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Thread: Sniper Reload

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  1. #1

    Default Sniper Reload

    Currently, the sniper reloads one bullet at a time when the clip is empty. Is there a way to make it so that when the clip runs out, it reloads the whole clip at once?

    Thanks

  2. #2

    Default

    anims_rifle.txt


    animations
    {
    $path models/human/animation

    //=========================
    // Reload Garand
    //========================
    rifle_reload viewmodel/rifle/tps_garand_reload.skc crossblend 0.05
    {
    server
    {
    first reloadweapon // tell the weapon that we're reloading
    1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left hand
    4 attachmodel models/ammo/garand_clip_reload.tik tag_weapon_right // put the ammo clip in the right hand
    34 weaponcommand mainhand clip_fill // put the clip ammo into the gun
    42 removeattachedmodel tag_weapon_right 0 models/ammo/garand_clip_reload.tik // remove the clip model from the right hand
    57 weaponcommand mainhand attachtohand mainhand // reattach the weapon to the right hand
    }
    }

    //========================
    // Reload Springfield (one shell at a time)
    //========================
    springfield_reload_start viewmodel/rifle/tps_springfield_reload_start.skc crossblend 0.05
    {
    server
    {
    first reloadweapon // tell the weapon that we're reloading
    1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left hand
    }
    }
    springfield_reload_loop viewmodel/rifle/tps_springfield_reload_fill.skc crossblend 0
    {
    server
    {
    first weaponcommand mainhand anim reload_single
    0 attachmodel models/ammo/springfield_clip_reload.tik tag_weapon_right
    //8 weaponcommand mainhand clip_add 1
    8 weaponcommand mainhand clip_fill // put a single shell into the gun
    8 removeattachedmodel tag_weapon_right 0 models/ammo/springfield_clip_reload.tik // remove the clip model from the right hand
    }
    }
    springfield_reload_end viewmodel/rifle/tps_springfield_reload_end.skc crossblend 0.0
    {
    server
    {
    first weaponcommand mainhand anim reload_end
    31 weaponcommand mainhand attachtohand mainhand // reattach the weapon to the right hand
    }
    }


    //========================
    // Reload KAR98
    //========================
    kar98_reload viewmodel/rifle/tps_kar98_reload.skc crossblend 0.05
    {
    server
    {
    first reloadweapon
    0 attachmodel models/ammo/kar98_clip_reload.tik tag_weapon_right // tell the weapon that we're reloading
    1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left hand
    50 weaponcommand mainhand clip_fill // put the clip ammo into the gun
    50 removeattachedmodel tag_weapon_right 0 models/ammo/kar98_clip_reload.tik // remove the clip model from the right hand
    99 weaponcommand mainhand attachtohand mainhand // reattach the weapon to the right hand
    }
    }

    //========================
    // Walking/Cautious
    //========================
    rifle_stand_walk_fwd multiplayer/mp_rifle_curious_walk_forward.skc //autosteps_walk
    rifle_stand_walk_back multiplayer/mp_rifle_curious_walk_backwards.skc //autosteps_walk
    rifle_stand_walk_left multiplayer/mp_rifle_curious_walk_left.skc //autosteps_walk
    rifle_stand_walk_right multiplayer/mp_rifle_curious_walk_right.skc //autosteps_walk

    //========================
    // Jogging/Relaxed
    //========================
    rifle_stand_run_fwd weapon_rifle/walks_runs/rifle_jog.skc autosteps_run
    rifle_stand_run_back multiplayer/mp_rifle_jog_back.skc autosteps_run
    rifle_stand_run_left multiplayer/mp_rifle_run_left.skc autosteps_run
    rifle_stand_run_right multiplayer/mp_rifle_run_right.skc autosteps_run

    //========================
    // Standing
    //========================

    rifle_stand_idle multiplayer/mp_rifle_stand_curious.skc crossblend 0.2

    //========================
    // Crouching
    //========================
    rifle_crouch_idle weapon_rifle/crouch/rifle_crouch.skc crossblend 0.2
    rifle_crouch_walk_fwd multiplayer/mp_rifle_crouch_walk_forwards.skc crossblend 0.1 //autosteps_walk
    rifle_crouch_walk_back multiplayer/mp_rifle_crouch_walk_back.skc crossblend 0.1 //autosteps_walk
    rifle_crouch_walk_left multiplayer/mp_rifle_crouch_walk_left.skc crossblend 0.1 //autosteps_walk
    rifle_crouch_walk_right multiplayer/mp_rifle_crouch_walk_right.skc crossblend 0.1 //autosteps_walk

    rifle_crouch_run_fwd multiplayer/mp_rifle_crouchrun.skc crossblend 0.1 autosteps_run
    rifle_crouch_run_back multiplayer/mp_rifle_crouch_run_backwards.skc crossblend 0.1 autosteps_run
    rifle_crouch_run_left weapon_rifle/walks_runs/rifle_crouchrun_left.skc crossblend 0.1 autosteps_run
    rifle_crouch_run_right weapon_rifle/walks_runs/rifle_crouchrun_right.skc crossblend 0.1 autosteps_run

