Left 4 Dead 2

Left 4 Dead 2

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Modder resource: Complete viewmodel animation lookup guide
By мяFunreal
This guide contains a list of the amount of frames and fps of ALL viewmodels for easy animating.
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Foreword
IF YOU ARE NOT A MODDER THIS IS USELESS TO YOU

It is crucial for you to have the same amount of frames and the correct fps for your animations to fit. The animations will be cut off on online servers or do other strange stuff if you don't adhere to the default. This guide lists all animations with the original Framecount and Framerate.

I've also added more useful data you might need to know for animations. like soudn events you can use, or porting animations from, one gun to another.

I'd reccomend using the sidebar to jump to exactly what you want.
There's a bunch of info before the actual data starts.
But you should definetly read the following info blocks:
Unused Sequences, _Layer animations, Correctve animations and Lookpose Blending
═══════════════════════════
IMPORTANT: Unused Sequences
Sequences marked with "UNUSED" are not used, but they must stay in the model.
If you delete them, the sequence order is changed. This breaks animation in online play.
Instead of deleting the sequences, use the same SMD that is your mesh. As seen below:
IMPORTANT: Interruptable Sequences
In a nutshell:
The _Layer sequence is usually the animation that you see. (Not the case for melee weapons)
Its length can be made longer than the non_layer to allow the _layer to be interrupted.

Example:
Lt.Rocky has made a weapon mod that replaced the M60 with a minigun.
The "fire" sequence is 30 frames at 30 fps, which is default. (1 second)
The fire_layer sequence a whopping 176 frames at 40 fps. (4.4 seconds)
He animated the barrels to spin out for 3.4 seconds after the firing anim "would" be over.
This allows you to shoot the gun while the barrel is still winding down.

Another example:
Some people make reload anims where the animation can be interrupted after inserting the magazine, just like some video games to it nowadays.

However, if a $sequence is immediately followed by another sequence, the _layer will automatically be cut of when the non_layer ends.
For example, the pipebomb item pickup non_layer is 30 frames, but the _layer at 50.
Since the item pickup is immediately followed by item_loop, you won't ever see the frames 31 to 50 of the _layer. In which case you only need to use frames 0-30 and don't pay any attention to the fact that the _layer has more frames.

If framecount match between non_layer and _layer, but use a different FPS, set blender to play back at the _Layer sequences FPS.
IMPORTANT: Melee weapon tomfoolery
The melees are really damn weird.
The whole "non_layer is the timer" only applies if the non_layer sequence uses the activity ACT_VM_PRIMARYATTACK and its _layer counterpart uses the ACT_VM_SHOOT_LAYER.
Which means for those few sequences, the non_layer really is the timer.

Non_layer sequences where the activity is ACT_VM_HITCENTER, HITLEFT, HITLRIGHT, ect, are both the timer and the visible sequence ingame. Making their _layer counterpart useless.
All events like sounds and particles need to be added to the non_layer sequence now.

Furthermore, all melee draw sequences are only one sequence. They are somehow coded to be cancellable after about one second. So even if you make a long draw anim because you want it, the game lets everyone cancel the sequence.

But really now. This will never truly be an issue for you if both the non_layer and _layer will always use the exact same animation.smd to begin with. So you don't really need to worry.
The only thing you should do is add the particle events and sounds to both sequences.
IMPORTANT: Playback Speed
Don't forget to check the FPS of the animations so your viewport in Blender or MAX plays at the same FPS. Some animations have 30, 34, 37 40, 50, 80 or other strange numbers. Blender's default is 24.

Not setting the playback speed would cause you to animate something looking too slow or too fast.
═══════════════════════════
INFO: Corrective Animations
Anytime you decompile a model with blended anims, you get "Corrective animations"
Delete all of these because they're useless for when you are making your own anims.

You can also get rid of the "crowbar writes...." comments, the addlayer and the "delta".

INFO: Looping animations
Looping animations (idle, helping_hand_loop and item_pickup_loop) can have any length and FPS, as long as they are longer than the default.

The looping animations are never stopped.
When a new animation plays it will not pause the looped animations, instead it will play "while" the looped animation is continuing in the background.

Example: let's say your idle is 120 frames at 30fps and the reload is 20 frames at 30fps.
If your idle animation lands on frame 60 when the reload begins the reload will play for 20 frames and resume your idle 20 frames later, on frame 80.
INFO: Multiple variations of animation.
You can have more than one version of every $sequence except idle. (Buggy in online play)
Example, two different reload sequences, or however many melee shoves as you want.

Copy the $sequence block, paste it at the very end of your qc and rename the $sequence.
The game will pick animations by activity of the sequence, not their names.
In other words, firing guns will load sequences with the activity "ACT_VM_PRIMARYATTACK_LAYER", reloading loads "ACT_VM_RELOAD_LAYER", ect...
That way you could have multiple different kinds of recoil movements or melee bashes to make your gun look special.
INFO: Omitting HelpingHand & ItemExtend
It's possible for you to just not use the hand extend animations when you don't want them.
They're only seen when looking at items for long enough.
Most people probably get the item before the $sequence starts anyways.

