• Resizing a ragdoll (Getting the physics mesh to resize as well, whilst keeping the skeleton intact)
    2 replies, posted
Hi, I have recently created a ragdoll for my source mod. The most common enemy of the mod will be a mini replica of him, wearing a mask. I have modelled the mask and attached it to the model's head bone. The original model is using breen's body as a base with a sign attached to him and some changed textures, and is using breen's default .phy file. Is there any way I can resize this .phy file to 0.6 with $scale, so that it matches with the new model? (i dont need the mask or sign to be included in the physics) Another problem is this: to get breen's body I decompiled him, but his physics mesh didn't decompile with him (lods did-does he use a low-level lod as a phys mesh?) So I don't have a physics mesh to just use an $include .qc command. What do I do? Is there any way to perhaps decompile the .phy file or manually change the scale from a text editor or something?
Ok, I fixed the error and got the collision working. Now I have to resize the metrocop animations, and guistudiomdl doesn't like it. It says: mdldecompiler.qc(40): - missing animation blends. Expected 3, found 4 I checked line 40 and I can't see what's wrong with it. here's the .qc (warning, its long): [code]$cd "C:\Users\myusername\Desktop\nameofnpcyouarentallowedtosee\sidekick\metrocop_anims'" $modelname "Police_animations.mdl" $poseparameter body_yaw -29.73 29.73 $poseparameter spine_yaw -30.71 30.71 $poseparameter neck_trans -0.21 0.26 $poseparameter head_yaw -66.71 66.71 $poseparameter head_pitch -34.87 25.38 $poseparameter head_roll -10.93 10.85 $poseparameter move_yaw -180.00 180.00 $poseparameter aim_pitch -86.32 56.20 $poseparameter aim_yaw -60.00 60.00 $cdmaterials "models\police_xsi/" $scale 0.6 $hboxset "default" $hbox 0 "ValveBiped.Bip01_Pelvis" -3.890 -0.000 -2.982 3.890 3.345 0.000 $hbox 0 "ValveBiped.Bip01_Spine4" 0.000 -0.000 -1.938 3.307 1.001 1.938 $hbox 0 "ValveBiped.Bip01_R_Hand" 0.000 -1.712 -6.392 3.942 0.050 1.193 $hbox 0 "ValveBiped.Bip01_L_Hand" 0.000 -1.712 -1.192 3.942 0.047 1.332 $attachment "forward" "ValveBiped.forward" -0.00 -0.00 -0.00 rotate 0.00 0.00 -0.00 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 0.00 -0.00 rotate -90.00 -90.00 0.00 $attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 $attachment "eyes" "ValveBiped.Bip01_Head1" 2.70 -7.43 -0.00 rotate 0.00 -80.10 -90.00 $attachment "baton" "ValveBiped.baton_parent" -0.00 -0.00 0.00 rotate 0.00 0.00 0.00 $surfaceprop "default" $illumposition 0.752 -0.000 33.456 $animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30 $animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot "a_body_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_z "a_body_rot_z_lt" fps 30.00 { blendwidth 3 blend body_yaw -29.734262 29.734232 delta autoplay a_body_rot_z_lt a_body_rot a_body_rot_z_rt } $animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot "a_spine_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence spine_rot_z "a_spine_rot_z_lt" fps 30.00 { blendwidth 3 blend spine_yaw -30.708504 30.708479 delta autoplay a_spine_rot_z_lt a_spine_rot a_spine_rot_z_rt } $animation a_neck_trans_back "a_neck_trans_back" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_neck_trans "a_neck_trans" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_neck_trans_fwd "a_neck_trans_fwd" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence neck_trans_x "a_neck_trans_back" fps 30.00 { blendwidth 3 blend neck_trans -0.207508 0.259400 delta autoplay a_neck_trans_back a_neck_trans a_neck_trans_fwd } $animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_z "a_head_rot_z_lt" fps 30.00 { blendwidth 3 blend head_yaw -66.706543 66.706314 delta autoplay a_head_rot_z_lt a_head_rot a_head_rot_z_rt } $animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_y "a_head_rot_dwn" fps 30.00 { blendwidth 3 blend head_pitch -34.866585 25.376663 delta autoplay a_head_rot_dwn a_head_rot a_head_rot_up } $animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_x "a_head_rot_lt" fps 30.00 { blendwidth 3 blend head_roll -10.931430 10.852429 delta autoplay a_head_rot_lt a_head_rot a_head_rot_rt } $sequence batonidle1 "batonidle1" loop ACT_IDLE 2 fps 30.00 node standing_baton $sequence batonidle2 "batonidle2" loop ACT_IDLE 1 fps 30.00 node standing_baton $sequence smg1idle1 "smg1idle1" loop ACT_IDLE_SMG1 2 fps 30.00 node standing_smg $sequence smg1idle2 "smg1idle2" loop ACT_IDLE_SMG1 1 fps 30.00 node standing_smg $sequence