For the benifit of the users who are on the GCS beta and have downloaded any of the melee weapons I have up there, here are replacement gunspecs for the weapons which have multiple attack animations:
SHB24 (nightstick)
3 attacks, 1 block
;Side Handle Baton weapon spec
;Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2007-2008
;errant_ai@y-.com
;v1.1 Enhanced For AirMod
;GUN Model File Requirements
;GUN Settings
muzzleflash = 1
muzzlesize = 1
brass = 1
smoke = 1
second =
damage = 20
damagetype = 2
scorchtype = 3
reloadqty = 0
iterate = 0
accuracy = 1
range = 65
;AirMod Settings
noscorch = 1
recoily = 0
recoilyreturn = 0
recoilx = 15
recoilxreturn = 100
gunlagspeed = 14
gunlagxmax = 30
gunlagymax = 10
;GUN Visuals
textured =
effect = effectbankBumpCubeReflectAlphaBumpCubeReflectAlpha.fx
transparency = 1
weapontype = 5
;GUN Sounds
sound1 = fire.wav
sound2 = retrieve.wav
sound3 = putaway.wav
fireloop = 9000
;HUD muzzleflash position
horiz = 0
vert = 0
forward = 3
alignx = 2.5
aligny = -1.0
alignz = 18
;HUD animation frames list
keyframe ratio = 1
select = 1,19
Idle = 20,59
Move = 60,84
;JAB attack
Start fire = 85,90
end fire = 91,102
;STIFFARM attack
Start fire 2 = 125,131
end fire 2 = 132,140
;TWIRL attack
Start fire 3 = 141,153
end fire 3 = 154,170
block = 110,124
putaway = 103,108
;HUD sound frames list
soundframes = 5
sframe0 = 87,1
sframe1 = 2,2
sframe2 = 105,3
sframe3 = 126,1
sframe4 = 149,1
Butterfly Knife
2 attacks, 1 block
;BUTTERFLY KNIFE weapon spec
;Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2007-2008
;errant_ai@y-.com
;v1.1 Enhanced for AirMod
;GUN Model File Requirements
;GUN Settings
muzzleflash = 1
muzzlesize = 1
brass = 1
smoke = 1
second =
damage = 20
damagetype = 2
scorchtype = 3
reloadqty = 0
iterate = 0
accuracy = 1
range = 60
;AirMod Settings
noscorch = 1
recoily = 0
recoilyreturn = 0
recoilx = 15
recoilxreturn = 100
gunlagspeed = 14
gunlagxmax = 10
gunlagymax = 10
;GUN Visuals
textured =
effect = effectbankBumpCubeReflectAlphaBumpCubeReflectAlpha.fx
transparency = 1
weapontype = 1
;GUN Sounds
sound1 = fire.wav
sound2 = retrieve.wav
sound3 = putaway.wav
fireloop = 9000
;HUD muzzleflash position
horiz = 0
vert = 0
forward = 0
alignx = 2.5
aligny = -1.0
alignz = 18
;HUD animation frames list
keyframe ratio = 1
select = 7,50
Idle = 51,100
Move = 101,132
;THRUST attack animation
start fire = 148,154
end fire = 155,164
block = 165,179
;SLASH attack animation
start fire 2 = 180,190
end fire 2 = 191,203
putaway = 204,240
;HUD sound frames list
soundframes = 4
sframe0 = 151,1
sframe1 = 8,2
sframe2 = 184,1
sframe3 = 205,3
Chef Knife
2 attacks, 1 block
;Chef Knife weapon spec
;Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2007-2008
;errant_ai@y-.com
;v1.1 Enhanced For AirMod
;GUN Model File Requirements
;GUN Settings
muzzleflash = 1
muzzlesize = 1
brass = 1
smoke = 1
second =
damage = 30
damagetype = 1
scorchtype = 3
reloadqty = 0
iterate = 0
accuracy = 1
range = 65
;AirMod Settings
noscorch = 1
recoily = 0
recoilyreturn = 0
recoilx = 15
recoilxreturn = 100
gunlagspeed = 14
gunlagxmax = 30
gunlagymax = 10
;GUN Visuals
textured =
effect = effectbankBumpCubeReflectAlphaBumpCubeReflectAlpha.fx
transparency = 1
weapontype = 5
;GUN Sounds
sound1 = fire.wav
sound2 = retrieve.wav
sound3 = putaway.wav
fireloop = 9000
;HUD muzzleflash position
horiz = 1
vert = 0
forward = 3
alignx = 2.5
aligny = -1.0
alignz = 18
;HUD animation frames list
keyframe ratio = 1
select = 7,19
Idle = 20,59
Move = 61,83
;STAB attack
Start fire = 85,93
end fire = 94,112
;BACKSLASH attack
Start fire 2 = 135,141
end fire 2 = 142,150
block = 120,134
putaway = 113,118
;HUD sound frames list
soundframes = 4
sframe0 = 90,1
sframe1 = 7,2
sframe2 = 115,3
sframe3 = 136,1
Combat Knife
2 attacks, 1 block
;Combat Knife weapon spec
;Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2007-2008
;errant_ai@y-.com
;v1.1 Enhanced for AirMod
;GUN Model File Requirements
;GUN Settings
muzzleflash = 1
muzzlesize = 1
brass = 1
smoke = 1
second =
damage = 20
damagetype = 1
scorchtype = 3
reloadqty = 0
iterate = 0
accuracy = 1
range = 65
;AirMod Settings
noscorch = 1
recoily = 0
recoilyreturn = 0
recoilx = 15
recoilxreturn = 100
gunlagspeed = 14
gunlagxmax = 30
gunlagymax = 10
;GUN Visuals
textured =
effect = effectbankBumpCubeReflectAlphaBumpCubeReflectAlpha.fx
transparency = 1
weapontype = 5
;GUN Sounds
sound1 = fire.wav
sound2 = retrieve.wav
sound3 = putaway.wav
fireloop = 9000
;HUD muzzleflash position
horiz = 0
vert = 0
forward = 3
alignx = 2.5
aligny = -1.0
alignz = 18
;HUD animation frames list
keyframe ratio = 1
select = 9,19
Idle = 20,59
Move = 60,84
;stabbing animation
Start fire 2 = 85,93
end fire 2 = 94,112
;backslashing animation
Start fire = 135,141
end fire = 142,150
block = 120,134
putaway = 113,118
;HUD sound frames list
soundframes = 4
sframe0 = 91,1
sframe1 = 9,2
sframe2 = 115,3
sframe3 = 137,1
There are some other weapons I have on store, but they do not include extra attack animations. To update those weapons you need only uncomment the
block animation and (under the
range command in
;GUN Settings) add the following:
;AirMod Settings
noscorch = 1
recoily = 0
recoilyreturn = 0
recoilx = 15
recoilxreturn = 100
gunlagspeed = 14
gunlagxmax = 30
gunlagymax = 10
The settings in the above snippet can also be added to any of the other melee weapons found on the GCS store or melee weapons you may already have to get rid of the bullet hole and give them a more dynamic feeling!
Quote: "But I want to know the gunspec commands needed to create simple iron sights and how I would go about naming them. Also, while the block is cool, you should be able to hold it instead of having to click all the time. "
Slayer_2, the simplezoom commands are what you can get a semi-iron sight view with. Don't expect to get true iorn sight views with it though. The block was animated and the files uploaded to GCS before the feature was in AirMod. It should be possible for a clever programmer to loop the middle frame for sustained blocking. Depending on feedback, I may add a proper loop cycle for that.