To omit the $sequences:
  1. Make a weightlist with just one bone with weight of 0.
    weights in a weightlist only need to be written down if the weight is more than 0.
    If all bones are 0, you need to at least have one bone listed.

  2. Use that weightlist in the $sequences.
  3. Use your model as animation smd in those sequences
  4. Remove the Sound event.
Just deleting the $sequences will break your model in online games.


$weightlist empty { "ValveBiped.ValveBiped" 0 } $sequence "helping_hand_extend" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_EXTEND" 1 $sequence "helping_hand_extend_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_EXTEND_LAYER" 1 $sequence "helping_hand_loop" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_LOOP" 1 $sequence "helping_hand_loop_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_LOOP_LAYER" 1 $sequence "helping_hand_retract" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_RETRACT" 1 $sequence "helping_hand_retract_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_HELPINGHAND_RETRACT_LAYER" 1 $sequence "item_extend" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_ITEMPICKUP_EXTEND" 1 $sequence "item_extend_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_ITEMPICKUP_EXTEND_LAYER" 1 $sequence "item_loop" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_ITEMPICKUP_LOOP" 1 $sequence "item_loop_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_ITEMPICKUP_LOOP_LAYER" 1 $sequence "item_retract" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_ITEMPICKUP_RETRACT" 1 $sequence "item_retract_layer" "v_smg_uzi_ref.smd" weightlist empty activity "ACT_VM_ITEMPICKUP_RETRACT_LAYER" 1
INFO: IK rules
Models can make use of $IKchains, which are added as IKrules to $sequences.
Sometimes you make an animation of, lets say a melee swing, but ingame your hand lags behind.
IK rules fixes that.

You can add those simply by adding $IKChain lines to your weapon QC.
If you decompiled a weapon, you should already have a pair.
Then add the following line to your $sequence blocks:
ikrule "lhand" touch "ValveBiped.weapon_bone" usesource ikrule "rhand" touch "ValveBiped.weapon_bone" usesource

You can also do different variants like
ikrule "lhand" release ikrule "rhand" touch "ValveBiped.weapon_bone" usesource
To have the left hand no longer follow the bone, for sequences like Helping Hand or Item Extend where your hand has to disconnect from the weapon. But its better to just not have an IK rule, if that is possible.

But beware: Somehow having IKrules in the _layer and non_layer variant of your sequence ends up with your elbows moving in the _Layer variant.
So only use IKrules in _layer sequences, unless there is only one variant.
(Some weapons like SG552 have Idle_Raw and Idle, there the "_Raw" is the non_layer)

In the GIF below you'll see what i mean.
The sequence in HLMV is Melee_Layer, yet when the Melee sequence also has IKrules, the Melee_Layer elbow moves.
INFO: When is non Layer a timer?
For years we thought that the non_layer is always the "timer" sequence.
We recently figured out that this isn't the case. So i checked where this is the case.
In the below lists, the "Y" means the non_layer really is a timer.
Which means you could change their duration and make a longer, unskippable, anim.
A "N", means the non_layer is not a timer. Meaning anim time is coded outside of the gun.
You can always make anims that are longer than the non_layer to make cancellable anims.

You should make every non_layer and _layer the exact same lengh as this guide shows.
So this won't really be a big issue for you. This is just for when you really want to know.

Notes:
  • For guns "CycleTime" in the weapon script defines the delay between shots.
  • Shotguns reload anims can be immediately interrupted, if you have ammo.
    However, the reload loop anims seem to have its speed set by the _layer.
  • Pistol Deploy anim can be interrupted way before even the original anim ends.
    TODO: Figure out actual timeframe.
  • Thowable items pullpin anim can be held forever, until let got of LMB.

Rifles and SMG
Weapon
Deploy
Reload
Melee
Fire
Comment
Grenadelauncher
Y
Y
N
N
Awp
N
N
N
N
Hunting Rifle
Y
Y
N
N
Military Sniper
N
Y
-
N
Only got melee_layer.
Scout
N
N
N
N
M60
N
Y
N
N
Reload can be cut off, if modded to allow reloading
Rifle
N
Y
N
N
AK47
N
Y
N
N
Scar
N
Y
N
N
Sg552
N
Y
N
N
Smg
N
Y
N
N
Silenced SMG
N
Y
N
N
MP5
N
N
N
N

Shotguns
Shotgun's Reload_Loop has less FPS than Reload_Loop_Layer .
Ignore that and just animate on Reload_Loop_Layer FPS
Weapon
Deploy
Reload
Reload_Loop
Reload_End
Melee
Fire
Pump Shotgun
N
N
N
N
N
N
Chrome Shotgun
N
N
N
N
N
N
Spas-12
N
N
N
N
N
N
Autoshotgun
N
N
N
N
N
N

