etqw-sdk/base/def/players/player_strogg.def

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Modula-2
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2008-05-29 00:00:00 +00:00
// SET YOUR TABS TO EQUAL FOUR SPACES OR YOU WON'T EDIT IN THE CORRECT FORMAT
//////////////////////////
// STROGG PLAYER MODELS //
//////////////////////////
model models/players/strogg {
mesh models/characters/animations/strogg/oppressor.md5mesh
offset ( -4 0 0 )
channel torso ( *Spine )
channel legs ( *origin -*Spine)
//////////////////////////////
// STROGG PLAYER ANIMATIONS //**********************************************************************************************************************************
//////////////////////////////
///////////*********///////////*********///////////*********/////////// ********///////////*********///////////*********///////////*********///////////*********
// BASE //*********// BASE //*********// BASE //*********// BASE // ********// BASE //*********// BASE //*********// BASE //*********// BASE //*********
///////////*********///////////*********///////////*********/////////// ********///////////*********///////////*********///////////*********///////////*********
anim strogg_boxart_pose_feb models/characters/animations/strogg/boxartfeb003.md5anim {
}
anim strogg_boxart_pose_febold models/characters/animations/strogg/boxartfeb001.md5anim {
}
anim boxart_gdf_attacked_strogg models/characters/animations/strogg/gdf_attacked_boxart_pose_strogg.md5anim {
}
anim af_pose models/characters/animations/strogg/base.md5anim {
}
anim ik_pose models/characters/animations/strogg/base.md5anim {
}
anim initial models/characters/animations/strogg/base.md5anim {
}
anim teleport models/characters/animations/strogg/base.md5anim {
}
anim exit models/characters/animations/strogg/base.md5anim {
}
anim idle models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_putaway_right_back_003.md5anim {
frame begin weaponState hide
frame 5 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim sprint_forward models/characters/animations/strogg/strogg_hand_sprint_003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 6 footstep _right
frame 11 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/strogg/strogg_hand_crouch_idle_001_into.md5anim {
}
anim torso_turn_right models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim legs_turn_right models/characters/animations/strogg/strogg_spikes_walk_turnleft45_001.md5anim {
}
anim torso_turn_left models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim legs_turn_left models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
}
anim fire models/characters/animations/strogg/strogg_spikes_stand_shoot001.md5anim {
}
anim jump models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
frame begin sound_channel snd_player_jump snd_jump_strogg
}
anim fall models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
}
anim soft_land models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame begin footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim hard_land models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame begin footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim strogg_boxart_pose models/characters/animations/strogg/strogg_boxart_pose.md5anim {
}
anim strogg_boxart_pose2 models/characters/animations/strogg/strogg_boxart_pose_vers5.md5anim {
}
anim strogg_boxart_pose3 models/characters/animations/strogg/strogg_boxart_pose_vers3.md5anim {
}
anim strogg_boxart_pose4 models/characters/animations/strogg/strogg_boxart_pose_vers4.md5anim {
}
anim strogg_boxart_pose5 models/characters/animations/strogg/strogg_boxart_pose_vers5.md5anim {
}
anim strogg_boxart_pose6 models/characters/animations/strogg/strogg_boxart_pose_vers6.md5anim {
}
anim lean_left models/characters/animations/initial_edf/edf_antipersonnel_control.md5anim {
}
animGroup "walk" "walk_hold" {
anim forward models/characters/animations/strogg/strogg_hand_walk_forward_006.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_hand_walk_forward_006_BACK.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/strogg/strogg_hand_walk_left_001_right.md5anim {
ai_fixed_forward
}
}
animGroup "run" "run_hold" {
anim forward models/characters/animations/strogg/strogg_spikes_jog_forward003_forward.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 5 footstep _right
frame 13 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/strogg/strogg_spikes_jog_back002.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 7 footstep _right
frame 14 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/strogg/strogg_spikes_jog_strafe001_left.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
ai_fixed_forward
frame 2 footstep _right
frame 10 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/strogg/strogg_spikes_jog_strafe001_right.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
ai_fixed_forward
frame 6 footstep _right
frame 15 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim jump models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
frame begin sound_channel snd_player_jump snd_jump_strogg
}
}
animGroup "crouch" "crouch_hold" {
anim idle models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
}
anim up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim lean_left_up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim lean_right_up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim from_prone models/characters/animations/strogg/strogg_allweapons_crouch_prone002_prone2crouch.md5anim {
}
anim forward models/characters/animations/strogg/strogg_spikes_crouchwalk_forward004.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_spikes_crouchwalk_back001.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_right.md5anim {
ai_fixed_forward
}
anim fire models/characters/animations/strogg/strogg_blaster_stand_crouch001_shoot.md5anim {
}
anim legs_turn_right models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
}
anim legs_turn_left models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
}
}
animGroup "prone" "prone_hold" {
anim from_crouch models/characters/animations/strogg/strogg_allweapons_crouch_prone002_crouch2prone.md5anim {
}
anim idle models/characters/animations/strogg/strogg_upperbackweapons_prone_takeout001_weaponpronecyc.md5anim {
}
anim fire models/characters/animations/strogg/strogg_allweapons_crouch_prone002_proneshoot.md5anim {
}
anim reload models/characters/animations/strogg/strogg_blaster_prone_overheat_001.md5anim {
}
anim forward models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_prone_backward.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
ai_fixed_forward
}
anim down models/characters/animations/initial_edf/edf_dive_to_prone.md5anim {
}
anim raise models/characters/animations/strogg/strogg_upperbackweapons_prone_takeout001_proneputaway.md5anim {
frame start weaponState hide
frame 20 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_upperbackweapons_prone_takeout001_weaponpronecyc.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim turn_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim up models/characters/animations/strogg/strogg_spikes_stand_prone002_prone2stand.md5anim {
}
}
//nonweapon specific anims
anim death_backwards models/characters/animations/initial_edf/gdf_die_front_strogg.md5anim {
}
anim dead_idle models/characters/animations/initial_edf/gdf_dead_idle_strogg.md5anim {
}
anim unconscious models/characters/animations/initial_edf/gdf_reviveme_cyc_strogg.md5anim {
}
anim revival models/characters/animations/initial_edf/gdf_revive_strogg.md5anim {
}
anim prone_death_backwards models/characters/animations/initial_edf/prone_death_strogg.md5anim {
}
anim icarus models/characters/animations/strogg/icarus.md5anim {
}
anim icarus_fire models/characters/animations/strogg/icarus_fire.md5anim {
}
anim icarus_boost models/characters/animations/strogg/icarus_boost.md5anim {
}
anim icarus_boost_idle models/characters/animations/strogg/icarus_boost_idle.md5anim {
}
anim icarus_boost_end models/characters/animations/strogg/icarus_boost_end.md5anim {
}
anim cockpit models/characters/animations/initial_edf/badger.md5anim {
}
anim hornet_pilot models/characters/animations/strogg/strogg_hornet_pilot.md5anim {
}
anim mounted_weapon models/characters/animations/initial_edf/badger.md5anim {
}
anim strogg_antivehicle_gunner models/characters/animations/strogg/strogg_antivehicle_gunner.md5anim {
}
anim strogg_antipersonnel_gunner models/characters/animations/strogg/strogg_antipersonnel_gunner.md5anim {
}
anim legs_ladder_up models/characters/animations/initial_edf/gdf_ladder_climb_up.md5anim {
frame begin weaponState hide
frame end weaponState show
