You'll find that the weapons in FPSC can have many uses.
I'm on a laptop and can't really take a look at anything,but I do remember a few commands.
1.You can have multiple fire animations (works best for melee)
fire start = x,x
fire end = x,x
Those are the initial anims
fire start 2 = x,x
fire end 2 = x,x
fire start 3 = x,x
fire end 3 = x,x
Same thing goes for the melee animations
melee start = x,x
melee end = x,x
melee start 1 = x,x
melee end 1 = x,x
To setup melee animations you must assign a key to the gunspec
melee key = 33 (F)
melee range = 50 (half a segment)
There are also blocking commands which I'm not too sure of off-top.
You can assign alt animations for pretty much everything.If your weapon has a grenade launcher attached and you don't want to make 2 separate weapons , that's where the alt animations come in handy.
alt fire start
alt fire end
etc.
The reason there's a start and end animation sequence is fairly obvious.Let's say you have a knife animation.Before you make contact with the enemy you can't really damage him (during a swing).The engine damages the enemy after the start animation is played.At the start is where you should put the "knife swing" frames,and at the end the rest(stab,etc.).
Keep in mind some animations may be reserved for mods like PB that support weapon scripting.
Sorry for the lousy explanation,but hope this helps.
And yay for me finding internet in the middle of nowhere...
Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.