map_mcc_1::briefingVoss3 // new frame change frame 1795 call map_mcc_1::briefingVoss4 // new frame change frame 1925 call map_mcc_1::longIdle frame 1940 call map_mcc_1::showBriefingGuis // new frame change frame 1940 call map_mcc_1::briefingTableClose // new frame change frame 1962 call map_mcc_1::briefingVoss5 // new frame change //frame 2303 call map_mcc_1::briefingKaneReaction frame 2362 call map_mcc_1::briefingStrassa1 // new frame change frame 2359 call map_mcc_1::briefingStrassa2 // new frame change frame 2406 call map_mcc_1::briefingVossLeaves // new frame change frame 2408 call map_mcc_1::briefingVoss6 // new frame change frame 2485 call map_mcc_1::briefingHarperLeaves // new frame change frame 2520 call map_mcc_1::briefingVoss7 // new frame change //frame 2526 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later frame 2485 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later //frame 2584 call map_mcc_1::briefingMorrisReacts // new 134 frames later frame 2662 call map_mcc_1::mcc2FadeOut // new 2 seconds before the last frame } /*********************************************************************************************************************** * * mcc2.def * */ anim mcc2_strauss_talking models/characters/marine_fatigues_mocap/strauss_talking.md5anim anim mcc2_thinking models/characters/marine_fatigues_mocap/thinking.md5anim anim mcc2_sitting_working_consoles_1 models/characters/marine_fatigues_mocap/sitting_working_consoles_1.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button } anim mcc2_sitting_working_consoles_2 models/characters/marine_fatigues_mocap/sitting_working_consoles_2.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 19 sound snd_gear } anim mcc2_sitting_working_consoles_3 models/characters/marine_fatigues_mocap/sitting_working_consoles_3.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button } anim mcc2_sitting_working_consoles_4 models/characters/marine_fatigues_mocap/sitting_working_consoles_4.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 13,124 sound mcc_chair_movement } anim mcc2_sitting_working_consoles_5 models/characters/marine_fatigues_mocap/sitting_working_consoles_5.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 1 sound npc_gui_button frame 17,55 sound mcc_chair_movement } anim mcc2_looking_down_gui_1 models/characters/marine_fatigues_mocap/looking_down_gui_1.md5anim { frame 1,10,18,29,37 sound npc_gui_button } anim mcc2_looking_down_gui_2 models/characters/marine_fatigues_mocap/looking_down_gui_2.md5anim anim mcc2_looking_down_gui_3 models/characters/marine_fatigues_mocap/looking_down_gui_3.md5anim { frame 88,110,117 sound npc_gui_button } anim mcc2_idle_against_wall models/characters/marine_fatigues_mocap/idel_against_wall_arms_back.md5anim { ai_look_head_only } anim mcc2_working_on_knee models/characters/marine_fatigues_mocap/working_on_knee.md5anim { ai_look_head_only } anim mcc2_working_wall_panel models/characters/marine_fatigues_mocap/working_wall_panel.md5anim { ai_look_head_only } anim mcc2_working_wall_panel_2 models/characters/marine_fatigues_mocap/working_wall_panel_2.md5anim { ai_look_head_only } anim mcc2_working_wall_panel_3 models/characters/marine_fatigues_mocap/working_wall_panel_3.md5anim { ai_look_head_only } anim mcc2_up_from_chair models/characters/marine_fatigues_mocap/mcc1_up_from_chair.md5anim { ai_look_head_only frame 1 disableClip frame 34 sound mcc_chair_movement } anim mcc2_d_chamber_loop models/characters/marine_fatigues_mocap/mcc1_d_chamber_loop.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc2_d_chamber_action models/characters/marine_fatigues_mocap/mcc1_d_chamber_action.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc2_reaction_seated_1 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_1.md5anim { ai_look_head_only frame 1 disableClip } anim mcc2_reaction_seated_2 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_2.md5anim { ai_look_head_only frame 1 disableClip } anim mcc2_kane_reaction1 models/characters/marine_fatigues_mocap/kane_reaction_1.md5anim anim mcc2_kane_reaction2 models/characters/marine_fatigues_mocap/kane_reaction_2.md5anim anim mcc2_weaponless_walk_fast models/characters/marine_fatigues_mocap/weaponless_walk_fast.md5anim anim mcc2_weaponless_walk_slow models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim anim mcc2_walk models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim anim mcc2_weaponless_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim anim mcc2_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim anim weaponless_idle_1 models/characters/marine_fatigues_mocap/weaponless_idle_1.md5anim // anim weaponless_idle_2 models/characters/marine_fatigues_mocap/weaponless_idle_2.md5anim anim mcc2_onbackworking_Nick_work models/characters/marine_fatigues_mocap/onbackworking_Nick.md5anim { ai_no_look frame 1 disableClip } anim mcc2_onbackworking_Nick_spark models/characters/marine_fatigues_mocap/onbackworking_Nick_spark.md5anim { ai_no_look frame 1 disableClip frame 1 fx fx_spark l_wrist } anim mcc2_onbackworking_Zack_work models/characters/marine_fatigues_mocap/onbackworking_Zack.md5anim { ai_look_head_only } anim mcc2_onbackworking_Zack_spark models/characters/marine_fatigues_mocap/onbackworking_Zack_spark.md5anim { ai_look_head_only } anim mcc2_onbackworking_Zack_work_idle models/characters/marine_fatigues_mocap/onbackworking_Zack_work_idle.md5anim { ai_look_head_only } anim mcc2_weld_loop models/characters/marine_fatigues_mocap/weld_loop.md5anim { ai_no_look } anim mcc2_weld_loop_short_talk models/characters/marine_fatigues_mocap/weld_loop.md5anim //double check this one { ai_no_look rate .05 } anim mcc2_sit_sleeping models/characters/marine_fatigues_mocap/sit_sleeping.md5anim { ai_no_look frame 1 disableClip } anim mcc2_sarge_briefing_1 models/characters/marine_fatigues_mocap/sarge_briefing_1.