frame 3 sound_channel snd_player_footstep snd_footstep_ladder
frame 11 sound_channel snd_player_footstep snd_footstep_ladder
}
anim legs_ladder_down models/characters/animations/initial_edf/gdf_ladder_climb_down.md5anim {
frame begin weaponState hide
frame end weaponState show
frame 3 sound_channel snd_player_footstep snd_footstep_ladder
frame 11 sound_channel snd_player_footstep snd_footstep_ladder
}
anim torso_ladder_up models/characters/animations/initial_edf/gdf_ladder_climb_up.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim torso_ladder_down models/characters/animations/initial_edf/gdf_ladder_climb_down.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim ladder_idle models/characters/animations/initial_edf/gdf_ladder_climb_idle_left.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim ladder_slide models/characters/animations/initial_edf/gdf_ladder_slide_down.md5anim {
frame begin weaponState hide
frame end weaponState show
}
anim swim models/characters/animations/initial_edf/edf_hands_treadwater_static.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_idle
}
anim swim_forward models/characters/animations/initial_edf/edf_hands_treadwater_forward.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
anim swim_backward models/characters/animations/initial_edf/edf_hands_treadwater_back.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
anim swim_left models/characters/animations/initial_edf/edf_hands_treadwater_strafe_left.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
anim swim_right models/characters/animations/initial_edf/edf_hands_treadwater_strafe_right.md5anim {
frame begin weaponState hide
frame begin sound_channel snd_player_move snd_movement_water_swim
}
///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********
// HANDS //*********// HANDS //*********// HANDS//*********// HANDS //*********// HANDS //*********// HANDS //*********// HANDS //*********// HANDS //*********
///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********///////////*********
animGroup "hands" {
anim idle models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_putaway_right_back_003.md5anim {
frame begin weaponState hide
frame 12 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim jump models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
frame begin sound_channel snd_player_jump snd_jump_strogg
}
anim fall models/characters/animations/strogg/strogg_blaster_jump_up6_loop.md5anim {
}
anim soft_land models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 1 footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim hard_land models/characters/animations/strogg/strogg_blaster_jump_up6_landing.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 1 footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim down models/characters/animations/strogg/strogg_hand_crouch_idle_001_into.md5anim {
}
anim up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim lean_left_up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim lean_right_up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim legs_strafe_left models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
}
anim torso_strafe_left models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
}
anim legs_strafe_right models/characters/animations/strogg/strogg_spikes_walk_strafe003_right.md5anim {
}
anim torso_strafe_right models/characters/animations/strogg/strogg_spikes_walk_strafe003_right.md5anim {
}
anim torso_turn_left models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim legs_turn_left models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
}
anim torso_turn_right models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim legs_turn_right models/characters/animations/strogg/strogg_spikes_walk_turnleft45_001.md5anim {
}
anim lean_left_idle models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
frame begin weaponState hide
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
frame begin weaponState hide
}
anim shock_self models/characters/animations/strogg/strogg_hands_shock_self.md5anim {
}
anim lean_right_run_hold_idle models/characters/animations/strogg/strogg_hand_binoculars_lean_right_usecyc.md5anim {
}
anim lean_right_walk_hold_idle models/characters/animations/strogg/strogg_hand_binoculars_lean_right_usecyc.md5anim {
}
animGroup "walk" "walk_hold" {
anim forward models/characters/animations/strogg/strogg_hand_walk_forward_006.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_hand_walk_forward_006_BACK.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
}
anim strafe_right models/characters/animations/strogg/strogg_hand_walk_left_001_right.md5anim {
}
}
animGroup "run" "run_hold" {
anim forward models/characters/animations/strogg/strogg_hand_run_forward_003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 5 footstep _right
frame 13 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/strogg/strogg_hand_run_forward_003_BACK.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 4 footstep _right
frame 11 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/strogg/strogg_spikes_run_left.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 6 footstep _right
frame 13 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/strogg/strogg_spikes_run_right.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 5 footstep _right
frame 13 footstep
frame end fade_channel snd_player_move "-60" 1
}
}
animGroup "crouch" "crouch_hold" {
anim idle models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
}
anim forward models/characters/animations/strogg/strogg_spikes_crouchwalk_forward004.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_spikes_crouchwalk_back001.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/strogg/strogg_spikes_crouchwalk_strafe001_right.md5anim {
ai_fixed_forward
}
anim lean_left_idle models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
frame begin weaponState hide
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
frame begin weaponState hide
}
anim torso_shock_self models/characters/animations/strogg/strogg_hands_shock_self.md5anim {
}
anim legs_shock_self models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
}
anim turn_right models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
}
anim turn_left models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
}
anim from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim lean_left_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim lean_right_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
}
animGroup "prone" "prone_hold" {
anim up models/characters/animations/strogg/strogg_hands_stand_to_prone_001_UP.md5anim {
}
anim down models/characters/animations/strogg/strogg_hands_stand_to_prone_001_DOWN.md5anim {
}
anim from_crouch models/characters/animations/strogg/strogg_hands_crouch_to_prone.md5anim {
}
anim idle models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim strafe_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim forward models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_prone_backward.md5anim {
}
anim raise models/characters/animations/strogg/strogg_tool_prone_take_out_right_back_004.md5anim {
frame begin weaponstate hide
frame 9 weaponstate show
frame end weaponstate show
}
anim lower models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame begin weaponState hide
}
anim turn_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim turn_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim shock_self models/characters/animations/strogg/strogg_hands_shock_self_prone.md5anim {
}
}
animGroup "sprint" "sprint_hold" {
anim forward models/characters/animations/strogg/strogg_hand_sprint_003.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 4 footstep _right
frame 11 footstep
frame end fade_channel snd_player_move "-60" 1
}
}
animGroup "construction_tool" {
anim raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
}
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim raise_held models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_into.md5anim {
}
anim lower_held models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_out.md5anim {
}
anim crouch_torso_raise_held models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_into.md5anim {
}
anim crouch_torso_lower_held models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_out.md5anim {
}
anim prone_torso_raise_held models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
}
anim prone_torso_lower_held models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
}
animGroup "walk_hold" "run_hold" "sprint_hold" {
anim idle models/characters/animations/strogg/strogg_hand_contruction_tool_use_003_idle.md5anim {
}