pistolidle1 "pistolidle1" loop ACT_IDLE_PISTOL 2 fps 30.00 node standing_pistol $sequence pistolidle2 "pistolidle2" loop ACT_IDLE_PISTOL 1 fps 30.00 node standing_pistol $sequence Idle_Baton "Idle_Baton" loop fps 30.00 $sequence BlockEntry "BlockEntry" fps 30.00 $sequence buttonright "buttonright" fps 30.00 $sequence buttonfront "buttonfront" fps 30.00 $sequence buttonleft "buttonleft" fps 30.00 $sequence busyidle1 "busyidle1" loop ACT_BUSY_LEAN_BACK 1 fps 30.00 $sequence busyidle2 "busyidle2" loop ACT_BUSY_STAND 1 fps 30.00 $sequence harassfront1 "harassfront1" ACT_POLICE_HARASS1 1 fps 30.00 $sequence harassfront2 "harassfront2" ACT_POLICE_HARASS2 1 fps 30.00 $sequence pickup "pickup" ACT_PICKUP_GROUND 1 fps 30.00 { { event 2040 13 } } $sequence point "point" ACT_METROPOLICE_POINT 1 fps 30.00 node standing_pistol $sequence idleonfire "idleonfire" loop ACT_IDLE_ON_FIRE 1 fps 30.00 $sequence moveonfire "moveonfire" loop ACT_RUN_ON_FIRE 1 fps 30.00 $sequence rappelloop "rappelloop" loop ACT_RAPPEL_LOOP 1 fps 30.00 $sequence rappelland "rappelland" ACT_RAPPEL_LAND 1 fps 30.00 $sequence dummy1 "batonidle1" loop fps 30.00 $sequence dummy2 "batonidle1" loop fps 30.00 $sequence pushplayer "pushplayer" ACT_PUSH_PLAYER 1 fps 30.00 { { event AE_METROPOLICE_SHOVE 11 } } $sequence activatebaton "activatebaton" ACT_ACTIVATE_BATON 1 fps 30.00 { { event AE_METROPOLICE_BATON_ON 7 } } $sequence deactivatebaton "deactivatebaton" ACT_DEACTIVATE_BATON 1 fps 30.00 { { event AE_METROPOLICE_BATON_OFF 7 } } $sequence cower "cower" ACT_COWER 1 fps 35.00 $sequence flinch_head1 "flinch_head1" ACT_FLINCH_HEAD 1 fps 30.00 $sequence flinch_head2 "flinch_head2" ACT_FLINCH_HEAD 1 fps 30.00 $sequence flinch_stomach1 "flinch_stomach1" ACT_FLINCH_STOMACH 1 fps 30.00 $sequence flinch_stomach2 "flinch_stomach2" ACT_FLINCH_STOMACH 1 fps 30.00 $sequence flinch_leftarm1 "flinch_leftarm1" ACT_FLINCH_LEFTARM 1 fps 30.00 $sequence flinch_rightarm1 "flinch_rightarm1" ACT_FLINCH_RIGHTARM 1 fps 30.00 $sequence flinch_back1 "flinch_back1" ACT_METROPOLICE_FLINCH_BEHIND 1 fps 30.00 $sequence flinch1 "flinch1" ACT_SMALL_FLINCH 1 fps 30.00 $sequence flinch2 "flinch2" ACT_BIG_FLINCH 1 fps 30.00 $animation a_flinch_gesture "a_flinch_gesture" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence flinch_gesture "a_flinch_gesture" ACT_GESTURE_SMALL_FLINCH 1 fps 30.00 $animation a_flinch_head_gesture1 "a_flinch_head_gesture1" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence flinchheadgest1 "a_flinch_head_gesture1" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 $animation a_flinch_head_gesture2 "a_flinch_head_gesture2" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence flinchheadgest2 "a_flinch_head_gesture2" ACT_GESTURE_FLINCH_HEAD 1 fps 30.00 $animation a_flinch_gut_gesture1 "a_flinch_gut_gesture1" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence flinchgutgest1 "a_flinch_gut_gesture1" ACT_GESTURE_FLINCH_STOMACH 1 fps 30.00 $animation a_flinch_gut_gesture2 "a_flinch_gut_gesture2" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence flinchgutgest2 "a_flinch_gut_gesture2" ACT_GESTURE_FLINCH_STOMACH 1 fps 30.00 $animation a_flinch_larm_gesture "a_flinch_larm_gesture" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence flinchlarmgest "a_flinch_larm_gesture" ACT_GESTURE_FLINCH_LEFTARM 1 fps 30.00 $animation a_flinch_rarm_gesture "a_flinch_rarm_gesture" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence flinchrarmgest "a_flinch_rarm_gesture" ACT_GESTURE_FLINCH_RIGHTARM 1 fps 30.00 $sequence physflinch1 "physflinch1" ACT_FLINCH_PHYSICS 1 fps 30.00 $sequence physflinch2 "physflinch2" ACT_FLINCH_PHYSICS 1 fps 30.00 $sequence deathpose_front "deathpose_front" ACT_DIE_FRONTSIDE 1 fps 1.00 $sequence deathpose_back "deathpose_back" ACT_DIE_BACKSIDE 1 fps 1.00 $sequence deathpose_right "deathpose_right" ACT_DIE_RIGHTSIDE 1 fps 1.00 $sequence deathpose_left "deathpose_left" ACT_DIE_LEFTSIDE 1 fps 1.00 $sequence deploy "deploy" ACT_METROPOLICE_DEPLOY_MANHACK 1 fps 30.00 { { event AE_METROPOLICE_START_DEPLOY 10 } { event AE_METROPOLICE_DEPLOY_MANHACK 33 } } $sequence grenadethrow "grenadethrow" ACT_COMBINE_THROW_GRENADE 1 fps 30.00 { { event 7 23 } } $sequence pistolangryidle2 "pistolangryidle2" ACT_IDLE_ANGRY_PISTOL 1 fps 4.00 node shooting_pistol $sequence Crouch_idle_pistol "Crouch_idle_pistol" loop ACT_COVER_PISTOL_LOW 1 fps 30.00 node crouching_pistol $sequence drawpistol "drawpistol" ACT_METROPOLICE_DRAW_PISTOL 1 fps 30.00 { { event AE_METROPOLICE_DRAW_PISTOL 11 } } $sequence shootp1 "shootp1" ACT_RANGE_ATTACK_PISTOL 1 fps 30.00 node shooting_pistol $sequence gesture_shoot_pistol "gesture_shoot_pistol" ACT_GESTURE_RANGE_ATTACK_PISTOL 1 fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence reload_pistol "reload_pistol" ACT_RELOAD_PISTOL 1 fps 30.00 node shooting_pistol { { event 3017 0 } { event 3018 34 } } $sequence crouch_reload_pistol "crouch_reload_pistol" ACT_RELOAD_PISTOL_LOW 1 fps 30.00 node crouching_pistol { { event 3017 0 } { event 3018 56 } } $sequence gesture_reload_pistolspine "gesture_reload_pistolspine" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_reload_pistolarms "gesture_reload_pistolarms" fps 30.00 $sequence gesture_reload_pistol "gesture_reload_pistol" ACT_GESTURE_RELOAD_PISTOL 1 fps 30.00 subtract mdldecompiler_delta.smd 0 node standing_pistol { { event 3017 0 } { event 3018 37 } } $sequence lowcover_shoot_pistol "lowcover_shoot_pistol" loop ACT_RANGE_ATTACK_PISTOL_LOW 1 fps 10.00 node lowcover_pistol $sequence lowcover_aim_pistol "lowcover_aim_pistol" loop ACT_RANGE_AIM_PISTOL_LOW 1 fps 30.00 node lowcover_pistol $sequence smg1angryidle1 "smg1angryidle1" loop ACT_IDLE_ANGRY_SMG1 1 fps 30.00 node shooting_smg $sequence Crouch_idle_smg1 "Crouch_idle_smg1" loop ACT_COVER_SMG1_LOW 1 fps 30.00 node crouching_smg $sequence shoot_smg1 "shoot_smg1" ACT_RANGE_ATTACK_SMG1 1 fps 30.00 node shooting_smg $sequence gesture_shoot_smg1 "gesture_shoot_smg1" ACT_GESTURE_RANGE_ATTACK_SMG1 1 fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence reload_smg1 "reload_smg1" ACT_RELOAD_SMG1 1 fps 30.00 node shooting_smg { { event 3017 0 } { event 3018 49 } } $sequence crouch_reload_smg1 "crouch_reload_smg1" ACT_RELOAD_SMG1_LOW 1 fps 30.00 node crouching_smg { { event 3017 0 } { event 3018 52 } } $sequence gesture_reload_smg1spine "gesture_reload_smg1spine" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_reload_smg1arms "gesture_reload_smg1arms" fps 30.00 $sequence gesture_reload_smg1 "gesture_reload_smg1" ACT_GESTURE_RELOAD_SMG1 1 fps 30.00 subtract mdldecompiler_delta.smd 0 node standing_smg { { event 3017 0 } { event 3018 35 } } $sequence lowcover_shoot_smg1 "lowcover_shoot_smg1" loop ACT_RANGE_ATTACK_SMG1_LOW 1 fps 30.00 node lowcover_smg { { event 3014 2 } } $sequence lowcover_aim_smg1 "lowcover_aim_smg1" loop ACT_RANGE_AIM_SMG1_LOW 1 fps 30.00 node lowcover_smg $sequence batonangryidle1 "batonangryidle1" loop ACT_IDLE_ANGRY_MELEE 1 fps 30.00 node standing_baton $sequence swing "swing" ACT_MELEE_ATTACK_SWING 1 fps 35.00 { { event 3001 13 } } $sequence thrust "thrust" ACT_MELEE_ATTACK_THRUST 1 fps 35.00 { { event 3001 13 } } $sequence swinggesturespine "swinggesturespine" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence swinggesturearms "swinggesturearms" fps 30.00 $sequence swinggesture "swinggesture" ACT_MELEE_ATTACK_SWING_GESTURE 1 fps 35.00 subtract mdldecompiler_delta.smd 0 { { event 3001 13 } } $animation a_pistol_aim_straight_up "a_pistol_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_up_right "a_pistol_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_mid_right "a_pistol_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_down_right "a_pistol_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_straight_up "a_pistol_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_up_center "a_pistol_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_mid_center "a_pistol_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_down_center "a_pistol_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_straight_up "a_pistol_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_up_left "a_pistol_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_mid_left "a_pistol_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_pistol_aim_down_left "a_pistol_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence pistol_Aim_all "a_pistol_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_pistol_aim_straight_up a_pistol_aim_up_right a_pistol_aim_mid_right a_pistol_aim_down_right a_pistol_aim_straight_up a_pistol_aim_up_center a_pistol_aim_mid_center a_pistol_aim_down_center a_pistol_aim_straight_up a_pistol_aim_up_left a_pistol_aim_mid_left a_pistol_aim_down_left } $animation a_WalkN_pistol_aim_straight_up "a_WalkN_pistol_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_up_right "a_WalkN_pistol_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_mid_right "a_WalkN_pistol_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_down_right "a_WalkN_pistol_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_straight_up "a_WalkN_pistol_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_up_center "a_WalkN_pistol_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_mid_center "a_WalkN_pistol_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_down_center "a_WalkN_pistol_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_straight_up "a_WalkN_pistol_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_up_left "a_WalkN_pistol_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_mid_left "a_WalkN_pistol_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_pistol_aim_down_left "a_WalkN_pistol_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence WalkN_pistol_Aim_all "a_WalkN_pistol_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_WalkN_pistol_aim_straight_up a_WalkN_pistol_aim_up_right a_WalkN_pistol_aim_mid_right a_WalkN_pistol_aim_down_right a_WalkN_pistol_aim_straight_up a_WalkN_pistol_aim_up_center a_WalkN_pistol_aim_mid_center a_WalkN_pistol_aim_down_center a_WalkN_pistol_aim_straight_up a_WalkN_pistol_aim_up_left a_WalkN_pistol_aim_mid_left a_WalkN_pistol_aim_down_left } $animation a_SMG1_aim_straight_up "a_SMG1_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_up_right "a_SMG1_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_mid_right "a_SMG1_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_down_right "a_SMG1_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_straight_up "a_SMG1_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_up_center "a_SMG1_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_mid_center "a_SMG1_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_down_center "a_SMG1_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_straight_up "a_SMG1_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_up_left "a_SMG1_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_mid_left "a_SMG1_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_SMG1_aim_down_left "a_SMG1_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence SMG1_Aim_all "a_SMG1_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_SMG1_aim_straight_up a_SMG1_aim_up_right a_SMG1_aim_mid_right a_SMG1_aim_down_right a_SMG1_aim_straight_up a_SMG1_aim_up_center a_SMG1_aim_mid_center a_SMG1_aim_down_center a_SMG1_aim_straight_up a_SMG1_aim_up_left a_SMG1_aim_mid_left a_SMG1_aim_down_left } $animation a_WalkN_SMG1_aim_straight_up "a_WalkN_SMG1_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_up_right "a_WalkN_SMG1_aim_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_mid_right "a_WalkN_SMG1_aim_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_down_right "a_WalkN_SMG1_aim_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_straight_up "a_WalkN_SMG1_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_up_center "a_WalkN_SMG1_aim_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_mid_center "a_WalkN_SMG1_aim_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_down_center "a_WalkN_SMG1_aim_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_straight_up "a_WalkN_SMG1_aim_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_up_left "a_WalkN_SMG1_aim_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_mid_left "a_WalkN_SMG1_aim_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_WalkN_SMG1_aim_down_left "a_WalkN_SMG1_aim_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence WalkN_SMG1_Aim_all "a_WalkN_SMG1_aim_straight_up" fps 30.00 { blendwidth 12 blend aim_yaw -60.000000 60.000000 delta a_WalkN_SMG1_aim_straight_up a_WalkN_SMG1_aim_up_right a_WalkN_SMG1_aim_mid_right a_WalkN_SMG1_aim_down_right a_WalkN_SMG1_aim_straight_up a_WalkN_SMG1_aim_up_center a_WalkN_SMG1_aim_mid_center a_WalkN_SMG1_aim_down_center a_WalkN_SMG1_aim_straight_up a_WalkN_SMG1_aim_up_left a_WalkN_SMG1_aim_mid_left a_WalkN_SMG1_aim_down_left } $animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000 $animation a_Crouch_walkSE "a_Crouch_walkSE" loop fps 30.000000 $animation a_Crouch_walkE "a_Crouch_walkE" loop fps 30.000000 $animation a_Crouch_walkNE "a_Crouch_walkNE" loop fps 30.000000 $animation a_Crouch_walkN "a_Crouch_walkN" loop fps 30.000000 $animation a_Crouch_walkNW "a_Crouch_walkNW" loop fps 30.000000 $animation a_Crouch_walkW "a_Crouch_walkW" loop fps 30.000000 $animation a_Crouch_walkSW "a_Crouch_walkSW" loop fps 30.000000 $animation a_Crouch_walkS "a_Crouch_walkS" loop fps 30.000000 $sequence Crouch_all "a_Crouch_walkS" loop ACT_WALK_CROUCH 1 fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_Crouch_walkS a_Crouch_walkSE a_Crouch_walkE a_Crouch_walkNE