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc2_sarge_briefing_2 models/characters/marine_fatigues_mocap/sarge_briefing_2.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc2_sarge_briefing_3 models/characters/marine_fatigues_mocap/sarge_briefing_3.md5anim { ai_look_head_only } anim mcc2_sarge_briefing_4 models/characters/marine_fatigues_mocap/sarge_briefing_4.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc2_sarge_briefing_5 models/characters/marine_fatigues_mocap/sarge_briefing_5.md5anim { ai_look_head_only } anim mcc2_sarge_briefing_6 models/characters/marine_fatigues_mocap/sarge_briefing_6.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc2_sarge_briefing_7 models/characters/marine_fatigues_mocap/sarge_briefing_7.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc2_weaponless_point_front_fast models/characters/marine_fatigues_mocap/weaponless_point_front.md5anim { rate 2.5 } anim mcc2_idle_sitting_1 models/characters/marine_fatigues_mocap/idle_sitting_1.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc2_idle_sitting_2 models/characters/marine_fatigues_mocap/idle_sitting_2.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim idle_drinking_1 models/characters/marine_fatigues_mocap/drinking.md5anim // MCC2 Briefing ----------------------------------------------------------------------------------------- anim mcc2_cin_strauss_talks2 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks2.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_strauss_talks1 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks1.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_idle_strauss models/characters/marine_fatigues_mocap/mcc2_cin_idle_strauss.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_idle_sledge models/characters/marine_fatigues_mocap/mcc2_cin_idle_sledge.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_idle_rhodes models/characters/marine_fatigues_mocap/mcc2_cin_idle_rhodes.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_idle_cortez models/characters/marine_fatigues_mocap/mcc2_cin_idle_cortez.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_idle_morris models/characters/marine_fatigues_mocap/mcc2_cin_idle_morris.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_morris_sits models/characters/marine_fatigues_mocap/mcc2_cin_morris_sits.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_morris_salutes models/characters/marine_fatigues_mocap/mcc2_cin_morris_salutes.md5anim { ai_no_look frame 1 disableClip frame 1 sound mcc_chair_movement } anim mcc2_cin_sledge_salutes models/characters/marine_fatigues_mocap/mcc2_cin_sledge_salutes.md5anim { ai_no_look frame 1 disableClip frame 1 sound mcc_chair_movement } anim mcc2_cin_cortez_salutes models/characters/marine_fatigues_mocap/mcc2_cin_cortez_salutes.md5anim { ai_no_look frame 1 disableClip frame 2 sound mcc_chair_movement } anim mcc2_cin_strauss_salutes models/characters/marine_fatigues_mocap/mcc2_cin_strauss_salutes.md5anim { ai_no_look frame 1 disableClip frame 7 sound mcc_chair_movement } anim mcc2_cin_rhodes_salutes models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_salutes.md5anim { ai_no_look frame 1 disableClip frame 12 sound mcc_chair_movement } anim mcc2_cin_morris_talks models/characters/marine_fatigues_mocap/mcc2_cin_morris_talks.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_sledge_responds models/characters/marine_fatigues_mocap/mcc2_cin_sledge_responds.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_harper_talks models/characters/marine_fatigues_mocap/mcc2_cin_harper_talks.md5anim { ai_no_look frame 1 disableClip frame 16,37,55,74 sound npc_steps_default } anim mcc2_cin_harper_enters models/characters/marine_fatigues_mocap/mcc2_cin_harper_enters.md5anim { ai_no_look frame 1 disableClip frame 10,25,40,54 sound npc_steps_default } anim mcc2_cin_sledge_escorts models/characters/marine_fatigues_mocap/mcc2_cin_sledge_escorts.md5anim { ai_no_look frame 1 disableClip frame 32,48,65,82,101,132,314 sound npc_steps_default } anim mcc2_cin_cortez_stands models/characters/marine_fatigues_mocap/mcc2_cin_cortez_stands.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_morris_scolds models/characters/marine_fatigues_mocap/mcc2_cin_morris_scolds.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_rhodes_leans models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_leans.md5anim { ai_no_look frame 1 disableClip frame 49 sound mcc_chair_movement } anim mcc2_cin_sledge_sits models/characters/marine_fatigues_mocap/mcc2_cin_sledge_sits.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_sledge_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot15.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_cortez_shot12 models/characters/marine_fatigues_mocap/mcc2_cin_cortez_shot12.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_sledge_shot22 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot22.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_rhodes_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_shot15.