anim lean_left_idle models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
}
animGroup "crouch_hold" {
anim idle models/characters/animations/strogg/strogg_hand_crouch_construction_tool_use_001_IDLE.md5anim {
}
}
animGroup "prone" {
anim raise models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
}
anim lower models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame begin weaponState hide
}
}
animGroup "prone_hold" {
anim idle models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
}
anim raise models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
}
anim lower models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
frame begin weaponState hide
}
}
}
animGroup "drone" {
anim idle models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
}
anim lean_left_idle models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim raise_held models/characters/animations/strogg/strogg_hand_drone_repair_003_into.md5anim {
}
animGroup "torso" "torso_hold" {
anim idle models/characters/animations/strogg/strogg_hand_drone_repair_003_idle.md5anim {
}
anim raise_held models/characters/animations/strogg/strogg_hand_drone_repair_003_into.md5anim {
}
anim lower_held models/characters/animations/strogg/strogg_hand_drone_repair_003_out.md5anim {
}
}
animGroup "run_hold" "walk_hold" {
animGroup "torso" {
anim idle models/characters/animations/strogg/strogg_hand_drone_repair_003_idle.md5anim {
}
}
}
animGroup "crouch" {
anim idle models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
}
anim hold_legs_idle models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
}
anim lean_left_idle models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hand_crouch_construction_tool_use_001_idle.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_hand_crouch_construction_tool_use_001_idle.md5anim {
}
animGroup "torso" {
anim raise_held models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_into.md5anim {
}
anim lower_held models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_out.md5anim {
}
}
}
animgroup "crouch_hold" {
animGroup "torso" {
anim idle models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
}
anim strafe_right models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
}
anim forward models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_hand_crouch_drone_repair_002_idle.md5anim {
}
}
}
animGroup "prone" {
animGroup "torso" {
anim raise_held models/characters/animations/strogg/strogg_drone_prone_repair_001_into.md5anim {
}
anim lower_held models/characters/animations/strogg/strogg_drone_prone_repair_001_out.md5anim {
}
}
anim idle models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_drone_prone_use_002.md5anim {
}
}
animgroup "prone_hold" {
anim torso_idle models/characters/animations/strogg/strogg_drone_prone_repair_001_cyc.md5anim {
}
anim legs_idle models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
}
}
}
animGroup "grenades" {
anim startfire models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
}
anim quick_throw models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
}
anim alt_quick_throw models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
}
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponstate hide
frame 7 weaponstate show
frame end weaponstate show
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
}
anim reload models/characters/animations/strogg/strogg_stroyentcell_nomore.md5anim {
}
anim prone_reload models/characters/animations/strogg/strogg_stroyentcell_prone_nomore.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_left_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
}
anim lean_right_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
}
anim lean_left_alt_fire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_right_alt_fire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_left_alt_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
}
anim lean_right_alt_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
animGroup "crouch" {
anim startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim _lean_Left_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim lean_right_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_left_alt_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_right_alt_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim alt_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_left_alt_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_right_alt_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_left_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim lean_right_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponState hide
frame 12 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponState hide
}
}
animgroup "prone" {
anim startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_left_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_right_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_left_alt_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_right_alt_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim alt_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_left_alt_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_right_alt_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim raise models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
frame begin weaponstate hide
frame 5 weaponstate show
frame end weaponstate show
}
anim lower models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame begin weaponstate hide
}
}
}
animGroup "flyercontrol" {
anim idle models/characters/animations/strogg/strogg_hands_flyerhive_control.md5anim {
frame begin weaponstate hide
}
anim prone_idle models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame begin weaponstate hide
}
}
animGroup "beacon" {
anim startfire models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
frame begin weaponState show
}
anim quick_throw models/characters/animations/strogg/strogg_hands_stand_grenade_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/strogg/strogg_hands_stand_grenade_prime_long.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
frame begin weaponState show
}
anim alt_quick_throw models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
}
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponstate hide
frame 7 weaponstate show
frame end weaponstate show
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
}
anim reload models/characters/animations/strogg/strogg_stroyentcell_nomore.md5anim {
}
anim prone_reload models/characters/animations/strogg/strogg_stroyentcell_prone_nomore.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_left_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_long.md5anim {
}
anim lean_right_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_long.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_prime_long.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_prime_long.md5anim {
}
anim lean_left_alt_fire models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_right_alt_fire models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
frame begin weaponState show
frame 5 weaponstate hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_left_alt_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_left_grenade_throw_short.md5anim {
}
anim lean_right_alt_quick_throw models/characters/animations/strogg/strogg_hands_stand_lean_right_grenade_throw_short.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
animGroup "crouch" {
anim startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim _lean_Left_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim lean_right_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/strogg/strogg_hands_crouch_grenade_prime_long.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_left_alt_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_right_alt_fire models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim alt_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_left_alt_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim lean_right_alt_quick_throw models/characters/animations/strogg/strogg_hands_crouch_grenade_throw_short.md5anim {
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponState hide
frame 12 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponState hide
}
}
animgroup "prone" {
anim startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_left_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim lean_right_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_long.md5anim {
}
anim alt_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_left_alt_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim lean_right_alt_startfire models/characters/animations/strogg/strogg_hands_prone_grenade_prime_long.md5anim {