    //========================
    // Rifle Firing
    //========================
    rifle_stand_fire viewmodel/rifle/fire_rifle_stand.skc crossblend 0.05
    {
    server
    {
    entry fire
    }
    }

    $path models/human/protoanimations
    rifle_stand_run_fire fire_rifle_trot.skc crossblend 0.05
    {
    server
    {
    entry fire
    }
    }
    $path models/human/animation

    rifle_stand_walk_fire viewmodel/rifle/walk_player_rifle.skc crossblend 0.05
    {
    server
    {
    entry fire
    }
    }
    rifle_crouch_fire viewmodel/rifle/fire_rifle_stand.skc crossblend 0.05
    {
    server
    {
    entry fire
    }
    }
    rifle_crouch_run_fire viewmodel/rifle/rifle_fire_crouch.skc crossblend 0.05
    {
    server
    {
    entry fire
    }
    }

    //========================
    // Springfield Rechambering
    //========================
    springfield_stand_rechamber viewmodel/rifle/tps_springfield_rechamber.skc crossblend 0.1
    {
    server
    {
    entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
    1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
    47 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
    last weaponcommand mainhand idle // tell the weapon to return to the idle state
    }
    }
    springfield_crouch_rechamber viewmodel/rifle/tps_springfield_rechamber.skc crossblend 0.1
    {
    server
    {
    entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
    1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
    47 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
    last weaponcommand mainhand idle // tell the weapon to return to the idle state
    }
    }

    //========================
    // KAR98 Rechambering
    //========================
    kar98_stand_rechamber viewmodel/rifle/tps_kar98_rechamber.skc crossblend 0.1
    {
    server
    {
    entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
    1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
    44 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
    last weaponcommand mainhand idle // tell the weapon to return to the idle state
    }
    }
    kar98_crouch_rechamber viewmodel/rifle/tps_kar98_rechamber.skc crossblend 0.1
    {
    server
    {
    entry weaponcommand mainhand anim "rechamber" // tell the weapon what animation we want it to play
    1 weaponcommand mainhand attachtohand offhand // attach the weapon to the left
    44 weaponcommand mainhand attachtohand mainhand // attach teh weapon back to the right hand
    last weaponcommand mainhand idle // tell the weapon to return to the idle state
    }
    }

    //========================
    // Raise Animations
    //========================
    // THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
    rifle_stand_raise viewmodel/rifle/raise_rifle_standplayer.skc
    {
    server
    {
    0 activatenewweapon garandhand
    }
    client
    {
    enter sound snd_rifle_pullout
    }
    }
    rifle_crouch_raise viewmodel/rifle/raise_rifle_standplayer.skc
    {
    server
    {
    0 activatenewweapon garandhand
    }
    client
    {
    enter sound snd_rifle_pullout
    }
    }

    //========================
    // Lower
    //========================
    // THESE ARE ALL PLACEHOLDER ANIMATIONS!!!!!
    rifle_stand_lower viewmodel/rifle/lower_rifle_stand.skc
    {
    server
    {
    18 deactivateweapon righthand
    }
    client
    {
    enter sound snd_rifle_putaway
    }
    }
    rifle_crouch_lower viewmodel/rifle/lower_rifle_stand.skc
    {
    server
    {
    10 deactivateweapon righthand
    }
    client
    {
    enter sound snd_rifle_putaway
    }
    }

    //========================
    // Jumping & Falling
    //========================
    rifle_jump_takeoff viewmodel/rifle/jump_rifle_start.skc crossblend 0.1
    {
    server
    {
    first ai_event footstep
    }
    client
    {
    first footstep "Bip01 R Foot" run
    }
    }
    rifle_jump_run_takeoff viewmodel/rifle/jump_rifle_start.skc crossblend 0.1
    {
    server
    {
    first ai_event footstep
    }
    client
    {
    first footstep "Bip01 R Foot" run
    }
    }
    rifle_fall viewmodel/rifle/jump_rifle_loop.skc crossblend 0.2
    rifle_land viewmodel/rifle/jump_rifle_end.skc crossblend 0.1
    {
    client
    {
    first landing
    }
    }
    rifle_land_hard viewmodel/rifle/jump_rifle_end.skc crossblend 0.1
    {
    client
    {
    first landing
    }
    }

    //========================
    // Pain
    //========================

    rifle_pain viewmodel/rifle/jump_rifle_end.skc crossblend 0.1
    $path models/human/protoanimations
    rifle_pain_ducked jump_tuck_loop.skc crossblend 0.1


    //========================
    // Misc
    //========================

    rifle_run_into_wall jump_land.skc crossblend 0.1
    }

  3. #3

    Default

    This file goes to models/player/base folder

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