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_morris_idle_shot11 models/characters/marine_fatigues_mocap/mcc2_cin_morris_idle_shot11.md5anim { ai_no_look frame 1 disableClip } anim mcc2_cin_camera_guy models/characters/marine_fatigues_mocap/mcc2_cin_camera_guy.md5anim { frame 1 call map_mcc_2::sledgeEscorts frame 30 call map_mcc_2::openKane2Door frame 318 call map_mcc_2::rhodesLeans frame 321 call map_mcc_2::rhodesFace frame 321 call map_mcc_2::sledge2sits frame 468 call map_mcc_2::morris2Scolds frame 504 call map_mcc_2::openHarper2Door frame 519 call map_mcc_2::harper2Enters frame 520 call map_mcc_2::cortez2Stands frame 534 call map_mcc_2::marines2Salute frame 538 call map_mcc_2::morrisSalute frame 576 call map_mcc_2::harper2Talks frame 775 call map_mcc_2::sledge2Responds frame 802 call map_mcc_2::kane2Standing frame 915 call map_mcc_2::marines2Idle frame 915 call map_mcc_2::morrisIdle // play with frames frame 943 call map_mcc_2::morrisShot11 frame 1149 call map_mcc_2::cortezShot12 frame 1206 call map_mcc_2::openTact2 frame 1118 call map_mcc_2::straussIdle frame 1254 call map_mcc_2::tact2StartGui frame 1274 call map_mcc_2::hideBriefingGuis frame 1376 call map_mcc_2::showBriefingGuis frame 1500 call map_mcc_2::hideBriefingGuis frame 1738 call map_mcc_2::showBriefingGuis frame 1752 call map_mcc_2::closeTact2 frame 1737 call map_mcc_2::strauss2Talks1 frame 1801 call map_mcc_2::rhodesShot15 frame 1803 call map_mcc_2::sledgeShot15 frame 1972 call map_mcc_2::rhodesIdle frame 2188 call map_mcc_2::strauss2Talks2 frame 2440 call map_mcc_2::morris2Talks frame 2445 call map_mcc_2::straussIdle frame 2564 call map_mcc_2::harper2Chair frame 2720 call map_mcc_2::sledgeShot22 frame 2992 call map_mcc_2::mcc2FadeOut // audio frame 396 call map_mcc_2::rhodes2Talk1 frame 472 call map_mcc_2::morris2Talk1 frame 506 call map_mcc_2::cortez2Talk1 frame 680 call map_mcc_2::harper2Talk1 frame 818 call map_mcc_2::sledge2Talk1 frame 887 call map_mcc_2::harper2Talk2 frame 930 call map_mcc_2::harper2Talk3 frame 1203 call map_mcc_2::harper2Talk4 frame 1327 call map_mcc_2::harper2Talk5 frame 1608 call map_mcc_2::harper2Talk6 frame 1646 call map_mcc_2::harper2Talk7 frame 1680 call map_mcc_2::harper2Talk8 frame 1735 call map_mcc_2::strauss2Talk1 frame 1805 call map_mcc_2::harper2Talk9 frame 2186 call map_mcc_2::harper2Talk10 frame 2284 call map_mcc_2::strauss2Talk2 frame 2445 call map_mcc_2::harper2Talk11 frame 2564 call map_mcc_2::morris2Talk2 // frame 2654 call map_mcc_2::morris2Talk3 frame 2671 call map_mcc_2::morris2Talk3 frame 2810 call map_mcc_2::pa2Talk1 frame 2938 call map_mcc_2::morris2Talk4 } /*********************************************************************************************************************** * * mcc3.def * */ anim mcc3_thinking models/characters/marine_fatigues_mocap/thinking.md5anim anim mcc3_sitting_working_consoles_1 models/characters/marine_fatigues_mocap/sitting_working_consoles_1.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button } anim mcc3_sitting_working_consoles_2 models/characters/marine_fatigues_mocap/sitting_working_consoles_2.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 19 sound snd_gear } anim mcc3_sitting_working_consoles_3 models/characters/marine_fatigues_mocap/sitting_working_consoles_3.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button } anim mcc3_sitting_working_consoles_4 models/characters/marine_fatigues_mocap/sitting_working_consoles_4.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 13,124 sound mcc_chair_movement } anim mcc3_sitting_working_consoles_5 models/characters/marine_fatigues_mocap/sitting_working_consoles_5.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity frame 1 sound npc_gui_button frame 17,55 sound mcc_chair_movement } anim mcc3_looking_down_gui_1 models/characters/marine_fatigues_mocap/looking_down_gui_1.md5anim { frame 1,10,18,29,37 sound npc_gui_button } anim mcc3_looking_down_gui_2 models/characters/marine_fatigues_mocap/looking_down_gui_2.md5anim anim mcc3_looking_down_gui_3 models/characters/marine_fatigues_mocap/looking_down_gui_3.md5anim { frame 88,110,117 sound npc_gui_button } anim mcc3_idle_against_wall models/characters/marine_fatigues_mocap/idel_against_wall_arms_back.md5anim { ai_look_head_only } anim mcc3_working_on_knee models/characters/marine_fatigues_mocap/working_on_knee.md5anim { ai_look_head_only } anim mcc3_working_wall_panel models/characters/marine_fatigues_mocap/working_wall_panel.md5anim { ai_look_head_only } anim mcc3_working_wall_panel_2 models/characters/marine_fatigues_mocap/working_wall_panel_2.md5anim { ai_look_head_only } anim mcc3_working_wall_panel_3 models/characters/marine_fatigues_mocap/working_wall_panel_3.md5anim { ai_look_head_only } anim mcc3_mcc1_up_from_chair models/characters/marine_fatigues_mocap/mcc1_up_from_chair.md5anim { ai_look_head_only frame 1 disableClip frame 34 sound mcc_chair_movement } anim mcc3_d_chamber_loop models/characters/marine_fatigues_mocap/mcc1_d_chamber_loop.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc3_d_chamber_action models/characters/marine_fatigues_mocap/mcc1_d_chamber_action.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc3_reaction_seated_1 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_1.md5anim { ai_look_head_only frame 1 disableClip } anim mcc3_reaction_seated_2 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_2.md5anim { ai_look_head_only frame 1 disableClip } anim mcc3_kane_reaction1 models/characters/marine_fatigues_mocap/kane_reaction_1.md5anim anim mcc3_kane_reaction2 models/characters/marine_fatigues_mocap/kane_reaction_2.md5anim anim mcc3_weaponless_walk_fast models/characters/marine_fatigues_mocap/weaponless_walk_fast.md5anim anim mcc3_weaponless_walk_slow models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim anim mcc3_walk models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim anim mcc3_weaponless_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim anim mcc3_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim anim mcc3_weaponless_idle_1 models/characters/marine_fatigues_mocap/weaponless_idle_1.md5anim // anim weaponless_idle_2 models/characters/marine_fatigues_mocap/weaponless_idle_2.md5anim anim mcc3_onbackworking_Nick_work models/characters/marine_fatigues_mocap/onbackworking_Nick.md5anim { ai_no_look frame 1 disableClip } anim mcc3_onbackworking_Nick_spark models/characters/marine_fatigues_mocap/onbackworking_Nick_spark.md5anim { ai_no_look frame 1 disableClip frame 1 fx fx_spark l_wrist } anim mcc3_onbackworking_Zack_work models/characters/marine_fatigues_mocap/onbackworking_Zack.md5anim { ai_look_head_only } anim mcc3_onbackworking_Zack_spark models/characters/marine_fatigues_mocap/onbackworking_Zack_spark.md5anim { ai_look_head_only } anim mcc3_onbackworking_Zack_work_idle models/characters/marine_fatigues_mocap/onbackworking_Zack_work_idle.md5anim { ai_look_head_only } anim mcc3_weld_loop models/characters/marine_fatigues_mocap/weld_loop.md5anim { ai_no_look } anim mcc3_weld_loop_short_talk models/characters/marine_fatigues_mocap/weld_loop.md5anim //double check this one { ai_no_look rate .05 } anim mcc3_sit_sleeping models/characters/marine_fatigues_mocap/sit_sleeping.md5anim { ai_no_look frame 1 disableClip } anim mcc3_sarge_briefing_1 models/characters/marine_fatigues_mocap/sarge_briefing_1.