}
anim alt_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_left_alt_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_right_alt_fire models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim alt_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_left_alt_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim lean_right_alt_quick_throw models/characters/animations/strogg/strogg_hands_prone_grenade_throw_short.md5anim {
}
anim raise models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
frame begin weaponstate hide
frame 5 weaponstate show
frame end weaponstate show
}
anim lower models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame begin weaponstate hide
}
}
}
animGroup "landmine" {
anim idle models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
}
anim fire models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
frame 5 weaponstate hide
}
anim crouch_legs_fire models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
frame 5 weaponstate hide
}
anim crouch_torso_fire models/characters/animations/strogg/strogg_hands_stand_grenade_throw_short.md5anim {
frame 5 weaponstate hide
}
anim lean_left_idle models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim crouch_lean_left_idle models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_idle models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim crouch_idle models/characters/animations/strogg/strogg_hand_crouch_idle_001_idle.md5anim {
}
anim prone_fire models/characters/animations/strogg/strogg_landmine_prone_plant_002.md5anim {
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponState hide
frame 12 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim prone_idle models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
}
anim prone_raise models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
frame begin weaponstate hide
frame 5 weaponstate show
frame end weaponstate show
}
anim prone_lower models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame end weaponstate hide
}
anim crouch_lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
}
animGroup "teleporter" {
anim torso_fire models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
}
anim legs_fire models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_startfire models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_startfire models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
}
anim crouch_fire models/characters/animations/strogg/strogg_hands_crouch_teleporter_fire.md5anim {
}
anim prone_fire models/characters/animations/strogg/strogg_hands_prone_teleporter_fire.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim crouch_lean_left_startfire models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim crouch_lean_right_startfire models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
}
animGroup "teleport" {
anim torso_fire models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
}
anim legs_fire models/characters/animations/strogg/strogg_hands_teleporter_fire.md5anim {
}
anim idle models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
}
anim crouch_idle models/characters/animations/strogg/strogg_hands_crouch_teleport_idle.md5anim {
}
anim prone_idle models/characters/animations/strogg/strogg_hands_prone_teleport_idle.md5anim {
}
anim prone_fire models/characters/animations/strogg/strogg_hands_prone_teleporter_fire.md5anim {
}
anim prone_turn_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim prone_turn_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim crouch_torso_down models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
}
anim crouch_torso_up models/characters/animations/strogg/strogg_hands_crouch_teleport_idle.md5anim {
}
anim torso_turn_left models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
}
anim torso_turn_right models/characters/animations/strogg/strogg_hands_teleport_idle.md5anim {
}
anim crouch_turn_right models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
}
anim crouch_turn_left models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
}
animGroup "medic" {
anim fire models/characters/animations/strogg/strogg_hand_medic_tool_use_002.md5anim {
}
anim prone_fire models/characters/animations/strogg/strogg_medic_prone_revive_003.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
}
animGroup "pda" {
anim fire models/characters/animations/strogg/strogg_hand_pda_use_008_IDLE.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_hand_pda_use_008_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_hand_pda_use_008_OUT.md5anim {
}
animGroup "crouch" {
anim fire models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_IDLE.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_OUT.md5anim {
}
}
animGroup "prone" {
anim fire models/characters/animations/strogg/strogg_prone_pda_use_multi_001_CYC.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_prone_pda_use_multi_001_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_prone_pda_use_multi_001_OUT.md5anim {
}
}
}
animGroup "pda_multi" {
anim fire models/characters/animations/strogg/strogg_hand_pda_use_008_IDLE.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_hand_pda_use_008_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_hand_pda_use_008_OUT.md5anim {
}
animGroup "crouch" {
anim fire models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_IDLE.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_hand_crouch_pda_use_multiple_002_OUT.md5anim {
}
}
animGroup "prone" {
anim fire models/characters/animations/strogg/strogg_prone_pda_use_multi_001_CYC.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_prone_pda_use_multi_001_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_prone_pda_use_multi_001_OUT.md5anim {
}
}
}
animGroup "point" {
anim fire models/characters/animations/strogg/strogg_hand_point_001_IDLE.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_hand_point_001_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_hand_point_001_OUT.md5anim {
}
animGroup "crouch" {
anim fire models/characters/animations/strogg/strogg_hand_crouch_point_003_IDLE.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_hand_crouch_point_003_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_hand_crouch_point_003_OUT.md5anim {
}
}
animGroup "prone" {
anim fire models/characters/animations/strogg/strogg_prone_point_001_CYC.md5anim {
}
anim startfire models/characters/animations/strogg/strogg_prone_point_001_INTO.md5anim {
}
anim endfire models/characters/animations/strogg/strogg_prone_point_001_OUT.md5anim {
}
}
}
animGroup "plasma" {
anim fire models/characters/animations/strogg/strogg_hand_plasma_charge_plant_001.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
}
anim crouch_fire models/characters/animations/strogg/strogg_hard_crouch_plasma_charage_plant_004.md5anim {
}
anim prone_fire models/characters/animations/strogg/strogg_hands_prone_plasmacharge_plant.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
}
animGroup "spikes" {
anim raise models/characters/animations/strogg/strogg_hand_spike_release_001.md5anim {
frame begin weaponState hide
frame 10 weaponState show
frame end weaponState show
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_right.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_right.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim fire1 models/characters/animations/strogg/strogg_hand_spike_attack_001.md5anim {
}
anim fire2 models/characters/animations/strogg/strogg_hand_spike_attack_003.md5anim {
}
anim fire3 models/characters/animations/strogg/strogg_hand_spike_attack_005.md5anim {
}
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim lean_right_fire1 models/characters/animations/strogg/strogg_hands_lean_right_spikes_attack.md5anim {
}
anim lean_left_fire1 models/characters/animations/strogg/strogg_hands_lean_left_spikes_attack.md5anim {
}
animGroup "crouch" {
anim fire1 models/characters/animations/strogg/strogg_hand_crouch_spike_002.md5anim {
}
anim fire2 models/characters/animations/strogg/strogg_hand_crouch_spike_004.md5anim {
}
anim raise models/characters/animations/strogg/strogg_hand_crouch_spike_takeout_002.md5anim {
frame begin weaponState hide
frame 8 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_hand_crouch_spike_putaway_002.md5anim {
frame begin weaponState hide
}
anim lean_left_fire models/characters/animations/strogg/strogg_hands_crouch_lean_left_spikes_attack.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_hands_crouch_lean_right_spikes_attack.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_right.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_right.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