a_Crouch_walkN a_Crouch_walkNW a_Crouch_walkW a_Crouch_walkSW a_Crouch_walkS } $animation a_WalkS "a_WalkS" loop fps 31.000000 $animation a_WalkSE "a_WalkSE" loop fps 29.000000 $animation a_WalkE "a_WalkE" loop fps 33.000000 $animation a_WalkNE "a_WalkNE" loop fps 32.000000 $animation a_WalkN "a_WalkN" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 32.000000 $animation a_WalkW "a_WalkW" loop fps 33.000000 $animation a_WalkSW "a_WalkSW" loop fps 29.000000 $animation a_WalkS "a_WalkS" loop fps 31.000000 $sequence walk_all "a_WalkS" loop ACT_WALK 1 fps 31.00 { { event 6004 9 "NPC_MetroPolice" } { event 6005 25 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_walk_hold_baton_angry "layer_walk_hold_baton_angry" loop fps 30.00 $animation a_WalkS "a_WalkS" loop fps 31.000000 $animation a_WalkSE "a_WalkSE" loop fps 29.000000 $animation a_WalkE "a_WalkE" loop fps 33.000000 $animation a_WalkNE "a_WalkNE" loop fps 32.000000 $animation a_walkN_hold_baton_angry "a_walkN_hold_baton_angry" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 32.000000 $animation a_WalkW "a_WalkW" loop fps 33.000000 $animation a_WalkSW "a_WalkSW" loop fps 29.000000 $animation a_WalkS "a_WalkS" loop fps 31.000000 $sequence walk_hold_baton_angry "a_WalkS" loop ACT_WALK_ANGRY 1 fps 31.00 { { event 6004 9 "NPC_MetroPolice" } { event 6005 25 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_WalkS a_WalkSE a_WalkE a_WalkNE a_walkN_hold_baton_angry a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation a_walkS_pistol_aim_delta "a_walkS_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSE_pistol_aim_delta "a_walkSE_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkE_pistol_aim_delta "a_walkE_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkNE_pistol_aim_delta "a_walkNE_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkN_pistol_aim_delta "a_walkN_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkNW_pistol_aim_delta "a_walkNW_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkW_pistol_aim_delta "a_walkW_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSW_pistol_aim_delta "a_walkSW_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkS_pistol_aim_delta "a_walkS_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence Pistol_aim_walk_all_delta "a_walkS_pistol_aim_delta" fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 delta a_walkS_pistol_aim_delta a_walkSE_pistol_aim_delta a_walkE_pistol_aim_delta a_walkNE_pistol_aim_delta a_walkN_pistol_aim_delta a_walkNW_pistol_aim_delta a_walkW_pistol_aim_delta a_walkSW_pistol_aim_delta a_walkS_pistol_aim_delta } $sequence layer_walk_aiming_pistol "layer_walk_aiming_pistol" loop fps 30.00 $animation a_WalkS "a_WalkS" loop fps 31.000000 $animation a_WalkSE "a_WalkSE" loop fps 29.000000 $animation a_WalkE "a_WalkE" loop fps 33.000000 $animation a_WalkNE "a_WalkNE" loop fps 32.000000 $animation a_WalkN_aim_pistol "a_WalkN_aim_pistol" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 32.000000 $animation a_WalkW "a_WalkW" loop fps 33.000000 $animation a_WalkSW "a_WalkSW" loop fps 29.000000 $animation a_WalkS "a_WalkS" loop fps 31.000000 $sequence walk_aiming_pistol_all "a_WalkS" loop ACT_WALK_AIM_PISTOL 1 fps 31.00 { { event 6004 9 "NPC_MetroPolice" } { event 6005 25 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN_aim_pistol a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_walk_hold_pistol "layer_walk_hold_pistol" loop fps 30.00 $animation a_WalkS "a_WalkS" loop fps 31.000000 $animation a_WalkSE "a_WalkSE" loop fps 29.000000 $animation a_WalkE "a_WalkE" loop fps 33.000000 $animation a_WalkNE "a_WalkNE" loop fps 32.000000 $animation a_walkN_hold_pistol "a_walkN_hold_pistol" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 32.000000 $animation a_WalkW "a_WalkW" loop fps 33.000000 $animation a_WalkSW "a_WalkSW" loop fps 29.000000 $animation a_WalkS "a_WalkS" loop fps 31.000000 $sequence walk_hold_pistol "a_WalkS" loop ACT_WALK_PISTOL 1 fps 31.00 node standing_pistol { { event 6004 9 "NPC_MetroPolice" } { event 6005 25 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_WalkS a_WalkSE a_WalkE a_WalkNE a_walkN_hold_pistol a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation a_walkS_SMG1_aim_delta "a_walkS_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSE_SMG1_aim_delta "a_walkSE_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkE_SMG1_aim_delta "a_walkE_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkNE_SMG1_aim_delta "a_walkNE_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkN_SMG1_aim_delta "a_walkN_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkNW_SMG1_aim_delta "a_walkNW_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkW_SMG1_aim_delta "a_walkW_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkSW_SMG1_aim_delta "a_walkSW_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_walkS_SMG1_aim_delta "a_walkS_SMG1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence SMG1_aim_walk_all_delta "a_walkS_SMG1_aim_delta" fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 delta a_walkS_SMG1_aim_delta a_walkSE_SMG1_aim_delta a_walkE_SMG1_aim_delta a_walkNE_SMG1_aim_delta a_walkN_SMG1_aim_delta a_walkNW_SMG1_aim_delta a_walkW_SMG1_aim_delta a_walkSW_SMG1_aim_delta a_walkS_SMG1_aim_delta } $sequence layer_walk_aiming_SMG1 "layer_walk_aiming_SMG1" loop fps 30.00 $animation a_WalkS "a_WalkS" loop fps 31.000000 $animation a_WalkSE "a_WalkSE" loop fps 29.000000 $animation a_WalkE "a_WalkE" loop fps 33.000000 $animation a_WalkNE "a_WalkNE" loop fps 32.000000 $animation a_WalkN_aim_SMG1 "a_WalkN_aim_SMG1" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 32.000000 $animation a_WalkW "a_WalkW" loop fps 33.000000 $animation a_WalkSW "a_WalkSW" loop fps 29.000000 $animation a_WalkS "a_WalkS" loop fps 31.000000 $sequence walk_aiming_SMG1_all "a_WalkS" loop ACT_WALK_AIM_RIFLE 1 fps 31.00 { { event 6004 9 "NPC_MetroPolice" } { event 6005 25 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN_aim_SMG1 a_WalkNW a_WalkW a_WalkSW a_WalkS } $sequence layer_walk_hold_smg1 "layer_walk_hold_smg1" loop fps 30.00 $animation a_WalkS "a_WalkS" loop fps 31.000000 $animation a_WalkSE "a_WalkSE" loop fps 29.000000 $animation a_WalkE "a_WalkE" loop fps 33.000000 $animation a_WalkNE "a_WalkNE" loop fps 32.000000 $animation a_walkN_hold_smg1 "a_walkN_hold_smg1" loop fps 30.000000 $animation a_WalkNW "a_WalkNW" loop fps 32.000000 $animation a_WalkW "a_WalkW" loop fps 33.000000 $animation a_WalkSW "a_WalkSW" loop fps 29.000000 $animation a_WalkS "a_WalkS" loop fps 31.000000 $sequence walk_hold_smg1 "a_WalkS" loop ACT_WALK_RIFLE 1 fps 31.00 { { event 6004 9 "NPC_MetroPolice" } { event 6005 25 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_WalkS a_WalkSE a_WalkE a_WalkNE a_walkN_hold_smg1 a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation a_RunS "a_RunS" loop fps 28.000000 $animation a_RunSE "a_RunSE" loop fps 33.000000 $animation a_RunE "a_RunE" loop fps 29.000000 $animation a_RunNE "a_RunNE" loop fps 35.000000 $animation a_RunN "a_RunN" loop fps 30.000000 $animation a_RunNW "a_RunNW" loop fps 35.000000 $animation a_RunW "a_RunW" loop fps 29.000000 $animation a_RunSW "a_RunSW" loop fps 33.000000 $animation a_RunS "a_RunS" loop fps 28.000000 $sequence run_all "a_RunS" loop ACT_RUN 1 fps 28.00 { { event 6004 7 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_RunS a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS } $animation a_runS_pistol_aim_delta "a_runS_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSE_pistol_aim_delta "a_runSE_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runE_pistol_aim_delta "a_runE_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runNE_pistol_aim_delta "a_runNE_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runN_pistol_aim_delta "a_runN_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runNW_pistol_aim_delta "a_runNW_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runW_pistol_aim_delta "a_runW_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSW_pistol_aim_delta "a_runSW_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runS_pistol_aim_delta "a_runS_pistol_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence Pistol_aim_run_all_delta "a_runS_pistol_aim_delta" fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 delta a_runS_pistol_aim_delta a_runSE_pistol_aim_delta a_runE_pistol_aim_delta a_runNE_pistol_aim_delta a_runN_pistol_aim_delta a_runNW_pistol_aim_delta a_runW_pistol_aim_delta a_runSW_pistol_aim_delta a_runS_pistol_aim_delta } $sequence layer_run_hold_pistol "layer_run_hold_pistol" loop fps 30.00 $animation a_RunS "a_RunS" loop fps 28.000000 $animation a_RunSE "a_RunSE" loop fps 33.000000 $animation a_RunE "a_RunE" loop fps 29.000000 $animation a_RunNE "a_RunNE" loop fps 35.000000 $animation a_runN_hold_pistol "a_runN_hold_pistol" loop fps 30.000000 $animation a_RunNW "a_RunNW" loop fps 35.000000 $animation a_RunW "a_RunW" loop fps 29.000000 $animation a_RunSW "a_RunSW" loop fps 33.000000 $animation a_RunS "a_RunS" loop fps 28.000000 $sequence run_hold_pistol "a_RunS" loop ACT_RUN_PISTOL 1 fps 28.00 node standing_pistol { { event 6004 7 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_RunS a_RunSE a_RunE a_RunNE a_runN_hold_pistol a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_run_aiming_pistol "layer_run_aiming_pistol" loop fps 30.00 $animation a_RunS "a_RunS" loop fps 28.000000 $animation a_RunSE "a_RunSE" loop fps 33.000000 $animation a_RunE "a_RunE" loop fps 29.000000 $animation a_RunNE "a_RunNE" loop fps 35.000000 $animation a_runN_aim_pistol "a_runN_aim_pistol" loop fps 30.000000 $animation a_RunNW "a_RunNW" loop fps 35.000000 $animation a_RunW "a_RunW" loop fps 29.000000 $animation a_RunSW "a_RunSW" loop fps 33.000000 $animation a_RunS "a_RunS" loop fps 28.000000 $sequence run_aiming_pistol_all "a_RunS" loop ACT_RUN_AIM_PISTOL 1 fps 28.00 { { event 6004 7 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_RunS a_RunSE a_RunE a_RunNE a_runN_aim_pistol a_RunNW a_RunW a_RunSW a_RunS } $animation a_runS_smg1_aim_delta "a_runS_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSE_smg1_aim_delta "a_runSE_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runE_smg1_aim_delta "a_runE_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runNE_smg1_aim_delta "a_runNE_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runN_smg1_aim_delta "a_runN_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runNW_smg1_aim_delta "a_runNW_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runW_smg1_aim_delta "a_runW_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runSW_smg1_aim_delta "a_runSW_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_runS_smg1_aim_delta "a_runS_smg1_aim_delta" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence smg1_aim_run_all_delta "a_runS_smg1_aim_delta" fps 30.00 { blendwidth 9 blend move_yaw -180.000000 180.000000 delta a_runS_smg1_aim_delta a_runSE_smg1_aim_delta a_runE_smg1_aim_delta a_runNE_smg1_aim_delta a_runN_smg1_aim_delta a_runNW_smg1_aim_delta a_runW_smg1_aim_delta a_runSW_smg1_aim_delta a_runS_smg1_aim_delta } $sequence layer_run_hold_smg1 "layer_run_hold_smg1" loop fps 30.00 $animation a_RunS "a_RunS" loop fps 28.000000 $animation a_RunSE "a_RunSE" loop fps 33.000000 $animation a_RunE "a_RunE" loop fps 29.000000 $animation a_RunNE "a_RunNE" loop fps 35.000000 $animation a_runN_hold_smg1 "a_runN_hold_smg1" loop fps 30.000000 $animation a_RunNW "a_RunNW" loop fps 35.000000 $animation a_RunW "a_RunW" loop fps 29.000000 $animation a_RunSW "a_RunSW" loop fps 33.000000 $animation a_RunS "a_RunS" loop fps 28.000000 $sequence run_hold_smg1 "a_RunS" loop ACT_RUN_RIFLE 1 fps 28.00 { { event 6004 7 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_RunS a_RunSE a_RunE a_RunNE a_runN_hold_smg1 a_RunNW a_RunW a_RunSW a_RunS } $sequence layer_run_aiming_smg1 "layer_run_aiming_smg1" loop fps 30.00 $animation a_RunS "a_RunS" loop fps 28.000000 $animation a_RunSE "a_RunSE" loop fps 33.000000 $animation a_RunE "a_RunE" loop fps 29.000000 $animation a_RunNE "a_RunNE" loop fps 35.000000 $animation a_runN_aim_smg1 "a_runN_aim_smg1" loop fps 30.000000 $animation a_RunNW "a_RunNW" loop fps 35.000000 $animation a_RunW "a_RunW" loop fps 29.000000 $animation a_RunSW "a_RunSW" loop fps 33.000000 $animation a_RunS "a_RunS" loop fps 28.000000 $sequence run_aiming_smg1_all "a_RunS" loop ACT_RUN_AIM_RIFLE 1 fps 28.00 { { event 6004 7 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } blendwidth 9 blend move_yaw -180.000000 180.000000 blend move_yaw -180.000000 180.000000 a_RunS a_RunSE a_RunE a_RunNE a_runN_aim_smg1 a_RunNW a_RunW a_RunSW a_RunS } $sequence Stand_to_crouchpistol "Stand_to_crouchpistol" ACT_TRANSITION 1 fps 30.00 transition standing_pistol crouching_pistol $sequence Crouch_to_standpistol "Crouch_to_standpistol" ACT_TRANSITION 1 fps 30.00 transition crouching_pistol standing_pistol $sequence Shoot_to_crouchpistol "Shoot_to_crouchpistol" ACT_TRANSITION 1 fps 30.00 transition shooting_pistol crouching_pistol $sequence Crouch_to_shootpistol "Crouch_to_shootpistol" ACT_TRANSITION 1 fps 40.00 transition crouching_pistol shooting_pistol $sequence shoottostandpistol "shoottostandpistol" ACT_TRANSITION 1 fps 30.00 transition shooting_pistol standing_pistol $sequence standtoshootpistol "standtoshootpistol" ACT_TRANSITION 1 fps 30.00 transition standing_pistol shooting_pistol $sequence crouch_to_lowcoverpistol "crouch_to_lowcoverpistol" ACT_TRANSITION 1 fps 30.00 transition crouching_pistol lowcover_pistol $sequence lowcover_to_crouchpistol "lowcover_to_crouchpistol" ACT_TRANSITION 