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc3_sarge_briefing_2 models/characters/marine_fatigues_mocap/sarge_briefing_2.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc3_sarge_briefing_3 models/characters/marine_fatigues_mocap/sarge_briefing_3.md5anim { ai_look_head_only } anim mcc3_sarge_briefing_4 models/characters/marine_fatigues_mocap/sarge_briefing_4.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc3_sarge_briefing_5 models/characters/marine_fatigues_mocap/sarge_briefing_5.md5anim { ai_look_head_only } anim mcc3_sarge_briefing_6 models/characters/marine_fatigues_mocap/sarge_briefing_6.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc3_sarge_briefing_7 models/characters/marine_fatigues_mocap/sarge_briefing_7.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } anim mcc3_weaponless_point_front_fast models/characters/marine_fatigues_mocap/weaponless_point_front.md5anim { rate 2.5 } anim mcc3_idle_sitting_1 models/characters/marine_fatigues_mocap/idle_sitting_1.md5anim { ai_no_look frame 1 disableClip frame 1 disableGravity } anim mcc3_idle_sitting_2 models/characters/marine_fatigues_mocap/idle_sitting_2.md5anim { ai_look_head_only frame 1 disableClip frame 1 disableGravity } // Mcc1 Briefing Cinematic Animations anim mcc3_cin_player_enters models/characters/marine_fatigues_mocap/mcc1_cin_player_enters.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_salute1 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute1.md5anim { ai_no_look frame 1 disableClip frame 13 sound mcc_chair_movement frame 163 sound mcc_chair_movement } anim mcc3_cin_salute2 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute2.md5anim { ai_no_look frame 1 disableClip frame 21 sound mcc_chair_movement frame 140 sound mcc_chair_movement } anim mcc3_cin_salute3 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute3.md5anim { ai_no_look frame 1 disableClip frame 16 sound mcc_chair_movement frame 161 sound mcc_chair_movement } anim mcc3_cin_salute4 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute4.md5anim { ai_no_look frame 1 disableClip frame 6 sound mcc_chair_movement frame 152 sound mcc_chair_movement } anim mcc3_cin_salute5 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute5.md5anim { ai_no_look frame 1 disableClip frame 20 sound mcc_chair_movement frame 150 sound mcc_chair_movement } anim mcc3_cin_salute6 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute6.md5anim { ai_no_look frame 1 disableClip frame 40 sound mcc_chair_movement frame 168 sound mcc_chair_movement } anim mcc3_cin_salute7 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute7.md5anim { ai_no_look frame 1 disableClip frame 8 sound mcc_chair_movement frame 155 sound mcc_chair_movement } anim mcc3_cin_salute8 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute8.md5anim { ai_no_look frame 1 disableClip frame 10 sound mcc_chair_movement frame 142 sound mcc_chair_movement } anim mcc3_Morris_intro models/characters/marine_fatigues_mocap/mcc1_cin_morris_intro.md5anim { ai_no_look frame 1 disableClip } anim mcc3_rhodes_replies models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_replies.md5anim { ai_no_look frame 1 disableClip } anim mcc3_Harper_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Harper_enters1.md5anim { ai_no_look frame 1 disableClip frame 15,28,42,56,72,86,100 footstep } anim mcc3_voss_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Voss_enters1.md5anim { ai_no_look frame 1 disableClip frame 9,23,38,51,67,79,95 footstep } anim mcc3_kane_sits models/characters/marine_fatigues_mocap/mcc1_cin_Kane_sits.md5anim { ai_no_look frame 1 disableClip frame 7,20 footstep frame 57 sound mcc_chair_movement } anim mcc3_Harper_talks models/characters/marine_fatigues_mocap/mcc1_cin_Harper_starts_talking.md5anim { ai_no_look frame 1 disableClip frame 9,27,42,60,75,105 footstep frame 549 sound mcc_chair_movement } anim mcc3_cin_Voss_sits models/characters/marine_fatigues_mocap/mcc1_cin_Voss_sits.md5anim { ai_no_look frame 1 disableClip frame 2,18,32,47,66,81,98,109 footstep frame 130 sound mcc_chair_movement } anim mcc3_cin_voss_talks1 models/characters/marine_fatigues_mocap/mcc1_cin_voss_talks1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_strassa_talks models/characters/marine_fatigues_mocap/mcc1_cin_strassa_talks.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_Player_reacts models/characters/marine_fatigues_mocap/mcc1_cin_Player_reacts.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_morris_reacts models/characters/marine_fatigues_mocap/mcc1_cin_morris_reacts.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle1 models/characters/marine_fatigues_mocap/mcc1_cin_idle1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle2 models/characters/marine_fatigues_mocap/mcc1_cin_idle2.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle3 models/characters/marine_fatigues_mocap/mcc1_cin_idle3.