Pistols
Weapon
Deploy
Reload
Reload_empty
Melee
Fire
Fire_last
Fire_last_right
Pistol
N
Y
Y
N
N
N
-
Deagle
N
Y
Y
N
N
N
-
Duals
N
Y
Y
N
N
N
N

Throwables
Weapon
Deploy
Pullpin
Throw
Melee
Molotov
Y
N
N
N
Bile
Y
N
N
N
Pipebomb
Y
N
N
N

Equipment
Weapon
Deploy
Use
Melee
Comment
Pills
N
N
N
Swaps to weapon whenever use_layer anim ends.
Adrenaline
Y
N
N
Swaps to weapon 1.5 seconds after use. No matter what.
Medkit
N
-
N
Same for Explosive and Incendiary ammo upgrades.
Defib.
Y
-
N


Carriables
Item
Deploy
Melee
Comment
Gnome
N
N
Cola
-
-
Has no non_layer sequences.
Gascan
-
-
Doesn't use _layer setup.
Oxygen
-
-
Doesn't use _layer setup.
Propane
-
-
Doesn't use _layer setup.

Melee weapons are different. Check "IMPORTANT: Melee weapon tomfoolery".
═══════════════════════════
Enough info.
Here's the raw data you want.

Note: Framecount starts at 0.
This means when i write "End Frame 20", it's not frames 1,2,3... its 0,1,2,3. The last frame being 20.
Blender starts with the first frame being 0 already. Should other tools not start at 0, you need to add one extra frame.
The "Numframes" command also starts at 1 instead of 0. so if you ever need to use it, make sure to add a frame there too.
Pistols
Single Pistol - V_Pistola
Desert Eagle - V_Desert_Eagle

Fire_Last and Reload_empty should use Fadein/out 0 between eachother.
The pistol and deagle share the same animation set, almost.
Idle
& _Layer
End Frame & FPS Irrelevant!
idle_layer is actually the lookpose.
Deploy
& _Layer
End Frame 29
30FPS
Fire
& _Layer
End Frame 30
30FPS
Reload
& _Layer
End Frame 50
30FPS
Deagle's End Frame is 49
Reload_Empty
& _Layer
End Frame 60
30FPS
Fire_Last
& _Layer
End Frame 30
30FPS
Melee
& _Layer
End Frame 30
33FPS
Helping_Hand_Extended
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extended
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

Dual Wield Pistols - V_Dual_Pistola
Dual wielded guns is a whole separate model.

Fire_Last and Reload_empty should use Fadein/out 0 between eachother.
Dry_Right_Idle_Layer can be a single frame anim with the slide back, subtracted from idle.
Idle
& _Layer
End Frame & FPS Irrelevant!
idle_layer is actually the lookpose.
Deploy
& _Layer
End Frame 29
30FPS
Fire_Right
& _Layer
End Frame 30
34FPS
Odd FPS
Fire_Left
& _Layer
End Frame 30
34FPS
Odd FPS
Reload
& _Layer
End Frame 70
30FPS
Reload_Empty
& _Layer
End Frame 75
30FPS
Fire_Last_Right
& _Layer
End Frame 30
34FPS
Same as fire right, but slide stays back.
Fire_Last_Left
& _Layer
End Frame 30
34FPS
Same as fire left, but slide stays back.
Dry_Right_Idle
& _Layer
30FPS
Identical to idle, but right slide is back.
Melee
& _Layer
End Frame 20
30FPS
Helping_Hand_Extended
& _Layer
End Frame 30
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 30
30FPS
Item_Extended
& _Layer
End Frame 30
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 30
35FPS
Odd FPS
Shotguns
Note: the Reload should use Fadeout 0, while Reload_End uses Fadein 0.
This should avoid a glitchy frame when transitioning to and from Reload_Loop.

Wood Pumpshotgun - v_pumpshotgun
Chrome Pumpshotgun - v_shotgun_chrome
Pump shotguns share the same animation set.
The Reload_Loop has less FPS than the _layer, which is entirely irrelevant. Use 40 FPS for both.
Look_Poses
End Frame 2
Special Sequence
Idle
& _Raw
End Frame & FPS Irrelevant!
Reload
& _Layer
End Frame 19
40FPS
Reload_Loop
End Frame 20
30FPS
Reload_Loop_Layer
End Frame 20
40FPS
Same Animation, Higher FPS.
Reload_End
& _Layer
End Frame 24
40FPS
Deploy
& _Layer
End Frame 29
30FPS
Fire
& _Layer
End Frame 36
38FPS
Odd FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

Autoshotgun - V_Autoshotgun
The Reload_Loop has less FPS than the _layer, which is entirely irrelevant. Use 50 FPS for both.
Look_Poses
End Frame 2
Special Sequence
Idle
& _Raw
End Frame & FPS Irrelevant!
Reload
& _Layer
End Frame 19
30FPS
Reload_Loop
End Frame 19
30FPS
Reload_Loop_Layer
End Frame 19
50FPS
Same Animation, Higher FPS.
Reload_End
& _Layer
End Frame 27
40FPS
Deploy
& _Layer
End Frame 29
30FPS
Fire
& _Layer
End Frame 30
30FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

