the problem with that is that when you bend the arms down the shoulders beef up thereselfs. thats why i made them that small...but i'll se what i can do about that :] .beef up his shoulders
now all youhafta do...
nononono. i want it done, too. but look at the boots my friends .now just add the holes on the arms and we're all set
its pritty confusing.. but, just export all the anims into the compile folder, then paste all that into bottom of the QC file// sequences: all sequences are in $cd// sequences: all sequences are in $cd
$sequence "look_idle" "look_idle" fps 14 loop ACT_IDLE 2
$sequence "idle" "idle" fps 16 loop ACT_IDLE 1
$sequence "deep_idle" "deep_idle" fps 15 loop ACT_IDLE 4
$sequence "run2" "run2" LX fps 40 loop ACT_RUN 1
$sequence "run_backward" "run_backward" fps 35 loop
$sequence "walk2handed" "walk2handed" LX fps 32 loop ACT_WALK 1
$sequence "walk_backward" "walk_backward" fps 25 loop
$sequence "jump" "jump" fps 28 ACT_HOP 1
$sequence "long_jump" "long_jump" LX fps 28 ACT_LEAP 1
$sequence "swim" "swim" fps 16 loop ACT_SWIM 1
$sequence "swim_backwards" "swim_backwards" fps 23 loop
$sequence "treadwater" "treadwater" fps 14 loop ACT_HOVER 1
$sequence "run" "run" LX fps 30 loop ACT_RUN 1
$sequence "walk" "walk" LX fps 32 loop
$sequence "back_flip" "back_flip" fps 22
$sequence "ref_powerup" "ref_powerup" fps 20
$sequence "ref_powerup_charge" "ref_powerup_charge" fps 26 loop
$sequence "fly_powerup" "fly_powerup" fps 24
$sequence "fly_powerup_charge" "fly_powerup_charge" fps 26 loop
$sequence "lay_ground" "lay_ground" fps 16 loop
$sequence "lay_ground_recover" "lay_ground_recover" fps 20
$sequence "lay_ground2" "lay_ground2" fps 16 loop
$sequence "lay_ground_recover2" "lay_ground_recover2" fps 20
$sequence "fly_idle" "fly_idle" fps 15
$sequence "fly_forward" "fly_forward" fps 18 loop
$sequence "fly_backward" "fly_backward" fps 18 loop
$sequence "fly_fall" "fly_fall" fps 18
$sequence "swoop" "swoop" fps 30 loop
$sequence "ref_shoot_bean" "ref_shoot_bean" fps 16
$sequence "ref_shoot2_bean" "ref_shoot2_bean" fps 20
$sequence "ref_aim_bean" "ref_aim_bean" fps 16
$sequence "ref_catch_bean" "ref_catch_bean" fps 16
$sequence "ref_aim_dragonball" "ref_aim_dragonball" fps 16 loop
$sequence "ref_shoot_dragonball" "ref_shoot_dragonball_blend1" "ref_shoot_dragonball_blend2" blend 0 1 fps 18
$sequence "ref_shoot2_dragonball" "ref_shoot2_dragonball" fps 20
$sequence "ref_block" "ref_block" fps 10 loop
$sequence "ref_block_hit" "ref_block_hit" fps 22
$sequence "fly_block" "fly_block" fps 15 loop
$sequence "fly_block_hit" "fly_block_hit" fps 22
$sequence "ref_forward_swataway" "ref_forward_swataway" fps 20
$sequence "ref_right_swataway" "ref_right_swataway" fps 20
$sequence "ref_left_swataway" "ref_left_swataway" fps 20
$sequence "blow_down" "blow_down" fps 20
$sequence "blow_up" "blow_up" fps 20
$sequence "blow_left" "blow_left" fps 20
$sequence "blow_right" "blow_right" fps 20
$sequence "blow_kick_front" "blow_kick_front" fps 20
$sequence "blow_hit_ground" "blow_hit_ground" fps 20
$sequence "hit_blow_back" "hit_blow_back" fps 25 loop
$sequence "hit_blow_front" "hit_blow_front" fps 25 loop
$sequence "hit_blow_down" "hit_blow_down" fps 25 loop
$sequence "hit_blow_up" "hit_blow_up" fps 25 loop
$sequence "hit_blow_left" "hit_blow_left" fps 25 loop
$sequence "hit_blow_right" "hit_blow_right" fps 25 loop
$sequence "hit_blow_back_recover" "hit_blow_back_recover" fps 25 loop
$sequence "hit_blow_front_recover" "hit_blow_front_recover" fps 25 loop
$sequence "hit_blow_down_recover" "hit_blow_down_recover" fps 25 loop
$sequence "hit_blow_up_recover" "hit_blow_up_recover" fps 25 loop