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle4 models/characters/marine_fatigues_mocap/mcc1_cin_idle4.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle5 models/characters/marine_fatigues_mocap/mcc1_cin_idle5.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle6 models/characters/marine_fatigues_mocap/mcc1_cin_idle6.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle7 models/characters/marine_fatigues_mocap/mcc1_cin_idle7.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle8 models/characters/marine_fatigues_mocap/mcc1_cin_idle8.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle9 models/characters/marine_fatigues_mocap/mcc1_cin_idle9.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle_rhodes models/characters/marine_fatigues_mocap/mcc1_cin_idle_rhodes.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_anderson_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_anderson_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_sledge_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_sledge_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_cortez_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_strassa_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_strassa_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_rhodes_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_bidwell_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_bidwell_shot1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_harper_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_harper_shot14.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_cortez_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot14.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_harper_leaves models/characters/marine_fatigues_mocap/mcc1_cin_harper_leaves.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_voss_leaves models/characters/marine_fatigues_mocap/mcc1_cin_voss_leaves.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_rhodes_looks models/characters/marine_fatigues_mocap/mcc1_cin_cortez_looks.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_camera_guy models/characters/marine_fatigues_mocap/mcc1_cin_camera_guy.md5anim { frame 48 call map_mcc_1::briefingPlayer frame 180 call map_mcc_1::briefingThreeAnim frame 189 call map_mcc_1::briefingAndersonAnim frame 200 call map_mcc_1::briefingMorrisAnim frame 215 call map_mcc_1::briefingSledgeCortezAnim frame 320 call map_mcc_1::briefingAllIdle frame 320 call map_mcc_1::briefingKaneSits // new frame 345 call map_mcc_1::briefingMorris1 // new frame change frame 383 call map_mcc_1::briefingRhodes1 frame 430 call map_mcc_1::briefingVossHarperDoor frame 442 call map_mcc_1::briefingCortez1 // new frame 451 call map_mcc_1::briefingVossHarperEnter frame 452 call map_mcc_1::briefingAllSalute frame 556 call map_mcc_1::briefingVossHarperAnims frame 557 call map_mcc_1::briefingHarper1 // new frame change (1 frame earlier) frame 620 call map_mcc_1::briefingHarper2 // new frame change (1 frame earlier) frame 645 call map_mcc_1::briefingVossSitsChair frame 755 call map_mcc_1::idleRhodes frame 757 call map_mcc_1::showMakron frame 798 call map_mcc_1::briefingHarper3 // new frame change (5 frames later) frame 962 call map_mcc_1::hideMakron frame 950 call map_mcc_1::briefingVossAnim frame 950 call map_mcc_1::briefingVossTalksChair frame 1088 call map_mcc_1::briefingHarperSitsChair frame 1153 call map_mcc_1::harperIdle frame 1156 call map_mcc_1::briefingVoss1 // new frame change (3 frames later) frame 1454 call map_mcc_1::harperCortezReact frame 1464 call map_mcc_1::briefingTableOpen // new frame change frame 1511 call map_mcc_1::briefingStartGui // new frame change frame 1498 call map_mcc_1::briefingVoss2 // new frame change frame 1561 call map_mcc_1::hideBriefingGuis // new frame change frame 1624 call map_mcc_1::briefingVoss3 // new frame change frame 1795 call map_mcc_1::briefingVoss4 // new frame change frame 1940 call map_mcc_1::showBriefingGuis // new frame change frame 1940 call map_mcc_1::briefingTableClose // new frame change frame 1962 call map_mcc_1::briefingVoss5 // new frame change // frame 2303 call map_mcc_1::briefingKaneReaction frame 2362 call map_mcc_1::briefingStrassa1 // new frame change frame 2359 call map_mcc_1::briefingStrassa2 // new frame change frame 2406 call map_mcc_1::briefingVossLeaves // new frame change frame 2408 call map_mcc_1::briefingVoss6 // new frame change frame 2485 call map_mcc_1::briefingHarperLeaves // new frame change frame 2520 call map_mcc_1::briefingVoss7 // new frame change // frame 2526 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later frame 2485 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later // frame 2584 call map_mcc_1::briefingMorrisReacts // new 134 frames later frame 2662 call map_mcc_1::mcc2FadeOut // new 2 seconds before the last frame } // Mcc2 Briefing Cinematic Animations anim mcc3_cin_strauss_talks2 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks2.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_strauss_talks1 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks1.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle_strauss models/characters/marine_fatigues_mocap/mcc2_cin_idle_strauss.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle_sledge models/characters/marine_fatigues_mocap/mcc2_cin_idle_sledge.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle_cortez models/characters/marine_fatigues_mocap/mcc2_cin_idle_cortez.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_idle_morris models/characters/marine_fatigues_mocap/mcc2_cin_idle_morris.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_morris_sits models/characters/marine_fatigues_mocap/mcc2_cin_morris_sits.