Spas - V_Shotgun_Spas
The Reload_Loop has less FPS than the _layer, which is entirely irrelevant. Use 40 FPS for both.
Look_Poses
End Frame 2
Special Sequence
Idle
& _Raw
End Frame & FPS Irrelevant!
Reload
& _Layer
End Frame 19
40FPS
Reload_Loop
End Frame 15
30FPS
Reload_Loop_Layer
End Frame 15
40FPS
Same Animation, Higher FPS.
Reload_End
& _Layer
End Frame 28
40FPS
Deploy
& _Layer
End Frame 29
30FPS
Fire
& _Layer
End Frame 30
30FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS
Rifles
AK47 - V_Rifle_Ak47
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Deploy
& _Layer
End Frame 28
30FPS
Fire
& _Layer
End Frame 30
30FPS
Reload
& _Layer
End Frame 99
42FPS
Odd FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

Desert Rifle (Scar) - V_Desert_Rifle
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Deploy
& _Layer
End Frame 29
30FPS
Fire
& _Layer
End Frame 30
30FPS
Reload
& _Layer
End Frame 99
30FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

M60 - V_M60
The M60's reload is originally unused but can be unlocked and used.
You should probably at least make an empty animation in the correct length.
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Deploy
& _Layer
End Frame 29
30FPS
Fire
& _Layer
End Frame 30
40FPS
Reload
& _Layer
End Frame 100
42FPS
Odd FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

Rifle - V_Rifle
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Deploy
& _Layer
End Frame 28
30FPS
Fire
& _Layer
End Frame 15
30FPS
Reload
& _Layer
End Frame 66
30FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

Sg552:
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Reload
& _Layer
End Frame 102
30FPS
Deploy
End Frame 30
30FPS
Deploy_Layer
End Frame 30
37FPS
Same Animation, Higher FPS.
Shoot1
& _Layer
End Frame 15
30FPS
Shoot2
& _Layer
End Frame 15
30FPS
Shoot3
End Frame 20
30FPS
Shoot3_Layer
End Frame 20
35FPS
Same Animation, Higher FPS.
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 10
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 10
30FPS
Item_Extend
& _Layer
End Frame 12
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 10
30FPS
Submachine Guns
SMG - V_Smg
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Deploy
& _Layer
End Frame 29
30FPS
Fire
& _Layer
End Frame 15
30FPS
Reload
& _Layer
End Frame 76
34FPS
Odd FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

Silenced SMG - V_Silenced_Smg
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Deploy
& _Layer
End Frame 29
30FPS
Fire
End Frame 15
30FPS
Fire_Layer
End Frame 15
39FPS
Same Animation, Higher FPS.
Reload
& _Layer
End Frame 76
34FPS
Odd FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 20
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 20
30FPS
Item_Extend
& _Layer
End Frame 20
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 20
30FPS

MP5 - V_Smg_MP5
Look_Poses
End Frame 2
Special Sequence.
Idle
& _Raw
End Frame & FPS Irrelevant!
Reload
& _Layer
End Frame 116
38FPS
Odd FPS
Deploy
End Frame 30
30FPS
Deploy_Layer
End Frame 30
35FPS
Same Animation, Higher FPS.
Shoot1
& _Layer
End Frame 20
30FPS
Shoot2
& _Layer
End Frame 20
30FPS
Shoot3
& _Layer
End Frame 20
30FPS
Melee
& _Layer
End Frame 21
30FPS
Helping_Hand_Extend
& _Layer
End Frame 19
30FPS
Helping_Hand_Loop
& _Layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _Layer
End Frame 19
30FPS
Item_Extend
& _Layer
End Frame 19
30FPS
Item_Loop
& _Layer
End Frame & FPS Irrelevant!
Item_Retract
& _Layer
End Frame 19
30FPS
Snipers
Hunting Rifle - V_Huntingrifle
This one has a lot of unused sequences, but remember, deleting them is not allowed.
Use the model SMD for all those unused sequences.
a_sniper_arms_vaims
End Frame 2
Special Sequence.
sniper_idle
End Frame & FPS Irrelevant!
sniper_pickup
& _layer
UNUSED
sniper_pickup_partial
& _layer
UNUSED
sniper_pickup_partial2
& _layer
UNUSED
sniper_reload1
End Frame 100
32FPS
Odd FPS
sniper_reload_layer
End Frame 120
32FPS
Higher Framecount & Odd FPS
sniper_reload_clipout
& _layer
UNUSED
sniper_reload_empty
& _layer
UNUSED
sniper_reload_empty_clipout
& _layer
UNUSED
sniper_reload_empty_partial
& _layer
UNUSED
sniper_draw
End Frame 30
30FPS
sniper_deploy_layer
End Frame 57
50FPS
Entirely Different.
Animate on sniper_draw settings.
sniper_shoot1
& _layer
End Frame 30
30FPS
Layer is just shoot_layer.
sniper_melee
& _layer
End Frame 35
40FPS
sniper_ItemPickup_idle
& _layer
End Frame & FPS Irrelevant!
sniper_itempickup_extend
End Frame 30
80FPS
sniper_itempickup_extend_layer
End Frame 50
80FPS
Higher Framecount
sniper_itempickup_retract
& _layer
End Frame 30
80FPS
sniper_HelpingHand_idle
& _layer
End Frame & FPS Irrelevant!
sniper_helpinghand_extend
End Frame 30
80FPS
sniper_helpinghand_extend_layer
End Frame 60
80FPS
Higher Framecount
sniper_helpinghand_retract
& _layer
End Frame 30
80FPS

