Shadow the hedgehog NPC

Hey I was wondering if someone can convert this playermodel http://www.garrysmod.org/downloads/?a=view&id=51583 of shadow to an npc with the anims of a combine operative.

Also the ragdolls here http://gmod.l0nk.org/ are lovely and i wish they could be converted to playermodels/npcs.
preferrably:
-sonic
-shadow
-knux
-tails

bumpity

[editline]15th March 2011[/editline]

bumpity

nope I have experience with SeymourGuados model pack it uses a non standard valve biped skeleton thus giving them the combine soldier animations would mean having to animate them yourself rather than rigging them to the stock animation model. (its for this same reason the Lucario Player model is human sized rather than normal sized because the creator didnt want to do all that shit and rigged it to the standard biped)

The V2 sonic playermodels (Seymourguados) alone have 235 animations
The V3 sonic models (mine) have 258 animations (only 23 of them I actually made the rest are from the V2)
the combine soldiers animations go well into the thousands

add these factors PLUS coding the model (for tails 1432 lines of code)

heres just a 500 line snippet of what i had to write for tails



$jigglebone "Front_hair_up1" {
	is_flexible {
		yaw_stiffness 500
		yaw_damping 10
		pitch_stiffness 500
		pitch_damping 10
		tip_mass 5
		length 10
		angle_constraint 25
	}
}
$jigglebone "Front_hair_up2" {
	is_flexible {
		yaw_stiffness 300
		yaw_damping 10
		pitch_stiffness 300
		pitch_damping 10
		tip_mass 10
		length 5
		angle_constraint 45
	}
}
$jigglebone "Front_hair_mid1" {
	is_flexible {
		yaw_stiffness 500
		yaw_damping 10
		pitch_stiffness 500
		pitch_damping 10
		tip_mass 5
		length 10
		angle_constraint 25
	}
}
$jigglebone "Front_hair_mid2" {
	is_flexible {
		yaw_stiffness 300
		yaw_damping 10
		pitch_stiffness 300
		pitch_damping 10
		tip_mass 10
		length 5
		angle_constraint 45
	}
}
$jigglebone "Front_hair_down1" {
	is_flexible {
		yaw_stiffness 500
		yaw_damping 10
		pitch_stiffness 500
		pitch_damping 10
		tip_mass 5
		length 10
		angle_constraint 25
	}
}
$jigglebone "Front_hair_down2" {
	is_flexible {
		yaw_stiffness 300
		yaw_damping 10
		pitch_stiffness 300
		pitch_damping 10
		tip_mass 10
		length 5
		angle_constraint 45
	}
}
$jigglebone "Downhair_left1" {
	is_flexible {
		yaw_stiffness 500
		yaw_damping 10
		yaw_constraint -2 2
		pitch_stiffness 500
		pitch_damping 10
		tip_mass 0
		length 14
		angle_constraint 15
	}
}
$jigglebone "Downhair_left2" {
	is_flexible {
		yaw_stiffness 400
		yaw_damping 10
        yaw_constraint -3 3
		pitch_stiffness 400
		pitch_damping 10
		tip_mass 0
		length 13
		angle_constraint 20
	}
}
$jigglebone "Downhair_left3" {
	is_flexible {
		yaw_stiffness 300
		yaw_damping 10
		yaw_constraint -4 4
		pitch_stiffness 300
		pitch_damping 10
		tip_mass 0
		length 12
		angle_constraint 25
	}
}
$jigglebone "Downhair_left4" {
	is_flexible {
		yaw_stiffness 600
		yaw_damping 10
        yaw_constraint -1 1
		pitch_stiffness 600
		pitch_damping 10
		tip_mass 0
		length 15
		angle_constraint 10
	}
}
$jigglebone "Downhair_right1" {
	is_flexible {
		yaw_stiffness 500
		yaw_damping 10
		yaw_constraint -2 2
		pitch_stiffness 500
		pitch_damping 10
		tip_mass 0
		length 14
		angle_constraint 15
	}
}
$jigglebone "Downhair_right2" {
	is_flexible {
		yaw_stiffness 400
		yaw_damping 10
        yaw_constraint -3 3
		pitch_stiffness 400
		pitch_damping 10
		tip_mass 0
		length 13
		angle_constraint 20
	}
}
$jigglebone "Downhair_right3" {
	is_flexible {
		yaw_stiffness 300
		yaw_damping 10
		yaw_constraint -4 4
		pitch_stiffness 300
		pitch_damping 10
		tip_mass 0
		length 12
		angle_constraint 25
	}
}
$jigglebone "Downhair_right4" {
	is_flexible {
		yaw_stiffness 600
		yaw_damping 10
        yaw_constraint -1 1
		pitch_stiffness 600
		pitch_damping 10
		tip_mass 0
		length 15
		angle_constraint 10
	}
}
$Weightlist Upper {
	"ValveBiped.Bip01_L_Thigh" 0.0 
	"ValveBiped.Bip01_R_Thigh" 0.0 
	"ValveBiped.Bip01_Spine" 0.2 
	"ValveBiped.Bip01_Spine1" 0.4 
	"ValveBiped.Bip01_Spine2" 0.6 
	"ValveBiped.Bip01_Spine4" 0.4
	"ValveBiped.Bip01_L_Clavicle" 0.8
	"ValveBiped.Bip01_L_Upperarm" 1.0
	"ValveBiped.Bip01_R_Clavicle" 0.8
	"ValveBiped.Bip01_R_Upperarm" 1.0
}
$Weightlist Toefix {
"ValveBiped.Bip01_L_Foot" 0.0
"ValveBiped.Bip01_R_Foot" 0.0