}
animGroup "prone" {
anim idle models/characters/animations/strogg/strogg_blaster_stand_to_prone_002_cyc.md5anim {
}
anim fire1 models/characters/animations/strogg/strogg_prone_spike_stab_002.md5anim {
}
anim raise models/characters/animations/strogg/strogg_prone_spike_take_out_003.md5anim {
frame begin weaponState hide
frame 8 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame begin weaponState hide
}
}
animGroup "walk" "walk_hold" {
anim forward models/characters/animations/strogg/strogg_spikes_walk_forward002.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_spikes_walk_back003_back.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_spikes_walk_strafe003_left.md5anim {
}
anim strafe_right models/characters/animations/strogg/strogg_spikes_walk_strafe003_right.md5anim {
}
}
}
animGroup "trinoculars" {
anim lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame begin weaponState hide
}
anim raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponstate hide
frame 7 weaponstate show
frame end weaponstate show
}
anim crouch_torso_raise models/characters/animations/strogg/strogg_hand_takeout_left_back_001.md5anim {
frame begin weaponState hide
frame 12 weaponState show
frame end weaponState show
}
anim crouch_torso_lower models/characters/animations/strogg/strogg_hands_idle_001.md5anim {
frame end weaponState hide
}
anim prone_lower models/characters/animations/strogg/strogg_hands_stand_to_prone_001_CYC.md5anim {
frame end weaponState hide
}
anim prone_raise models/characters/animations/strogg/strogg_prone_left_hand_take_out_001.md5anim {
frame begin weaponstate hide
frame 5 weaponstate show
frame end weaponstate show
}
anim raise_held models/characters/animations/strogg/strogg_hand_binoculars_001_into.md5anim {
}
anim lower_held models/characters/animations/strogg/strogg_hand_binoculars_001_out.md5anim {
}
anim crouch_raise_held models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_INTO.md5anim {
}
anim crouch_lower_held models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_OUT.md5anim {
}
anim prone_raise_held models/characters/animations/strogg/strogg_prone_binoculars_use_001_into.md5anim {
}
anim prone_lower_held models/characters/animations/strogg/strogg_prone_binoculars_use_001_out.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_hands_lean_left_takeout_left.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_hands_lean_right_takeout_left.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_hands_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_hands_lean_right.md5anim {
}
anim crouch_lean_left_raise models/characters/animations/strogg/strogg_hands_crouch_lean_left_takeout_left.md5anim {
}
anim crouch_lean_right_raise models/characters/animations/strogg/strogg_hands_crouch_lean_right_takeout_left.md5anim {
}
anim crouch_lean_left_lower models/characters/animations/strogg/strogg_hands_crouch_lean_left.md5anim {
}
anim crouch_lean_right_lower models/characters/animations/strogg/strogg_hands_crouch_lean_right.md5anim {
}
anim lean_left_raise_held models/characters/animations/strogg/strogg_hand_binoculars_lean_left_useinto.md5anim {
}
anim lean_right_raise_held models/characters/animations/strogg/strogg_hand_binoculars_lean_right_useinto.md5anim {
}
anim lean_left_lower_held models/characters/animations/strogg/strogg_hand_binoculars_lean_left_useout.md5anim {
}
anim lean_right_lower_held models/characters/animations/strogg/strogg_hand_binoculars_lean_right_useout.md5anim {
}
anim crouch_lean_left_raise_held models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_left_useinto.md5anim {
}
anim crouch_lean_right_raise_held models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_right_useinto.md5anim {
}
anim crouch_lean_left_lower_held models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_left_useout.md5anim {
}
anim crouch_lean_right_lower_held models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_right_useout.md5anim {
}
anim run_hold_idle models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
}
anim walk_hold_idle models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
}
anim hold_idle models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
}
anim lean_left_hold_idle models/characters/animations/strogg/strogg_hand_binoculars_lean_left_usecyc.md5anim {
}
anim lean_right_hold_idle models/characters/animations/strogg/strogg_hand_binoculars_lean_right_usecyc.md5anim {
}
anim run_hold_torso_turn_left models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
}
anim run_hold_torso_turn_right models/characters/animations/strogg/strogg_hand_binoculars_001_idle.md5anim {
}
animGroup"crouch" {
anim hold_idle models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
}
anim lean_left_hold_idle models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_left_usecyc.md5anim {
}
anim lean_right_hold_idle models/characters/animations/strogg/strogg_hand_crouch_binoculars_lean_right_usecyc.md5anim {
}
anim hold_torso_turn_left models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
}
anim hold_torso_turn_right models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
}
anim hold_torso_up models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
}
anim hold_torso_down models/characters/animations/strogg/strogg_hand_crouch_binoculars_001_IDLE.md5anim {
}
}
animGroup "prone_hold" {
anim idle models/characters/animations/strogg/strogg_prone_binoculars_use_001_CYC.md5anim {
}
}
}
}
////////////////********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********
// TWO HANDED //********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********// TWO HANDED //*********
////////////////********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********////////////////*********
animGroup "2h" {
anim raise models/characters/animations/strogg/strogg_blaster_high_putaway_low_takeout_high_008_takeout_2HANDED.md5anim {
frame begin weaponState show
// frame 15 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
frame begin weaponState hide
}
anim idle models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
frame begin weaponState show
}
anim fire models/characters/animations/strogg/strogg_2h_lacerator_fire.md5anim {
}
anim reload models/characters/animations/strogg/strogg_heavylacerator_stand_takeout001_overheat.md5anim {
}
anim lean_left_idle models/characters/animations/strogg/strogg_2h_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_2h_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_2h_lean_left_lacerator_fire.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_2h_lean_right_lacerator_fire.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_2h_stand_lean_left_takeout.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_2h_stand_lean_right_takeout.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_2h_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_2h_lean_right.md5anim {
}
anim lean_left_reload models/characters/animations/strogg/strogg_2h_stand_lean_left_hyperblaster_reload.md5anim {
}
anim lean_right_reload models/characters/animations/strogg/strogg_2h_stand_lean_right_hyperblaster_reload.md5anim {
}
animGroup "crouch" {
anim down models/characters/animations/strogg/strogg_2h_stand_crouch_001_into.md5anim {
}
anim up models/characters/animations/strogg/strogg_2h_stand_crouch_001_out.md5anim {
}
anim lean_left_up models/characters/animations/strogg/strogg_2h_stand_crouch_001_out.md5anim {
}
anim lean_right_up models/characters/animations/strogg/strogg_2h_stand_crouch_001_out.md5anim {
}
anim idle models/characters/animations/strogg/strogg_2h_crouching_idle_001_idle.md5anim {
}
anim forward models/characters/animations/strogg/strogg_2h_crouch_walk_forward_002.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_2h_crouch_walk_forward_002_back.md5anim {
}
anim forward_fire models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
}
anim backwards_fire models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
}
anim strafe_left_fire models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
}
anim strafe_right_fire models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
}
anim fire models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_2h_crouch_strafe_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/strogg/strogg_2h_crouch_strafe_right.md5anim {
ai_fixed_forward
}
anim lean_left_idle models/characters/animations/strogg/strogg_2h_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_2h_crouch_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_2h_crouch_lean_left_lacerator_fire.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_2h_crouch_lean_right_lacerator_fire.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_2h_crouch_lean_left_takeout.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_2h_crouch_lean_right_takeout.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_2h_crouch_lean_left.md5anim {