Military Sniper: - v_sniper_military
The order of these sequences is out of whack, careful!!
I'm still connecting the deploy and fire with their _layers in this table, but they're not back to back in the qc.
look_poses
End Frame 2
Special Sequence.
idle
& _Raw
End Frame & FPS Irrelevant!
deploy
& _layer
End Frame 28
30FPS
fire
& _layer
End Frame 30
30FPS
reload
& _layer
End Frame 100
30FPS
melee_layer
End Frame 21
30FPS
Has no non_layer counterpart.
helping_hand_extend_layer
End Frame 20
30FPS
Has no non_layer counterpart.
helping_hand_loop_layer
End Frame & FPS Irrelevant!
helping_hand_retract_layer
End Frame 20
30FPS
Has no non_layer counterpart.
item_extend_layer
End Frame 20
30FPS
Has no non_layer counterpart.
item_loop_layer
End Frame & FPS Irrelevant!
item_retract_layer
End Frame 20
30FPS
Has no non_layer counterpart.

AWP:
look_poses
End Frame 2
Special Sequence.
idle
& _Raw
End Frame & FPS Irrelevant!
awm_reload
& _layer
End Frame 110
30FPS
awm_draw
& _layer
End Frame 30
30FPS
awm_fire
End Frame 41
30FPS
awm_fire_layer
End Frame 41
33FPS
melee
& _layer
End Frame 21
30FPS
helping_hand_extend
& _layer
End Frame 19
30FPS
helping_hand_loop
& _layer
End Frame & FPS Irrelevant!
helping_hand_retract
& _layer
End Frame 19
30FPS
item_extend
& _layer
End Frame 19
30FPS
item_loop
& _layer
End Frame & FPS Irrelevant!
item_retract
& _layer
End Frame 19
30FPS

Scout:
look_poses
End Frame 2
Special Sequence.
idle
& _Raw
End Frame & FPS Irrelevant!
reload
& _layer
End Frame 87
30FPS
deploy
& _layer
End Frame 30
30FPS
shoot
End Frame 50
30FPS
shoot_layer
End Frame 50
33FPS
Same Animation, Higher FPS.
melee
& _layer
End Frame 21
30FPS
helping_hand_extend
& _layer
End Frame 19
30FPS
helping_hand_loop
& _layer
End Frame & FPS Irrelevant!
helping_hand_retract
& _layer
End Frame 19
30FPS
item_extend
& _layer
End Frame 19
30FPS
item_loop
& _layer
End Frame & FPS Irrelevant!
item_retract
& _layer
End Frame 19
30FPS
Special
Grenade Launcher - v_grenade_launcher
look_poses
End Frame 2
Special Sequence.
idle
& _Raw
End Frame & FPS Irrelevant!
deploy
& _layer
End Frame 29
30FPS
fire
& _layer
End Frame 30
30FPS
reload
& _layer
End Frame 100
30FPS
melee
& _layer
End Frame 21
30FPS
helping_hand_extend
& _layer
End Frame 20
30FPS
helping_hand_loop
& _layer
End Frame & FPS Irrelevant!
helping_hand_retract
& _layer
End Frame 20
30FPS
item_extend
& _layer
End Frame 20
30FPS
item_loop
& _layer
End Frame & FPS Irrelevant!
item_retract
& _layer
End Frame 20
30FPS

Chainsaw - v_chainsaw (weapon/melee)
look_poses
End Frame 2
Special Sequence.
attack_Held_raw
End Frame & FPS Irrelevant!
runs
End Frame & FPS Irrelevant! (Engine wobble)
idle
End Frame & FPS Irrelevant!
idle2rev
End Frame 11
30FPS
Actual ingame transition almost instant
rev
End Frame 0
30FPS
Just use the first frame of "attack_Held_raw"
rev2idle
End Frame 29
30FPS
Actual ingame transition is almost instant
deploy
End Frame 65
30FPS
drop
End Frame 29
30FPS
UNUSED
idle_cancel
& _layer
End Frame 0
30FPS
Just use the first frame of "idle"
gesture_attack_held
& _layer
End Frame 25
30FPS
gesture_attack_held_02
& _layer
End Frame 25
30FPS
gesture_attack_held_03
& _layer
End Frame 25
30FPS
secondary_attack_1
& _layer
End Frame 44
30FPS
swinghard_n_s
& _layer
UNUSED
Equipment
Defibrillator - v_defibrillator
Has no lookpose. You can add a lookpose to the QC's end and "addlayer" it to Idle.
idle
& _layer
End Frame & FPS Irrelevant!
deploy
& _layer
End Frame 28
30FPS
melee
& _layer
End Frame 39
30FPS

