Weapon Model Animation Standard - xhsu/LeaderMode GitHub Wiki
Mag-feeding Pistols | Revolver | Chamber-feeding Firearms | Full-auto Firearms | Pump/Bolt-action Firearms | Belt-feeding Firearms | |
---|---|---|---|---|---|---|
idle | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Shoot* | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Shoot last | ✓ | ✗ | ✗ | ⍻Instantiate | ✗ | ⍻Instantiate |
Aim shoot | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Aim shoot last | ✓ | ✗ | ✗ | ⍻Instantiate | ✗ | ⍻Instantiate |
Rechamber | ✗ | ✗ | ⍻Instantiate | ✗ | ✓ | ✗ |
Reload enter | ✗ | ✗ | ⍻Instantiate | ✗ | ⍻Instantiate | ✗ |
Reload first insert | ✗ | ✗ | ✓ | ✗ | ⍻Instantiate | ✗ |
Reload insert | ✗ | ✗ | ✓ | ✗ | ⍻Instantiate | ✗ |
Reload exit | ✗ | ✗ | ✓ | ✗ | ⍻Instantiate | ✗ |
Reload exit with rec. | ✗ | ✗ | ⍻Instantiate | ✗ | ⍻Instantiate | ✗ |
Reload mag. | ✓ | ✓ | ✗ | ✓ | ⍻Instantiate | ✓ |
Reload mag. empty | ✓ | ✗ | ✗ | ✓ | ⍻Instantiate | ✓ |
Reload mag. with few | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ |
Draw first | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Deploy | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
jump | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
holster | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Check magazine | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ |
Switch selector | ⍻Instantiate | ✗ | ✗ | ✓ | ✗ | ⍻Instantiate |
Block up | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Block down | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Left hand on | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Left hand off | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Dash enter | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Dash idle | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Dash exit | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
*
shoot
anim should consists of at least two parts: hip-fire animation when not aiming andshoot_aim
with a few varient.
** If underbarrel attachments are applicable, its operating animation shall be prepared according to this table as well.
- Left Hand
- The left hand submodel and its correspounding sleeves shall be able to hide.
- Weapon Mesh
- If the slide stop status is observable from player's point of view, a sub-model shall be provided.
- If
inspection
orcheck_magazine
animation(s) is(are) applicable, a series of magazine status regarding bullet count shall be provided.
- Grenade (nail)
- If a projectile object exists, it shall consists of two sub-models: a pre-launch mesh and a post-launch mesh.
- Laser
- Laser or flashlight mesh shall not contain any project point, but ray-casting visual shall be included.
- Optical scope
- Image and glass texture shall be sperated. The image shall be set to highlight mode. Should slide-stop affecting position of optical sight, a special mesh with only position shift shall be provided.