$sequence "hit_blow_left_recover" "hit_blow_left_recover" fps 25 loop
$sequence "hit_blow_right_recover" "hit_blow_right_recover" fps 25 loop
$sequence "tumble_forward" "tumble_forward" fps 28 loop
$sequence "tumble_back" "tumble_back" fps 28 loop
$sequence "tumble_left" "tumble_left" fps 28 loop
$sequence "tumble_right" "tumble_right" fps 28 loop
$sequence "tumble_forward_recover" "tumble_forward_recover" fps 28 loop
$sequence "tumble_back_recover" "tumble_back_recover" fps 28 loop
$sequence "tumble_left_recover" "tumble_left_recover" fps 28 loop
$sequence "tumble_right_recover" "tumble_right_recover" fps 28 loop
$sequence "die_simple" "die_simple" fps 18 ACT_DIESIMPLE 1 { event 2001 9 }
$sequence "die_backwards1" "die_backwards1" fps 23 ACT_DIEBACKWARD 4 { event 2001 13 }
$sequence "die_backwards" "die_backwards" fps 24 ACT_DIEBACKWARD 1 { event 2001 15 }
$sequence "die_forwards" "die_forwards" fps 22 ACT_DIEFORWARD 1 { event 2001 8 }
$sequence "headshot" "headshot" fps 22 ACT_DIE_HEADSHOT 4 { event 2001 19 }
$sequence "die_spin" "die_spin" fps 24 ACT_DIE_HEADSHOT 1 { event 2001 16 }
$sequence "gutshot" "gutshot" fps 18 ACT_DIE_GUTSHOT 1 { event 2001 17 }
$sequence "deadback" "deadback" fps 10
$sequence "deadsitting" "deadsitting" fps 10
$sequence "deadstomach" "deadstomach" fps 10
$sequence "deadtable" "deadtable" fps 10
$sequence "ref_shoot_kiblast" "ref_shoot_kiblast_blend1" "ref_shoot_kiblast_blend2" blend XR -65 65 fps 30
$sequence "ref_shoot2_kiblast" "ref_shoot2_kiblast_blend1" "ref_shoot2_kiblast_blend2" blend XR -65 65 fps 30
$sequence "ref_charge_genericbeam" "ref_charge_genericbeam" fps 20
$sequence "ref_control_genericbeam" "ref_control_genericbeam" fps 20 loop
$sequence "melee1" "melee1" fps 20
$sequence "melee2" "melee2" fps 20
$sequence "melee3" "melee3" fps 20
$sequence "melee_block" "melee_block" fps 20
$sequence "kick_sweep" "kick_sweep" fps 22
$sequence "sweep_recover" "sweep_recover" fps 20
$sequence "ref_aim_eyelaser" "ref_aim_eyelaser_blend1" "ref_aim_eyelaser_blend2" blend XR -65 65 fps 16
$sequence "ref_charge_friezadisc" "ref_charge_friezadisc" fps 25
$sequence "ref_control_friezadisc" "ref_control_friezadisc" fps 16
$sequence "ref_aim_friezadisc" "ref_aim_friezadisc" fps 20
$sequence "ref_shoot_fingerlaser" "ref_shoot_fingerlaser" fps 26
$sequence "ref_shoot2_fingerlaser" "ref_shoot2_fingerlaser" fps 26
$sequence "ref_charge_deathball" "ref_charge_deathball" fps 20
$sequence "ref_shoot_deathball" "ref_shoot_deathball" fps 20
$sequence "ref_charge_powerbeam" "ref_charge_powerbeam" fps 20
$sequence "ref_control_powerbeam" "ref_control_powerbeam" fps 20 loop
$sequence "ref_charge_scatterbeam" "ref_charge_scatterbeam" fps 20
$sequence "ref_shoot_scatterbeam" "ref_shoot_scatterbeam" fps 20 loop
$sequence "ref_charge_destructodisc" "ref_charge_destructodisc" fps 20
$sequence "ref_shoot_destructodisc" "ref_shoot_destructodisc" fps 20 loop
$sequence "ref_charge_masenko" "ref_charge_masenko" fps 20
$sequence "ref_control_masenko" "ref_control_masenko" fps 20 loop
$sequence "ref_charge_shieldattack" "ref_charge_shieldattack" fps 20 loop
$sequence "ref_control_shieldattack" "ref_control_shieldattack" fps 20
$sequence "ref_shoot_shieldattack" "ref_shoot_shieldattack" fps 20 loop
$sequence "ref_charge_mouthblast" "ref_charge_mouthblast" fps 20
$sequence "ref_control_mouthblast" "ref_control_mouthblast" fps 20 loop
$sequence "ref_shoot_candyattack" "ref_shoot_candyattack" fps 20 loop
$sequence "ref_charge_regeneration" "ref_charge_regeneration" fps 24 loop
$sequence "change_long" "change_long" fps 24
$sequence "change_normal" "change_normal" fps 24 loop
$sequence "change_finish" "change_finish" fps 24