Adrenaline - v_adrenaline
look_poses
End Frame 2
Special Sequence.
idle
& _Raw
End Frame & FPS Irrelevant!
use
& _layer
End Frame 45
30FPS
deploy
& _layer
End Frame 28
30FPS
melee
& _layer
End Frame 21
30FPS
helping_hand_extend
& _layer
End Frame 19
30FPS
helping_hand_loop
& _layer
End Frame & FPS Irrelevant!
helping_hand_retract
& _layer
End Frame 19
30FPS
itempickup_extendr
& _layer
End Frame 19
30FPS
Yes, with that "Extendr" typo.
itempickup_loop
& _layer
End Frame & FPS Irrelevant!
itempickup_retract
& _layer
End Frame 19
30FPS

Molotov cocktail - v_molotov
Bile Jar - v_bile_flask
Pipebomb - v_pipebomb
Molotov, Bile and Pipebomb use the same animation setup.
However, for the pipebomb, all animation names use "pipebomb" instead of "molotov".
a_molotov_arms_vaims
End Frame 2
Special Sequence.
molotov_idle
End Frame & FPS Irrelevant!
molotov_deploy
& _layer
End Frame 40
50FPS
molotov_pullpin
& _layer
End Frame 20
40FPS
molotov_throw
& _layer
End Frame 30
40FPS
molotov_melee
& _layer
End Frame 40
40FPS
eq_molotov_ItemPickup_idle
& _layer
End Frame & FPS Irrelevant!
eq_molotov_ItemPickup_extend
End Frame 30
80FPS
eq_molotov_ItemPickup_extend_layer
End Frame 50
80FPS
Higher Framecount.
eq_molotov_ItemPickup_retract
End Frame 30
80FPS
eq_molotov_ItemPickup_retract_layer
End Frame 50
80FPS
Higher Framecount.
eq_molotov_HelpingHand_idle
& _layer
End Frame & FPS Irrelevant!
eq_molotov_HelpingHand_extend
End Frame 30
80FPS
eq_molotov_HelpingHand_extend_layer
End Frame 50
80FPS
Higher Framecount.
eq_molotov_HelpingHand_retract
End Frame 30
80FPS
eq_molotov_HelpingHand_retract_layer
End Frame 50
80FPS
Higher Framecount.


Medkit - v_medkit
Ammo upgrades - v_explosive_ammopack / v_incendiary_ammopack
Medkit and the ammo upgrades use the same animation set.
look_poses
End Frame 2
Special Sequence.
idle_raw
& _Raw
End Frame & FPS Irrelevant!
deploy
& _layer
End Frame 29
30FPS
melee
& _layer
End Frame 21
30FPS
helping_hand_extend
& _layer
End Frame 20
30FPS
helping_hand_loop
& _layer
End Frame & FPS Irrelevant!
helping_hand_retract
& _layer
End Frame 20
30FPS
item_pickup_extend
& _layer
End Frame 20
30FPS
itempickup_loop
& _layer
End Frame & FPS Irrelevant!
item_pickup_retract
& _layer
End Frame 20
30FPS

Painpills:
a_painpills_arms_vaims
End Frame 2
Special Sequence.
painpills_idle
End Frame
End Frame & FPS Irrelevant!
painpills_draw
& _layer
End Frame 40
50FPS
painpills_melee
& _layer
End Frame 40
40FPS
eq_painpills_ItemPickup_idle
& _layer
End Frame & FPS Irrelevant!
eq_painpills_itempickup_extend
End Frame 30
80FPS
eq_painpills_itempickup_extend_layer
End Frame 50
80FPS
Higher Framecount.
eq_painpills_itempickup_retract
End Frame 30
80FPS
eq_painpills_itempickup_retract_layer
End Frame 50
80FPS
Higher Framecount.
eq_painpills_HelpingHand_idle
& _layer
End Frame & FPS Irrelevant!
eq_painpills_helpinghand_extend
End Frame 30
80FPS
eq_painpills_helpinghand_extend_layer
End Frame 50
80FPS
Higher Framecount.
eq_painpills_helpinghand_retract
End Frame 30
80FPS
eq_painpills_helpinghand_retract_layer
End Frame 50
80FPS
Higher Framecount.
eq_painpills_use
End Frame 20
40FPS
eq_painpills_use_layer
End Frame 30
40FPS
Higher Framecount.
Carryable Items
Cola - V_Cola
look_poses
End Frame 2
Special Sequence.
idle
& _Raw
End Frame & FPS Irrelevant!
deploy_layer
End Frame 29
30FPS
Has no non_layer counterpart.
melee_layer
End Frame 21
30FPS
Has no non_layer counterpart.