1 fps 30.00 transition lowcover_pistol crouching_pistol $sequence Stand_to_crouchsmg1 "Stand_to_crouchsmg1" ACT_TRANSITION 1 fps 30.00 transition standing_smg crouching_smg $sequence Crouch_to_standsmg1 "Crouch_to_standsmg1" ACT_TRANSITION 1 fps 30.00 transition crouching_smg standing_smg $sequence Shoot_to_crouchsmg1 "Shoot_to_crouchsmg1" ACT_TRANSITION 1 fps 30.00 transition shooting_smg crouching_smg $sequence Crouch_to_shootsmg1 "Crouch_to_shootsmg1" ACT_TRANSITION 1 fps 30.00 transition crouching_smg shooting_smg $sequence crouch_to_lowcoversmg1 "crouch_to_lowcoversmg1" ACT_TRANSITION 1 fps 30.00 transition crouching_smg lowcover_smg $sequence lowcover_to_crouchsmg1 "lowcover_to_crouchsmg1" ACT_TRANSITION 1 fps 30.00 transition lowcover_smg crouching_smg $sequence turnleft "turnleft" ACT_GESTURE_TURN_LEFT 1 fps 20.00 $sequence turnright "turnright" ACT_GESTURE_TURN_RIGHT 1 fps 20.00 $sequence gesture_turn_left_45default "gesture_turn_left_45default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45inDelta "gesture_turn_left_45inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45outDelta "gesture_turn_left_45outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_45 "gesture_turn_left_45" ACT_GESTURE_TURN_LEFT45 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90default "gesture_turn_left_90default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90inDelta "gesture_turn_left_90inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90outDelta "gesture_turn_left_90outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_left_90 "gesture_turn_left_90" ACT_GESTURE_TURN_LEFT90 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45default "gesture_turn_right_45default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45inDelta "gesture_turn_right_45inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45outDelta "gesture_turn_right_45outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_45 "gesture_turn_right_45" ACT_GESTURE_TURN_RIGHT45 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90default "gesture_turn_right_90default" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90inDelta "gesture_turn_right_90inDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90outDelta "gesture_turn_right_90outDelta" fps 30.00 subtract mdldecompiler_delta.smd 0 $sequence gesture_turn_right_90 "gesture_turn_right_90" ACT_GESTURE_TURN_RIGHT90 1 fps 60.00 subtract mdldecompiler_delta.smd 0 $sequence jump_holding_jump "jump_holding_jump" ACT_JUMP 1 fps 30.00 $sequence jump_holding_glide "jump_holding_glide" ACT_GLIDE 1 fps 5.00 $sequence jump_holding_land "jump_holding_land" ACT_LAND 1 fps 45.00 $sequence Neutral_to_Choked_Barnacle "Neutral_to_Choked_Barnacle" fps 30.00 $sequence Choked_Barnacle "Choked_Barnacle" loop fps 30.00 $sequence Crushed_Barnacle "Crushed_Barnacle" fps 30.00 $sequence Dropship_Deploy "Dropship_Deploy" fps 30.00 $animation Man_Gun_up_right "Man_Gun_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_mid_right "Man_Gun_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_down_right "Man_Gun_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_up_center "Man_Gun_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_mid_center "Man_Gun_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_down_center "Man_Gun_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_up_left "Man_Gun_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_mid_left "Man_Gun_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation Man_Gun_down_left "Man_Gun_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence Man_Gun_Aim_all "Man_Gun_up_right" fps 30.00 { blendwidth 9 blend aim_yaw -60.000000 60.000000 delta Man_Gun_up_right Man_Gun_mid_right Man_Gun_down_right Man_Gun_up_center Man_Gun_mid_center Man_Gun_down_center Man_Gun_up_left Man_Gun_mid_left Man_Gun_down_left } $sequence Man_Gun "Man_Gun" loop ACT_IDLE_MANNEDGUN 1 fps 30.00 $ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000 $ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000 $ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000 $ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000 [/code] And for people who don't want to read it all, here's the snippet from ~line 40 (the final } is line 40) [code]$sequence body_rot_z "a_body_rot_z_lt" fps 30.00 { blendwidth 3 blend body_yaw -29.734262 29.734232 delta autoplay a_body_rot_z_lt a_body_rot a_body_rot_z_rt } [/code]
Any help? This missing animation blend error wont go away ;/
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