"ValveBiped.Bip01_L_Toe0" 0.8
"ValveBiped.Bip01_R_Toe0" 0.8
}
$Weightlist thegun {
"ValveBiped.Bip01_R_Hand" 0.0
"ValveBiped.Bip01_L_Hand" 0.0
"ValveBiped.Bip01_L_Finger4" 0.5 
"ValveBiped.Bip01_L_Finger41" 0.8
"ValveBiped.Bip01_L_Finger42" 0.5
"ValveBiped.Bip01_L_Finger3" 0.5
"ValveBiped.Bip01_L_Finger31" 0.8
"ValveBiped.Bip01_L_Finger32" 0.5
"ValveBiped.Bip01_L_Finger2" 0.5
"ValveBiped.Bip01_L_Finger21" 0.8 
"ValveBiped.Bip01_L_Finger22" 0.5
"ValveBiped.Bip01_L_Finger1" 0.5
"ValveBiped.Bip01_L_Finger11" 0.8
"ValveBiped.Bip01_L_Finger12" 0.5
"ValveBiped.Bip01_L_Finger0" 0.5
"ValveBiped.Bip01_L_Finger01" 0.8
"ValveBiped.Bip01_L_Finger02" 0.5
"ValveBiped.Bip01_R_Finger4" 0.5
"ValveBiped.Bip01_R_Finger41" 0.8
"ValveBiped.Bip01_R_Finger42" 0.5
"ValveBiped.Bip01_R_Finger3" 0.5
"ValveBiped.Bip01_R_Finger31" 0.8
"ValveBiped.Bip01_R_Finger32" 0.5
"ValveBiped.Bip01_R_Finger2" 0.5
"ValveBiped.Bip01_R_Finger21" 0.8 
"ValveBiped.Bip01_R_Finger22" 0.5
"ValveBiped.Bip01_R_Finger1" 0.5
"ValveBiped.Bip01_R_Finger11" 0.8
"ValveBiped.Bip01_R_Finger12" 0.5
"ValveBiped.Bip01_R_Finger0" 0.5
"ValveBiped.Bip01_R_Finger01" 0.8
"ValveBiped.Bip01_R_Finger02" 0.5
}
$Weightlist tails {
"Tail1_1" 1.0
"Tail1_2" 1.0
"Tail1_3" 1.0
"Tail2_1" 1.0
"Tail2_2" 1.0
"Tail3_3" 1.0
}
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 rotate -90.00
$sequence reference "reference" fps 30.00 hidden rotate 90.00
$animation mdldecompiler_delta.smd "mdldecompiler_delta.smd" fps 30
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$animation a_police_WalkN_pistol_aim_matrix_mid_right "a_police_WalkN_pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_down_right "a_police_WalkN_pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_up_center "a_police_WalkN_pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_mid_center "a_police_WalkN_pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_down_center "a_police_WalkN_pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_up_left "a_police_WalkN_pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_mid_left "a_police_WalkN_pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_police_WalkN_pistol_aim_matrix_down_left "a_police_WalkN_pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence police_WalkN_pistol_aim_matrix "a_police_WalkN_pistol_aim_matrix_up_right" fps 30.00 subtract mdldecompiler_delta.smd 0 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_police_WalkN_pistol_aim_matrix_mid_right 
 a_police_WalkN_pistol_aim_matrix_down_right 
 a_police_WalkN_pistol_aim_matrix_up_center 
 a_police_WalkN_pistol_aim_matrix_mid_center 
 a_police_WalkN_pistol_aim_matrix_down_center 
 a_police_WalkN_pistol_aim_matrix_up_left 
 a_police_WalkN_pistol_aim_matrix_mid_left 
 a_police_WalkN_pistol_aim_matrix_down_left
}
$animation a_weapons_Pistol_aim_matrix_up_right "a_weapons_Pistol_aim_matrix_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_right "a_weapons_Pistol_aim_matrix_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_right "a_weapons_Pistol_aim_matrix_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_up_center "a_weapons_Pistol_aim_matrix_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_center "a_weapons_Pistol_aim_matrix_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_center "a_weapons_Pistol_aim_matrix_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_up_left "a_weapons_Pistol_aim_matrix_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_mid_left "a_weapons_Pistol_aim_matrix_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Pistol_aim_matrix_down_left "a_weapons_Pistol_aim_matrix_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Pistol_aim_matrix "a_weapons_Pistol_aim_matrix_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_weapons_Pistol_aim_matrix_mid_right 
 a_weapons_Pistol_aim_matrix_down_right 
 a_weapons_Pistol_aim_matrix_up_center 
 a_weapons_Pistol_aim_matrix_mid_center 
 a_weapons_Pistol_aim_matrix_down_center 
 a_weapons_Pistol_aim_matrix_up_left 
 a_weapons_Pistol_aim_matrix_mid_left 
 a_weapons_Pistol_aim_matrix_down_left
}