Gnome - V_Gnome
Warning: For some reason here the _layer system is backwards.
You can see deploy and melee playing, instead of deploy_layer and melee_layer.
Therefore you'll need to add the "subtract a_idle delta 0" to the non_layer sequences!
look_poses
End Frame 2
Special Sequence.
idle
& _Raw
End Frame
End Frame & FPS Irrelevant!
deploy
& _layer
End Frame 29
30FPS
melee
& _layer
End Frame 21
30FPS

The following objects don't have a view/worldmodel setup. they got one model file for both.
Oxygentank (props_equipment/oxygentank01.mdl)
idle
End Frame 0
1FPS
"World" idle, seen when it's laying around.
a_o2_vaims
End Frame 2
Special Sequence.
o2_idle
End Frame & FPS Irrelevant! ("View" Idle)
deploy
End Frame 27
30FPS
pullpin
UNUSED
throw
UNUSED
melee
End Frame 33
30FPS

Gascan (props_junk/gascan001a.mdl)
Fireworks Crate (props_junk/explosive_box001.mdl)
Gascan and Fireworks Crate have the same animation set.
idle
End Frame 0
1FPS
"World" idle, seen when it's laying around.
a_gasCan_vaims
End Frame 2
Special Sequence.
gasCan_idle
End Frame & FPS Irrelevant! ("View" Idle)
deploy
End Frame 25
30FPS
pullpin
UNUSED
throw
UNUSED
melee
End Frame 40
30FPS

Propane Canister (props_junk/propanecanister001a.mdl):
idle
End Frame 0
1FPS
"World" idle, seen when it's laying around.
a_propane_vaims
End Frame 2
Special Sequence.
propane_idle
End Frame & FPS Irrelevant! ("View" Idle)
deploy
End Frame 25
30FPS
pullpin
UNUSED
throw
UNUSED
melee
End Frame 34
30FPS
Melee 1/3
Animation names are named after the travel. For example swing_e_w is from east to west, right to left. Swing_ne2sw is northeast to southwest top-right to bottom-left.
The secondary_swing sequences are the push away animations. The tonfa is the only one that has two by default.

Baseball bat - v_bat
Cricket bat - v_cricket_bat
Baseball and Cricket bat use the same animation set.
aims
End Frame 2
Special Sequence.
idle01
End Frame & FPS Irrelevant!
deploy
End Frame 30
30FPS
swing_e_w_03
& _layer
End Frame 30
35FPS
swing_w_e_02
& _layer
End Frame 30
35FPS
swing_ne2sw_02
& _layer
End Frame 30
35FPS
swing_hard
& _layer
End Frame 37
37FPS
Unlockable by mods. Odd FPS.
secondary_swing
& _layer
End Frame 24
30FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Crowbar - v_crowbar
ref
End Frame 0
30FPS
Just use model smd.
look_poses_attacking
End Frame 2
Special Sequence.
idle01
End Frame & FPS Irrelevant!
deploy
End Frame 29
30FPS
attack_01
& _layer
End Frame 29
30FPS
attack_02
& _layer
End Frame 27
30FPS
attack_03
& _layer
End Frame 29
30FPS
secondary_attack
& _layer
End Frame 23
40FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Electric Guitar - v_electric_guitar
look_poses
End Frame 2
Special Sequence.
idle
End Frame & FPS Irrelevant!
deploy
End Frame 29
30FPS
swing_e_w
& _layer
End Frame 37
40FPS
swing_ne_w
& _layer
End Frame 37
40FPS
swing_se_w
& _layer
End Frame 37
40FPS
swing_w_e
& _layer
End Frame 37
40FPS
swing_sw_e
& _layer
End Frame 37
40FPS
swinghard_n_s
& _layer
End Frame 35
35FPS
Unlockable by mods.
secondary_swing
& _layer
End Frame 29
30FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Fireaxe - v_fireaxe
aims
End Frame 2
Special Sequence.
idle
End Frame & FPS Irrelevant!
deploy
End Frame 34
30FPS
swing_e_w
& _layer
End Frame 37
40FPS
swing_ne_w
& _layer
End Frame 37
40FPS
swing_se_w
& _layer
End Frame 37
40FPS
swing_w_e
& _layer
End Frame 37
40FPS
swing_sw_e
& _layer
End Frame 37
40FPS
swinghard_n_s
& _layer
End Frame 35
35FPS
Unlockable by mods.
secondary_swing
& _layer
End Frame 22
30FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS
Melee 2/3
Frying Pan - v_frying_pan
The swing sequence names don't quite match up. But you should be smart enough to figure it out.
idle2
UNUSED
deploy
End Frame 29
30FPS
aims
End Frame 2
Special Sequence.
idle01
End Frame & FPS Irrelevant!
swing_01
& _layer
End Frame 24
30FPS
swing_02
& _layer
End Frame 26
26FPS
Odd FPS.
secondary_swing_02
& _layer
End Frame 29
30FPS
strong_swing
& _layer
End Frame 29
30FPS
Unlockable by mods.
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Katana - v_katana
Golfclub - v_golfclub
Katana and Golf Club use the same animation set.
aims
End Frame 3
Special Sequence.
idle
End Frame & FPS Irrelevant!
deploy
End Frame 29
30FPS
swing_e_w
& _layer
End Frame 29
35FPS
swing_e_w_02
& _layer
End Frame 29
40FPS
swing_w_e
& _layer
End Frame 29
40FPS
swing_w_e_02
& _layer
End Frame 29
35FPS
secondary_swing
& _layer
End Frame 29
30FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Machete - v_machete
deploy
End Frame 29
30FPS
vaims
End Frame 2
Special Sequence.
idle
End Frame & FPS Irrelevant!
attack_ne_sw
& _layer
End Frame 29
40FPS
attack_e_w
& _layer
End Frame 23
40FPS
attack_w_e
& _layer
End Frame 25
35FPS
strong_swing
& _layer
End Frame 36
30FPS
Unlockable by mods.
secondary_attack
& _layer
End Frame 29
35FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Pitchfork - v_pitchfork
aims
End Frame 2
Special Sequence.
idle
End Frame & FPS Irrelevant!
Deploy
End Frame 30
30FPS
Swing_s_w_01
& _layer
End Frame 27
34FPS
Odd FPS.
Swing_E_NW
& _layer
End Frame 25
32FPS
Odd FPS.
Swing_W_E
& _layer
End Frame 32
32FPS
Odd FPS.
Secondary_Swing
& _layer
End Frame 25
30FPS
Odd FPS.
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS
Melee 3/3
I swear to god, the formatting stuff should not count towards total letter limit per section...