}
anim lean_right_lower models/characters/animations/strogg/strogg_2h_crouch_lean_right.md5anim {
}
anim lean_left_reload models/characters/animations/strogg/strogg_2h_crouch_lean_left_hyperblaster_reload.md5anim {
}
anim lean_right_reload models/characters/animations/strogg/strogg_2h_crouch_lean_right_hyperblaster_reload.md5anim {
}
anim lean_left_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim lean_right_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim legs_turn_right models/characters/animations/strogg/strogg_2h_crouch_turn_left.md5anim {
}
anim legs_turn_left models/characters/animations/strogg/strogg_2h_crouch_turn_right.md5anim {
}
anim torso_turn_right models/characters/animations/strogg/strogg_2h_crouch_turn_left.md5anim {
}
anim torso_turn_left models/characters/animations/strogg/strogg_2h_crouch_turn_right.md5anim {
}
}
anim prone_from_crouch models/characters/animations/strogg/strogg_2h_crouch_to_prone_002_INTO.md5anim {
}
anim crouch_from_prone models/characters/animations/strogg/strogg_2h_crouch_to_prone_002_OUT.md5anim {
}
anim walk_strafe_left models/characters/animations/strogg/strogg_2h_walk_left_002.md5anim {
}
anim walk_strafe_left_fire models/characters/animations/strogg/strogg_2h_walk_left_fire.md5anim {
}
anim walk_strafe_right models/characters/animations/strogg/strogg_2h_walk_left_002_right.md5anim {
}
anim walk_strafe_right_fire models/characters/animations/strogg/strogg_2h_walk_right_fire.md5anim {
}
anim walk_forward models/characters/animations/strogg/strogg_2h_walk_forwards_003.md5anim {
}
anim walk_forward_fire models/characters/animations/strogg/strogg_2h_walk_forwards_fire.md5anim {
}
anim walk_backwards models/characters/animations/strogg/strogg_2h_walk_forwards_003_BACK.md5anim {
}
anim walk_backwards_fire models/characters/animations/strogg/strogg_2h_walk_backwards_fire.md5anim {
}
anim sprint_forward models/characters/animations/strogg/strogg_2h_sprint_001.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 6 footstep _right
frame 13 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim prone_fire models/characters/animations/strogg/strogg_2h_prone_fire_single_light_001.md5anim {
}
anim prone_idle models/characters/animations/strogg/strogg_2h_stand_to_prone_003_IDLE.md5anim {
}
anim prone_up models/characters/animations/strogg/strogg_2h_stand_to_prone_003_UP.md5anim {
}
anim prone_down models/characters/animations/strogg/strogg_2h_stand_to_prone_003_DOWN.md5anim {
}
anim prone_reload models/characters/animations/strogg/strogg_2h_prone_reload_lacerator.md5anim {
}
anim prone_strafe_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim prone_strafe_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim prone_forward models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_prone_backward.md5anim {
}
anim prone_turn_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim prone_turn_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim prone_lower models/characters/animations/strogg/strogg_2h_stand_to_prone_003_IDLE.md5anim {
frame end weaponState hide
}
anim prone_raise models/characters/animations/strogg/strogg_2h_prone_take_out_001_TAKEOUT.md5anim {
frame begin weaponState hide
frame 12 weaponState show
frame end weaponState show
}
anim run_forward models/characters/animations/strogg/strogg_2h_run_forwards_002.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 5 footstep _right
frame 14 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim run_backwards models/characters/animations/strogg/strogg_2h_run_backwards_004.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 3 footstep _right
frame 10 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim run_strafe_left models/characters/animations/strogg/strogg_2h_run_left_001.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 4 footstep _right
frame 11 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim run_strafe_right models/characters/animations/strogg/strogg_2h_run_right_002.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 4 footstep _right
frame 11 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim run_strafe_right_fire models/characters/animations/strogg/strogg_2h_run_right_fire.md5anim {
}
anim run_jump models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_cyc.md5anim {
frame begin sound_channel snd_player_jump snd_jump_strogg
}
anim jump models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_cyc.md5anim {
frame begin sound_channel snd_player_jump snd_jump_strogg
}
anim fall models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_cyc.md5anim {
}
anim soft_land models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_land.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 1 footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim hard_land models/characters/animations/strogg/strogg_heavylacerator_jump_straightup001_land.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 1 footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim legs_turn_right models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
}
anim torso_turn_right models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
ai_fixed_forward
}
anim legs_turn_left models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
}
anim torso_turn_left models/characters/animations/strogg/strogg_2h_idle_002_idle.md5anim {
ai_fixed_forward
}
animGroup "lacerator" {
anim torso_fire models/characters/animations/strogg/strogg_2h_lacerator_fire.md5anim {
}
anim legs_fire models/characters/animations/strogg/strogg_2h_lacerator_fire.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_2h_lean_left_lacerator_fire.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_2h_lean_right_lacerator_fire.md5anim {
}
anim crouch_fire models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
}
anim crouch_forward_fire models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
}
anim crouch_backwards_fire models/characters/animations/strogg/strogg_2h_crouch_walk_forward_fire.md5anim {
}
anim crouch_strafe_left_fire models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
}
anim crouch_strafe_right_fire models/characters/animations/strogg/strogg_2h_crouch_walk_left_fire.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/strogg/strogg_2h_crouch_lean_left_lacerator_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/strogg/strogg_2h_crouch_lean_right_lacerator_fire.md5anim {
}
anim prone_fire models/characters/animations/strogg/strogg_2h_prone_fire_single_light_001.md5anim {
}
animGroup "railchucker" {
anim torso_fire models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
}
anim legs_fire models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
}
anim torso_reload models/characters/animations/strogg/strogg_2h_stand_reload_railchucker.md5anim {
}
anim legs_reload models/characters/animations/strogg/strogg_2h_stand_reload_railchucker.md5anim {
}
anim prone_reload models/characters/animations/strogg/strogg_2h_prone_reload_railchucker.md5anim {
}
}
}
animGroup "nailgun" {
anim crouch_fire models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
}
anim prone_fire models/characters/animations/strogg/strogg_2h_prone_fire_single_light_001.md5anim {
}
anim fire models/characters/animations/strogg/strogg_2h_nailgun_fire.md5anim {
}
anim reload models/characters/animations/strogg/strogg_2h_stand_reload_hyperblaster.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_2h_lean_left_lacerator_fire.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_2h_lean_right_lacerator_fire.md5anim {
}
anim crouch_lean_left_fire models/characters/animations/strogg/strogg_2h_crouch_lean_left_lacerator_fire.md5anim {
}
anim crouch_lean_right_fire models/characters/animations/strogg/strogg_2h_crouch_lean_right_lacerator_fire.md5anim {
}
anim prone_reload models/characters/animations/strogg/strogg_2h_prone_reload_hyperblaster.md5anim {
}
}
animGroup "obliterator" {
anim fire models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
}
anim crouch_torso_fire models/characters/animations/strogg/strogg_2h_stand_obliterator_fire.md5anim {
}
anim crouch_legs_fire models/characters/animations/strogg/strogg_2h_crouch_lacerator_fire.md5anim {
}
anim crouch_forward models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_forward.md5anim {
}
anim crouch_backwards models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_back.md5anim {
}
anim crouch_strafe_left models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_left.md5anim {
ai_fixed_forward
}