$animation a_HL2DM_crouch_aim_pistol_up_right "a_HL2DM_crouch_aim_pistol_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_right "a_HL2DM_crouch_aim_pistol_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_right "a_HL2DM_crouch_aim_pistol_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_up_center "a_HL2DM_crouch_aim_pistol_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_center "a_HL2DM_crouch_aim_pistol_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_center "a_HL2DM_crouch_aim_pistol_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_up_left "a_HL2DM_crouch_aim_pistol_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_mid_left "a_HL2DM_crouch_aim_pistol_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_HL2DM_crouch_aim_pistol_down_left "a_HL2DM_crouch_aim_pistol_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence HL2DM_crouch_aim_pistol "a_HL2DM_crouch_aim_pistol_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_HL2DM_crouch_aim_pistol_mid_right 
 a_HL2DM_crouch_aim_pistol_down_right 
 a_HL2DM_crouch_aim_pistol_up_center 
 a_HL2DM_crouch_aim_pistol_mid_center 
 a_HL2DM_crouch_aim_pistol_down_center 
 a_HL2DM_crouch_aim_pistol_up_left 
 a_HL2DM_crouch_aim_pistol_mid_left 
 a_HL2DM_crouch_aim_pistol_down_left
}
$animation a_soldier_Aim_9_directions_up_right "a_soldier_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_mid_right "a_soldier_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_down_right "a_soldier_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_up_center "a_soldier_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_mid_center "a_soldier_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_down_center "a_soldier_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_up_left "a_soldier_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_mid_left "a_soldier_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_down_left "a_soldier_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Aim_9_directions "a_soldier_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_soldier_Aim_9_directions_mid_right 
 a_soldier_Aim_9_directions_down_right 
 a_soldier_Aim_9_directions_up_center 
 a_soldier_Aim_9_directions_mid_center 
 a_soldier_Aim_9_directions_down_center 
 a_soldier_Aim_9_directions_up_left 
 a_soldier_Aim_9_directions_mid_left 
 a_soldier_Aim_9_directions_down_left
}
$animation a_soldier_Aim_9_directions_SG_up_right "a_soldier_Aim_9_directions_SG_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_right "a_soldier_Aim_9_directions_SG_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_right "a_soldier_Aim_9_directions_SG_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_up_center "a_soldier_Aim_9_directions_SG_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_center "a_soldier_Aim_9_directions_SG_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_center "a_soldier_Aim_9_directions_SG_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_up_left "a_soldier_Aim_9_directions_SG_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_mid_left "a_soldier_Aim_9_directions_SG_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Aim_9_directions_SG_down_left "a_soldier_Aim_9_directions_SG_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Aim_9_directions_SG "a_soldier_Aim_9_directions_SG_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_soldier_Aim_9_directions_SG_mid_right 
 a_soldier_Aim_9_directions_SG_down_right 
 a_soldier_Aim_9_directions_SG_up_center 
 a_soldier_Aim_9_directions_SG_mid_center 
 a_soldier_Aim_9_directions_SG_down_center 
 a_soldier_Aim_9_directions_SG_up_left 
 a_soldier_Aim_9_directions_SG_mid_left 
 a_soldier_Aim_9_directions_SG_down_left
}
$animation a_soldier_Crouch_aim_9_directions_straight_up "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_right "a_soldier_Crouch_aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_right "a_soldier_Crouch_aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_center "a_soldier_Crouch_aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_center "a_soldier_Crouch_aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_up_left "a_soldier_Crouch_aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_soldier_Crouch_aim_9_directions_mid_left "a_soldier_Crouch_aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence soldier_Crouch_aim_9_directions "a_soldier_Crouch_aim_9_directions_straight_up" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_soldier_Crouch_aim_9_directions_up_right 