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_morris_salutes models/characters/marine_fatigues_mocap/mcc2_cin_morris_salutes.md5anim { ai_no_look frame 1 disableClip frame 1 sound mcc_chair_movement } anim mcc3_cin_sledge_salutes models/characters/marine_fatigues_mocap/mcc2_cin_sledge_salutes.md5anim { ai_no_look frame 1 disableClip frame 1 sound mcc_chair_movement } anim mcc3_cin_cortez_salutes models/characters/marine_fatigues_mocap/mcc2_cin_cortez_salutes.md5anim { ai_no_look frame 1 disableClip frame 2 sound mcc_chair_movement } anim mcc3_cin_strauss_salutes models/characters/marine_fatigues_mocap/mcc2_cin_strauss_salutes.md5anim { ai_no_look frame 1 disableClip frame 7 sound mcc_chair_movement } anim mcc3_cin_rhodes_salutes models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_salutes.md5anim { ai_no_look frame 1 disableClip frame 12 sound mcc_chair_movement } anim mcc3_cin_morris_talks models/characters/marine_fatigues_mocap/mcc2_cin_morris_talks.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_sledge_responds models/characters/marine_fatigues_mocap/mcc2_cin_sledge_responds.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_harper_talks models/characters/marine_fatigues_mocap/mcc2_cin_harper_talks.md5anim { ai_no_look frame 1 disableClip frame 16,37,55,74 footstep } anim mcc3_cin_harper_enters models/characters/marine_fatigues_mocap/mcc2_cin_harper_enters.md5anim { ai_no_look frame 1 disableClip frame 10,25,40,54 footstep } anim mcc3_cin_sledge_escorts models/characters/marine_fatigues_mocap/mcc2_cin_sledge_escorts.md5anim { ai_no_look frame 1 disableClip frame 32,48,65,82,101,132,314 footstep } anim mcc3_cin_cortez_stands models/characters/marine_fatigues_mocap/mcc2_cin_cortez_stands.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_morris_scolds models/characters/marine_fatigues_mocap/mcc2_cin_morris_scolds.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_rhodes_leans models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_leans.md5anim { ai_no_look frame 1 disableClip frame 49 sound mcc_chair_movement } anim mcc3_cin_sledge_sits models/characters/marine_fatigues_mocap/mcc2_cin_sledge_sits.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_sledge_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot15.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_cortez_shot12 models/characters/marine_fatigues_mocap/mcc2_cin_cortez_shot12.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_sledge_shot22 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot22.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_rhodes_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_shot15.md5anim { ai_no_look frame 1 disableClip } anim mcc3_cin_morris_idle_shot11 models/characters/marine_fatigues_mocap/mcc2_cin_morris_idle_shot11.md5anim { ai_no_look frame 1 disableClip } } entityDef aref_char_marine_fatigues { "inherit1" "char_marine_fatigues" "editor_menu" "char" "sg_category" "None" "model" "model_aref_char_marine_fatigues" } model model_aref_monster_berserker { inherit model_monster_q4x_berserker /** * * Waste * */ /* // Animation does not exist. anim waste_jump models/monsters/berserker/waste_jump.md5anim { frame 1 disableClip frame 1 disableGravity frame 7 sound snd_growl frame 28 sound generic_creature_fall_small frame 34 sound snd_gear frame 41 enableClip frame 41 enableGravity } */ } entityDef aref_monster_berserker { "inherit1" "monster_q4x_berserker" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_berserker" } model model_aref_monster_grunt { inherit model_monster_q4x_grunt /** * * airdefense.def * */ anim ad_jump models/monsters/grunt/ad_jump.md5anim { frame 1 disableClip frame 3,44 sound snd_wiff frame 5 sound snd_fall_special frame 19 sound snd_anger frame 41 enableClip frame 42 call map_airdefense1::gruntBlasted frame 49 sound snd_pain } anim ad_grunt_drags models/monsters/grunt/ad_grunt_drags.md5anim { frame 13,26,38,47,58,69 footstep frame 3,35,56 sound snd_breathe } anim ad_bustin_pipes models/monsters/grunt/ad_bustin_pipes.md5anim { frame 1 disableClip frame 3 sound snd_pipe_bust frame 8 sound snd_rush frame 21,29,60 sound snd_breathe frame 42 sound snd_wiff frame 6 call map_airdefense1::playerKnockback frame 65 enableClip } /** * * airdefense.def * */ anim building_b models/monsters/grunt/building_b.md5anim { frame 1 ai_disablePain frame 10 fx fx_swipe rt_wrist frame 10 fx fx_swipe lft_wrist frame 11 fx fx_crack_glass1 rt_wrist frame 10 sound snd_alert frame 11 sound snd_music_stinger frame 12 call gruntFunctions::SmashGlassBody frame 85 sound snd_growl frame 12,89 sound snd_glass_hit frame 88 call gruntFunctions::SmashGlassRightHand } anim bldb_attack_mar models/monsters/grunt/attack_mar.md5anim { frame 1 ai_disablePain frame 1 disableClip frame 1 disableGravity frame 10 sound snd_music_stinger frame 11,41 sound snd_fall frame 33 sound snd_anger frame 70,81,100,111,118 footstep frame 118 enableGravity frame 118 enableClip } anim bldb_body_digging models/monsters/grunt/body_digging.md5anim { frame 1 ai_disablePain frame 1 event show frame 10 fx fx_bloodburst rt_wrist frame 40 fx fx_bloodburst jaw frame 2,11 sound snd_feeding frame 23 sound snd_breathe } anim bldb_jump_building_b models/monsters/grunt/jump_building_b.md5anim { frame 1 ai_disablePain frame 1 disableGravity frame 30 ai_enablePain frame 30 enableGravity } anim bldb_slamming_mar_glass models/monsters/grunt/slamming_mar_glass.md5anim { frame 96 sound snd_synth_high frame 99,128,147,221,260,273,299,316,326 sound snd_breathe frame 102,115,129,140,152,195,200,398,410 footstep frame 162 sound snd_rush // frame 347 sound snd_anger frame 315 sound snd_anger frame 211 sound snd_crack_glass } /** * * dispersal.def * */ anim disp_chainlink_idle models/monsters/grunt/chainlink_idle.md5anim { ai_no_look frame 1 ai_disablePain } // jshepard September 04: is this busted? It just might be. anim disp_nav_leap