anim crouch_strafe_right models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_right.md5anim {
ai_fixed_forward
}
anim reload models/characters/animations/strogg/strogg_2h_stand_reload_hyperblaster.md5anim {
}
anim prone_reload models/characters/animations/strogg/strogg_2h_prone_reload_hyperblaster.md5anim {
}
}
animGroup "hyperblaster" {
anim crouch_forward models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_forward.md5anim {
}
anim crouch_backwards models/characters/animations/strogg/strogg_2h_obliterator_crouch_walk_back.md5anim {
}
anim crouch_strafe_left models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_left.md5anim {
ai_fixed_forward
}
anim crouch_strafe_right models/characters/animations/strogg/strogg_2h_obliterator_crouch_strafe_right.md5anim {
ai_fixed_forward
}
anim reload models/characters/animations/strogg/strogg_2h_stand_reload_hyperblaster.md5anim {
}
anim prone_reload models/characters/animations/strogg/strogg_2h_prone_reload_hyperblaster.md5anim {
}
}
animGroup "single" {
anim fire models/characters/animations/strogg/strogg_hand_spike_attack_001.md5anim {
}
}
animGroup "multi" {
anim fire models/characters/animations/strogg/strogg_hand_spike_attack_001.md5anim {
}
}
}
// ====================================
// Blaster
// ====================================
animGroup "blaster" {
anim raise models/characters/animations/strogg/strogg_blaster_stand_takeout001.md5anim {
frame begin weaponState hide
frame 14 weaponState show
frame end weaponState show
}
anim idle models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
}
//anim aim models/characters/animations/initial_edf/edf_assault_stand_takeout002_idle.md5anim // missing {
//}
anim fire1 models/characters/animations/strogg/strogg_blaster_stand_takeout001_shoot1.md5anim {
}
anim fire2 models/characters/animations/strogg/strogg_blaster_stand_takeout001_shoot2.md5anim {
}
anim fire3 models/characters/animations/strogg/strogg_blaster_stand_takeout001_shoot3.md5anim {
}
anim torso_reload models/characters/animations/strogg/strogg_blaster_stand_crouch001_overheat.md5anim {
}
anim legs_reload models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
}
anim lower models/characters/animations/strogg/strogg_blaster_high_putaway_low_takeout_high_008_takeout_2HANDED.md5anim {
frame begin weaponState hide
}
anim torso_turn_left models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
}
anim torso_turn_right models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
}
anim legs_turn_left models/characters/animations/strogg/strogg_spikes_walk_turnright45_002.md5anim {
}
anim legs_turn_right models/characters/animations/strogg/strogg_spikes_walk_turnleft45_001.md5anim {
}
anim lean_left_idle models/characters/animations/strogg/strogg_blaster_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_blaster_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_blaster_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_blaster_lean_right_fire.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_blaster_stand_lean_left_takeout.md5anim {
frame begin weaponState hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_left_lower models/characters/animations/strogg/strogg_blaster_lean_left.md5anim {
}
anim lean_left_reload models/characters/animations/strogg/strogg_blaster_stand_lean_left_reload.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_blaster_stand_lean_right_takeout.md5anim {
frame begin weaponState hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_right_lower models/characters/animations/strogg/strogg_blaster_lean_right.md5anim {
}
anim lean_right_reload models/characters/animations/strogg/strogg_blaster_stand_lean_right_reload.md5anim {
}
anim jump models/characters/animations/strogg/strogg_blaster_jump_up005_loop.md5anim {
frame begin sound_channel snd_player_jump snd_jump_strogg
}
anim run_jump models/characters/animations/strogg/strogg_blaster_jump_up005_loop.md5anim {
frame begin sound_channel snd_player_jump snd_jump_strogg
}
anim soft_land models/characters/animations/strogg/strogg_blaster_jump_up005_landing.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 1 footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim hard_land models/characters/animations/strogg/strogg_blaster_jump_up005_landing.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 1 footstep _right
frame 3 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim fall models/characters/animations/strogg/strogg_blaster_jump_up005_loop.md5anim {
}
animGroup "walk" {
anim forward models/characters/animations/strogg/strogg_blaster_walk_forward001.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_blaster_walk_back002.md5anim {
}
anim strafe_left models/characters/animations/strogg/strogg_blaster_walk_strafe002_left.md5anim {
ai_fixed_forward
}
anim strafe_right models/characters/animations/strogg/strogg_blaster_walk_strafe002_right.md5anim {
ai_fixed_forward
}
anim forward_fire models/characters/animations/strogg/strogg_blaster_walk_forward001.md5anim {
}
anim backwards_fire models/characters/animations/strogg/strogg_blaster_walk_back002.md5anim {
}
anim strafe_left_fire models/characters/animations/strogg/strogg_blaster_walk_strafe002_left.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/strogg/strogg_blaster_walk_strafe002_right.md5anim {
ai_fixed_forward
}
}
animGroup "run" {
anim forward models/characters/animations/strogg/strogg_blaster_jog_forward002.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 7 footstep _right
frame 15 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim backwards models/characters/animations/strogg/strogg_blaster_jog_back001.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
frame 8 footstep _right
frame 15 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_left models/characters/animations/strogg/strogg_blaster_jog_strafe001_left.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
ai_fixed_forward
frame 7 footstep _right
frame 15 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim strafe_right models/characters/animations/strogg/strogg_blaster_jog_strafe001_right.md5anim {
frame begin sound_channel snd_player_move snd_movement_stroggshuffle
ai_fixed_forward
frame 7 footstep _right
frame 15 footstep
frame end fade_channel snd_player_move "-60" 1
}
anim forward_fire models/characters/animations/strogg/strogg_blaster_jog_forward002.md5anim {
}
anim backwards_fire models/characters/animations/strogg/strogg_blaster_jog_back001.md5anim {
}
anim strafe_left_fire models/characters/animations/strogg/strogg_blaster_jog_strafe001_left.md5anim {
ai_fixed_forward
}
anim strafe_right_fire models/characters/animations/strogg/strogg_blaster_jog_strafe001_right.md5anim {
ai_fixed_forward
}
}
animGroup "crouch" {
anim torso_down models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
}
anim torso_up models/characters/animations/strogg/strogg_blaster_stand_idle001.md5anim {
}
anim lean_left_torso_up models/characters/animations/strogg/strogg_blaster_lean_left.md5anim {
}
anim lean_right_torso_up models/characters/animations/strogg/strogg_blaster_lean_right.md5anim {
}
anim torso_raise models/characters/animations/strogg/strogg_blaster_stand_takeout001.md5anim {
frame start weaponState hide
frame 14 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_blaster_crouch_idle001.md5anim {
frame begin weaponState hide
}
anim idle models/characters/animations/strogg/strogg_blaster_crouch_idle001.md5anim {
}
anim reload models/characters/animations/strogg/strogg_blaster_stand_crouch001_overheat.md5anim {
}
anim fire models/characters/animations/strogg/strogg_blaster_stand_crouch001_shoot.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim forward_fire models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim backwards_fire models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim strafe_left_fire models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim strafe_right_fire models/characters/animations/strogg/strogg_blaster_crouch_fire.md5anim {
ai_no_turn // jrad - disable viewangles turning while we're running
}
anim lean_left_idle models/characters/animations/strogg/strogg_blaster_crouch_lean_left.md5anim {
}
anim lean_right_idle models/characters/animations/strogg/strogg_blaster_crouch_lean_right.md5anim {
}
anim lean_left_fire models/characters/animations/strogg/strogg_blaster_crouch_lean_left_fire.md5anim {
}
anim lean_right_fire models/characters/animations/strogg/strogg_blaster_crouch_lean_right_fire.md5anim {
}
anim lean_left_raise models/characters/animations/strogg/strogg_blaster_crouch_lean_left_takeout.md5anim {
frame begin weaponState hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_left_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim lean_right_from_prone models/characters/animations/strogg/strogg_hands_crouch_to_prone_001_UP.md5anim {