 a_soldier_Crouch_aim_9_directions_mid_right 
 a_soldier_Crouch_aim_9_directions_straight_up 
 a_soldier_Crouch_aim_9_directions_up_center 
 a_soldier_Crouch_aim_9_directions_mid_center 
 a_soldier_Crouch_aim_9_directions_straight_up 
 a_soldier_Crouch_aim_9_directions_up_left 
 a_soldier_Crouch_aim_9_directions_mid_left
}
$animation a_weapons_Aim_9_directions_up_right "a_weapons_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_right "a_weapons_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_right "a_weapons_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_up_center "a_weapons_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_center "a_weapons_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_center "a_weapons_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_up_left "a_weapons_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_mid_left "a_weapons_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_down_left "a_weapons_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_9_directions "a_weapons_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_weapons_Aim_9_directions_mid_right 
 a_weapons_Aim_9_directions_down_right 
 a_weapons_Aim_9_directions_up_center 
 a_weapons_Aim_9_directions_mid_center 
 a_weapons_Aim_9_directions_down_center 
 a_weapons_Aim_9_directions_up_left 
 a_weapons_Aim_9_directions_mid_left 
 a_weapons_Aim_9_directions_down_left
}
$animation a_weapons_Aim_9_directions_Alert_up_right "a_weapons_Aim_9_directions_Alert_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_right "a_weapons_Aim_9_directions_Alert_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_right "a_weapons_Aim_9_directions_Alert_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_up_center "a_weapons_Aim_9_directions_Alert_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_center "a_weapons_Aim_9_directions_Alert_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_center "a_weapons_Aim_9_directions_Alert_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_up_left "a_weapons_Aim_9_directions_Alert_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_mid_left "a_weapons_Aim_9_directions_Alert_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_Aim_9_directions_Alert_down_left "a_weapons_Aim_9_directions_Alert_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_Aim_9_directions_Alert "a_weapons_Aim_9_directions_Alert_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_weapons_Aim_9_directions_Alert_mid_right 
 a_weapons_Aim_9_directions_Alert_down_right 
 a_weapons_Aim_9_directions_Alert_up_center 
 a_weapons_Aim_9_directions_Alert_mid_center 
 a_weapons_Aim_9_directions_Alert_down_center 
 a_weapons_Aim_9_directions_Alert_up_left 
 a_weapons_Aim_9_directions_Alert_mid_left 
 a_weapons_Aim_9_directions_Alert_down_left
}
$animation a_weapons_RunN_SMG1_Aim_9_directions_up_right "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_right "a_weapons_RunN_SMG1_Aim_9_directions_mid_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_right "a_weapons_RunN_SMG1_Aim_9_directions_down_right" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_up_center "a_weapons_RunN_SMG1_Aim_9_directions_up_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_center "a_weapons_RunN_SMG1_Aim_9_directions_mid_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_center "a_weapons_RunN_SMG1_Aim_9_directions_down_center" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_up_left "a_weapons_RunN_SMG1_Aim_9_directions_up_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_mid_left "a_weapons_RunN_SMG1_Aim_9_directions_mid_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$animation a_weapons_RunN_SMG1_Aim_9_directions_down_left "a_weapons_RunN_SMG1_Aim_9_directions_down_left" fps 30.000000 subtract mdldecompiler_delta.smd 0

$sequence weapons_RunN_SMG1_Aim_9_directions "a_weapons_RunN_SMG1_Aim_9_directions_up_right" fps 30.00 {
  blendwidth 9
  blend aim_yaw -52.500000 52.517399
  delta
  hidden
 a_weapons_RunN_SMG1_Aim_9_directions_mid_right 


ALL of the animations in this code snippet are for just for AIMING (pointing the gun in the right direction)

long story short
unless you can find someone crazy enough to do this it will NEVER happen
sorry :smile:

aww man this really sucks but thanks for awnsering your my hero dude