models/monsters/grunt/stair_jump.md5anim { frame 1 ai_disablePain frame 1 disableClip // frame 1 object_call frame_setfly // frame 25 sound snd_fall_special // frame 30 sound snd_breathe frame 6 sound snd_alert // frame 50 event stopNavJump // frame 43 enableClip } anim disp_body_digging models/monsters/grunt/body_digging.md5anim { rate 1.4 frame 1 ai_disablePain frame 1 event show frame 10 fx fx_bloodburst rt_wrist frame 40 fx fx_bloodburst jaw frame 2,11 sound snd_feeding frame 23 sound snd_breathe } anim disp_nav_short_leap models/monsters/grunt/jump_attack.md5anim { // same as jump, above. frame 1 ai_disablePain // frame 1 object_call frame_setfly frame 8 sound snd_alert frame 29 sound snd_growl // frame 60 event stopNavJump } anim disp_nav_down_leap models/monsters/grunt/jumps_through.md5anim { frame 1 ai_disablePain frame 1 disableClip // frame 1 object_call frame_setfly frame 15 enableClip } anim disp_stair_idle models/monsters/grunt/stair_idle.md5anim anim disp_stair_jump models/monsters/grunt/stair_jump.md5anim anim disp_stair_land models/monsters/grunt/stair_land.md5anim { frame 1 ai_disablePain frame 3 sound snd_fall_special frame 9 sound snd_breathe } // anim disp_stair_jump2 models/monsters/grunt/stair_jump02.md5anim // { // frame 1 ai_disablePain // frame 22 sound snd_fall_special // frame 1 sound snd_breathe // frame 6 sound snd_alert // } anim disp_jumps_through models/monsters/grunt/jumps_through.md5anim { frame 1 ai_disablePain frame 19 sound snd_fall_special frame 1 sound snd_breathe frame 11 sound snd_alert } anim disp_chainlink models/monsters/grunt/chainlink.md5anim { ai_no_look frame 1 ai_disablePain frame 7 event show frame 1 disableClip frame 1 sound snd_music_chainlink frame 3 trigger chasmdoor1 frame 29 sound snd_growl frame 38 sound snd_fence_land frame 41 trigger env_dispersal_fence_1 frame 77,84,89,93,116 sound snd_fence_climb frame 117 sound snd_jump frame 63 sound snd_alert frame 97 sound snd_fence_break // frame 97 trigger env_dispersal_ceiling_panel_1 frame 97 call gruntFunctions::StartCeilingAnim frame 12,22 sound snd_footstep frame 136 enableClip frame 139 sound snd_fall_special frame 149 fx fx_camerashake } /** * * mcc1.def * */ anim mcc1_exam_table models/monsters/Grunt/exam_table.md5anim { frame 1 disableClip } /** * * putra * */ /* //Anims do not exist anim putra_chain_grunt_up models/monsters/grunt/chain_grunt_up.md5anim { frame 1 disableClip frame 1 disableGravity frame 105 enableClip frame 105 enableGravity } anim putra_chain_grunt_down models/monsters/grunt/chain_grunt_down.md5anim { frame 1 disableClip frame 1 disableGravity } */ /** * * recomp * */ anim recomp_jump models/monsters/grunt/recomp_pipe.md5anim { //leaping frame 1 disableGravity frame 1 disableClip frame 1 ai_disablePain frame 1 sound_voice snd_alert //hitting the pipe (har har har) frame 19 sound snd_pipebend //the ground frame 43 sound snd_fall_special //all done frame 43 enableGravity frame 43 enableClip } anim recomp_grunt_drags models/monsters/grunt/ad_grunt_drags.md5anim { frame 13,26,38,47,58,69 footstep frame 3,35,56 sound snd_breathe } /** * * storage * */ anim stor_rubble_idle models/monsters/grunt/storage_rubble_idle.md5anim anim stor_rubble models/monsters/grunt/storage_rubble.md5anim { frame 1 ai_disablePain frame 1 ai_disableDamage frame 1 sound_voice snd_breathe frame 15 sound_voice snd_anger frame 16 sound storage_grunt_grate_clang frame 19 sound generic_rock_impact_large frame 17 sound effects_debris_heavy frame 18,20,22 sound generic_rock_impact_small frame 21 sound effects_debris_light frame 35 ai_enablePain frame 35 ai_enableDamage } anim stor_stepped_on models/monsters/grunt/storage_stepped_on.md5anim { //shot in the head frame 33 fx fx_gib head } anim stor_droppod_crash_slow models/monsters/grunt/droppod_crash.md5anim { rate .5 frame 1 disableClip frame 1 disableGravity frame 40 call map_storage1::gruntGrowl } /** * * tram1.def * */ anim tram1_grunt_intro models/monsters/grunt/tram1_grunt_intro.md5anim { frame 12 sound snd_growl rate 1.1 } } entityDef aref_monster_grunt { "inherit1" "monster_q4x_grunt" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_grunt" } model model_aref_monster_gunner { inherit model_monster_q4x_gunner /** * * hangar 1 * */ // Gunner Intro ----------------------------------------------------------------------------------------- anim hg1_gunner_intro models/monsters/gunner/gunner_intro.md5anim { frame 2,16,39,46,61,77,92,111 sound snd_servo frame 11,22 sound guisound_beep2 frame 38 sound snd_breathe frame 70,86,98 footstep frame 55 sound snd_growl frame 96 sound snd_intro_yell frame 105 sound snd_grenade_prepare frame 143 ai_attack hangar1 muzzle frame 143 fx fx_grenade_flash muzzle frame 143 sound_weapon snd_grenade_launch frame 156 call map_hangar1::feedGunnerBackup frame 201 call map_hangar1::spawnPlayer } } entityDef aref_monster_gunner { "inherit1" "monster_q4x_gunner" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_gunner" } model model_aref_monster_lttank { inherit model_monster_q4x_lt_tank /** * * recomp.def * */ anim recomp_cinematic_lttank models/monsters/lt_tank/recomp_lttank_cinematic.md5anim { frame 67 sound snd_victory frame 117,155 sound snd_growl frame 119,152 sound snd_mace_swing frame 122,154 sound lt_tank_mace_impact frame 121,155 sound generic_barrel_impact } } entityDef aref_monster_lt_tank { "inherit1" "monster_q4x_lt_tank" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_lttank" } model model_aref_monster_hhtank { inherit model_monster_q4x_big_heavy_hovertank } entityDef aref_monster_lt_tank { "inherit1" "monster_q4x_hh_tank" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_hhtank" } model model_aref_monster_scientist { //There is no q4x scientist inherit model_monster_scientist anim medlabs_anderson_cin