}
anim lean_left_lower models/characters/animations/strogg/strogg_blaster_crouch_lean_left.md5anim {
}
anim lean_left_reload models/characters/animations/strogg/strogg_blaster_crouch_lean_left_reload.md5anim {
}
anim lean_right_raise models/characters/animations/strogg/strogg_blaster_crouch_lean_right_takeout.md5anim {
frame begin weaponState hide
frame 14 weaponState show
frame end weaponState show
}
anim lean_right_lower models/characters/animations/strogg/strogg_blaster_crouch_lean_right.md5anim {
}
anim lean_right_reload models/characters/animations/strogg/strogg_blaster_crouch_lean_right_reload.md5anim {
}
anim turn_left models/characters/animations/strogg/strogg_hands_crouch_turn_right.md5anim {
}
anim turn_right models/characters/animations/strogg/strogg_hands_crouch_turn_left.md5anim {
}
anim down models/characters/animations/strogg/strogg_hand_crouch_idle_001_into.md5anim {
}
anim up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim lean_left_up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
anim lean_right_up models/characters/animations/strogg/strogg_hand_crouch_idle_001_out.md5anim {
}
}
animGroup "prone" {
anim turn_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim turn_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim down models/characters/animations/strogg/strogg_blaster_stand_to_prone_002.md5anim {
}
anim from_crouch models/characters/animations/strogg/strogg_blaster_crouch_to_prone_002_DOWN.md5anim {
}
anim up models/characters/animations/strogg/strogg_blaster_prone_to_stand_002.md5anim {
}
anim idle models/characters/animations/strogg/strogg_blaster_stand_to_prone_002_cyc.md5anim {
}
anim fire models/characters/animations/strogg/strogg_blaster_prone_fire_single_001.md5anim {
}
anim reload models/characters/animations/strogg/strogg_blaster_prone_overheat_001.md5anim {
}
anim raise models/characters/animations/strogg/strogg_blaster_prone_takeout_001.md5anim {
frame begin weaponState hide
frame 14 weaponState show
frame end weaponState show
}
anim lower models/characters/animations/strogg/strogg_blaster_stand_to_prone_002_cyc.md5anim {
frame begin weaponState hide
}
anim strafe_left models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim strafe_right models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim forward models/characters/animations/strogg/strogg_prone_forward_004.md5anim {
}
anim backwards models/characters/animations/strogg/strogg_prone_backward.md5anim {
}
}
}
//
//
//
// ====================================
// Misc
// ====================================
animGroup "husky_rider" {
anim turn_left models/characters/animations/initial_edf/edf_husky_rider_turn_left.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_husky_rider_turn_right.md5anim {
}
anim centre_idle models/characters/animations/initial_edf/edf_husky_rider_centre_idle.md5anim {
}
animGroup "stand" {
anim turn_left models/characters/animations/initial_edf/edf_husky_rider_stand_turn_left.md5anim {
}
anim turn_right models/characters/animations/initial_edf/edf_husky_rider_stand_turn_right.md5anim {
}
anim centre_idle models/characters/animations/initial_edf/edf_husky_rider_stand_centre_idle.md5anim {
}
}
}
anim gui_into models/characters/animations/initial_edf/edf_gui_stand_use004_into.md5anim {
}
anim gui_use models/characters/animations/initial_edf/edf_gui_stand_use004_cyc.md5anim {
}
anim gui_out models/characters/animations/initial_edf/edf_gui_stand_use004_out.md5anim {
}
anim badger_gunner_pose models/characters/animations/initial_edf/gdf_mounted_idle.md5anim {
}
anim badger_rear_left_passenger models/characters/animations/initial_edf/edf_badger_rear_left_passenger.md5anim {
}
anim badger_rear_right_passenger models/characters/animations/initial_edf/edf_badger_rear_right_passenger.md5anim {
}
anim badger_front_right_passenger models/characters/animations/initial_edf/edf_badger_front_right_passenger.md5anim {
}
anim titan_passenger models/characters/animations/initial_edf/edf_titan_passenger_pose.md5anim {
}
anim trojan_passenger1 models/characters/animations/initial_edf/gdf_trojan_passenger1.md5anim {
}
anim trojan_passenger2 models/characters/animations/initial_edf/gdf_trojan_passenger2.md5anim {
}
anim trojan_passenger3 models/characters/animations/initial_edf/gdf_trojan_passenger3.md5anim {
}
anim trojan_passenger4 models/characters/animations/initial_edf/gdf_trojan_passenger4.md5anim {
}
anim bumblebee_gunner models/characters/animations/initial_edf/edf_bumblebee_gunner.md5anim {
}
anim edf_bumblebee_gunner_sit_centre models/characters/animations/initial_edf/edf_bumblebee_gunner_sit_centre.md5anim {
}
anim bumblebee_left_passenger models/characters/animations/initial_edf/edf_bumblebee_left_passenger.md5anim {
}
anim bumblebee_right_passenger models/characters/animations/initial_edf/edf_bumblebee_right_passenger.md5anim {
}
anim gdf_antipersonnel_control models/characters/animations/initial_edf/edf_antipersonnel_control.md5anim {
}
anim gdf_antivehicle_control models/characters/animations/initial_edf/badger.md5anim {
}
anim mounted_gpmg_idle models/characters/animations/initial_edf/gdf_mounted_idle.md5anim {
}
anim mounted_gpmg_anticlockwise models/characters/animations/initial_edf/gdf_mounted_right.md5anim {
}
anim mounted_gpmg_clockwise models/characters/animations/initial_edf/gdf_mounted_left.md5anim {
}
anim mounted_gpmg_aimupdown models/characters/animations/initial_edf/gdf_mounted_aimupdown.md5anim {
}
anim emote004_lol models/characters/animations/strogg/strogg_spikes_stand_emote004_lol.md5anim
anim emote005_blah models/characters/animations/strogg/strogg_spikes_stand_emote005_blah.md5anim
anim emote008_grrrr models/characters/animations/strogg/strogg_spikes_stand_emote008_grrrr.md5anim
anim welder_into models/characters/animations/initial_edf/edf_welder_stand_use003_in.md5anim
anim welder_use models/characters/animations/initial_edf/edf_welder_stand_use003_cyc.md5anim
anim menu models/characters/animations/strogg/strogg_limbo_idle01.md5anim
anim anansi_enter models/characters/animations/initial_edf/edf_vehicle_anansi_enter006.md5anim
anim badger_enter_driver models/characters/animations/initial_edf/edf_vehicle_badger_enterdriver004.md5anim
anim badger_exit_gunner models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001.md5anim
anim badger_idle_gunner models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001_idle.md5anim
anim badger_enter_gunner models/characters/animations/initial_edf/edf_vehicle_badger_enterexitgun001_in.md5anim
anim badger_enter_passenge models/characters/animations/initial_edf/edf_vehicle_badger_enterpassenger001.md5anim
anim quadbike_enter_left models/characters/animations/initial_edf/edf_vehicle_quadbike_enterleft003.md5anim
anim quadbike_exit_left models/characters/animations/initial_edf/edf_vehicle_quadbike_exitleft005.md5anim
anim trojan_enter models/characters/animations/initial_edf/edf_vehicle_trojan_enter004.md5anim
anim badger_gun models/characters/animations/initial_edf/badger.md5anim
anim quad models/characters/animations/initial_edf/quad.md5anim
}
model models/players/strogg/aggressor {
inherit models/players/strogg
mesh models/characters/animations/strogg/tank.md5mesh
}
model models/players/strogg/technician {
inherit models/players/strogg
mesh models/characters/animations/strogg/meditech.md5mesh
}
model models/players/strogg/constructor {
inherit models/players/strogg
mesh models/characters/animations/strogg/constructor.md5mesh
}
model models/players/strogg/oppressor {
inherit models/players/strogg
mesh models/characters/animations/strogg/oppressor.md5mesh
}
model models/players/strogg/infiltrator {
inherit models/players/strogg
mesh models/characters/animations/strogg/infiltrator.md5mesh
}
entityDef player_strogg_aggressor {
"inherit" "player_base"
"model" "models/players/strogg/aggressor"
"snd_movement_stroggshuffle" "sounds/players/footsteps/strogg/cloth"
}
entityDef player_strogg_technician {
"inherit" "player_base"
"model" "models/players/strogg/technician"
"snd_movement_stroggshuffle" "sounds/players/footsteps/strogg/cloth"
}
entityDef player_strogg_constructor {
"inherit" "player_base"
"model" "models/players/strogg/constructor"
"snd_movement_stroggshuffle" "sounds/players/footsteps/strogg/cloth"
}
entityDef player_strogg_oppressor {
"inherit" "player_base"
"model" "models/players/strogg/oppressor"
"snd_movement_stroggshuffle" "sounds/players/footsteps/strogg/cloth"
}
entityDef player_strogg_infiltrator {
"inherit" "player_base"
"model" "models/players/strogg/infiltrator"
"snd_movement_stroggshuffle" "sounds/players/footsteps/strogg/cloth"
}