models/monsters/scientist/anderson_cin_medlabs.md5anim { ai_no_look frame 65,430,478,533,793 sound snd_voice frame 463,605,616,622,653,665 sound snd_weapons frame 465 sound berserker_blade_slice frame 563 sound snd_saw frame 566,616,645 sound snd_cut frame 571 fx fx_chop blade_joint frame 610, 618 call map_medlabs::splatter_1 frame 648 call map_medlabs::splatter_2 } } entityDef aref_monster_scientist { "inherit1" "monster_scientist" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_scientist" } model model_aref_monster_strogg_marine { inherit model_monster_q4x_strogg_marine /** * * mcc1 * */ anim mcc1_exam_table models/monsters/strogg_marine/exam_table.md5anim { frame 1 disableClip } /** * * remcomp * */ anim recomp_cinematic_strogg_marine models/monsters/strogg_marine/recomp_strogg_cinematic.md5anim { frame 1 disableClip frame 124 fx fx_blood forhead } //STROGG MARINE BLASTER ANIMS //COPIED FROM THE MAIN DEF FILE anim range_attack1_start models/monsters/q4x_strogg_marine/fire3_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim range_attack1_loop models/monsters/q4x_strogg_marine/fire3_loop.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack1_end models/monsters/q4x_strogg_marine/fire3_end.md5anim anim range_attack2_start models/monsters/q4x_strogg_marine/fire4_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim range_attack2_loop models/monsters/q4x_strogg_marine/fire4_loop.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack2_end models/monsters/q4x_strogg_marine/fire4_end.md5anim // anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso2.md5anim anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_back models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_right models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_left models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } //FIXME: only here due to scripting/trigger_anim usage! anim shuffle_right models/monsters/q4x_strogg_marine/dodge_right2.md5anim // UNIQUE TO BLASTER anim angry2 models/monsters/q4x_strogg_marine/scream.md5anim { frame 5 sound snd_growl } anim angry models/monsters/q4x_strogg_marine/angry1.md5anim { frame 5 sound snd_growl } anim evade_right models/monsters/q4x_strogg_marine/sidestep_right.md5anim { frame 1 ai_disablePain frame 3 sound snd_jump frame 8 sound snd_gear frame 11,14 footstep } anim evade_left models/monsters/q4x_strogg_marine/sidestep_left.md5anim { frame 1 ai_disablePain frame 3 sound snd_gear frame 8,13 footstep } anim evade_right_long models/monsters/q4x_strogg_marine/attackPoint_right.md5anim { // This isn't an evade. // frame 22,25,28,30 ai_attack base muzzle // frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle // frame 22,25,28,30 sound_weapon snd_weapon_fire } anim evade_left_long models/monsters/q4x_strogg_marine/attackPoint_left.md5anim { // This isn't an evade. // frame 22,25,28,30 ai_attack base muzzle // frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle // frame 22,25,28,30 sound_weapon snd_weapon_fire } ///MMGUN STROGG ANIMS //COPIED FROM THE MAIN DEF FILE anim jump_back models/monsters/q4x_strogg_marine/step_back.md5anim { frame 3 sound snd_jump frame 8 sound snd_gear frame 11,14 footstep frame 21,22,23 ai_attack base muzzle frame 21,22,23 fx fx_blaster_muzzleflash muzzle frame 21,22,23 sound_weapon snd_weapon_fire } // UNIQUE TO MGUN anim sprayleft_start models/monsters/q4x_strogg_marine/sprayleft_start.md5anim { frame 1 sound snd_ready_weapon frame 5 footstep } anim sprayleft_sweep models/monsters/q4x_strogg_marine/sprayleft_sweep.md5anim { frame 1,3,5,7,9,11,13 ai_attack jointDir muzzle frame 1,3,5,7,9,11,13 fx fx_blaster_muzzleflash muzzle frame 1,3,5,7,9,11,13 sound_weapon snd_weapon_fire } anim sprayleft_end models/monsters/q4x_strogg_marine/sprayleft_end.md5anim { frame 5 footstep } anim sprayright_start models/monsters/q4x_strogg_marine/sprayright_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim sprayright_sweep models/monsters/q4x_strogg_marine/sprayright_sweep.md5anim { frame 1,2,3,4,5,6,7,8,9,10,11,12,13 ai_attack jointDir muzzle frame 1,2,3,4,5,6,7,8,9,10,11,12,13 fx fx_blaster_muzzleflash muzzle frame 1,2,3,4,5,6,7,8,9,10,11,12,13 sound_weapon snd_weapon_fire } anim sprayright_end models/monsters/q4x_strogg_marine/sprayright_end.md5anim { frame 8 footstep } //anim dodge_right models/monsters/q4x_strogg_marine/dodge_right.md5anim //anim dodge_left models/monsters/q4x_strogg_marine/dodge_left.md5anim //SGUN - COPIED FROM DEF FILE //UNIQUE TO SGUN anim shuffle_left models/monsters/q4x_strogg_marine/dodge_left2.md5anim anim shotgun_range_attack models/monsters/q4x_strogg_marine/attack_shotgun_new.md5anim { rate 1.5 frame 8 footstep frame 18 ai_attack base muzzle frame 18 fx fx_blaster_muzzleflash muzzle frame 18 sound_weapon snd_weapon_fire frame 30 sound snd_ready_weapon } anim shotgun_crouch_range_attack models/monsters/q4x_strogg_marine/crouch_shotgun.md5anim { rate 1.5 frame 4 footstep frame 8 sound snd_gear frame 10 ai_attack base muzzle frame 10 fx fx_blaster_muzzleflash muzzle frame 10 sound_weapon snd_weapon_fire frame 16 sound snd_ready_weapon } anim ai_leap models/monsters/q4x_strogg_marine/leap.md5anim { frame 1 ai_disablePain frame 2 sound snd_gear frame 5 sound snd_grunt frame 11,14 footstep } anim dive_turn models/monsters/q4x_strogg_marine/dive_roll.md5anim { frame 1 ai_disablePain frame 2 sound snd_grunt frame 4,8,17,22 sound snd_gear frame 10,20,22 footstep } } entityDef aref_monster_strogg_marine { "inherit1" "monster_q4x_strogg_marine" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_strogg_marine" } model model_aref_monster_tactical { inherit model_monster_q4x_tactical } entityDef aref_monster_tactical { "inherit1" "monster_q4x_tactical" "editor_menu" "char" "sg_category" "None" "model" "model_aref_monster_tactical" }