Riotshield - v_riotshield
Unused and kinda broken, but can be unlocked and used by mods.
Even though the riotshield doesn't exist as usable weapon, the model does exist, so therefore you must adhere to the Framecount and FPS rules set by this unused model, lest you get errors when playing online. ∠( ᐛ 」∠)_
Has no extending hand anims. You can copy the setup from any other melee weapon.
Has no lookpose. You can add a lookpose to the QC's end and "addlayer" it to Idle.
idle
End Frame & FPS Irrelevant!
deploy
End Frame 59
30FPS
swing_e_w
& _layer
End Frame 29
40FPS
swing_ne_w
& _layer
End Frame 29
40FPS
swing_se_w
& _layer
End Frame 29
40FPS
swing_w_e
& _layer
End Frame 19
40FPS
swing_sw_e
& _layer
End Frame 19
40FPS
swinghard_n_s
& _layer
End Frame 19
35FPS
secondary_swing
& _layer
End Frame 29
30FPS

Shovel - v_shovel
aims
End Frame 2
Special Sequence.
idle
End Frame & FPS Irrelevant!
Deploy
End Frame 30
30FPS
Swing_E_W
& _layer
End Frame 30
34FPS
Odd FPS.
Swing_E_NW
& _layer
End Frame 30
34FPS
Odd FPS.
Swing_W_E
& _layer
End Frame 33
31FPS
Odd FPS.
Swing_NW_SE
& _layer
End Frame 30
31FPS
Odd FPS.
Secondary_Swing
& _layer_01
End Frame 21
30FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Tonfa - v_tonfa
look_poses
End Frame 2
Special Sequence.
idle
End Frame & FPS Irrelevant!
deploy
End Frame 29
24FPS
Odd FPS.
swing_e_w
& _layer
End Frame 29
40FPS
swing_e_w_02
& _layer
End Frame 29
40FPS
swing_NE_NW
& _layer
End Frame 29
40FPS
swing_w_e
& _layer
End Frame 24
40FPS
secondary_swing
& _layer
End Frame 21
30FPS
secondary_swing_02
& _layer
End Frame 31
30FPS
Helping_Hand_Extend
& _layer
End Frame 19
30FPS
Helping_Hand_Loop
& _layer
End Frame & FPS Irrelevant!
Helping_Hand_Retract
& _layer
End Frame 19
30FPS
Item_Extend
& _layer
End Frame 19
30FPS
Item_Loop
& _layer
End Frame & FPS Irrelevant!
Item_Retract
& _layer
End Frame 19
30FPS

Knife:
look_poses
End Frame 2
Special Sequence.
idle1
End Frame & FPS Irrelevant!
idle2
UNUSED
deploy_layer
End Frame 41
45FPS
Odd FPS.
midslash1
& _layer
End Frame 24
30FPS
melee
& _layer
End Frame 24
30FPS
═══════════════════════════
Soundevents - Guns
The following soundscript names maybe used in "event" lines in your $sequence.
I would not use the firing sounds though, unless you really need it for some odd reason.

Should you want it, Here's a spreadsheet linking which wav file belongs to what sound script name.
Thanks to Steam's really narrow UI, it won't actually show the whole soundname.
So, this is what we have to resort to...

L4D2 Weapon Sound Table[docs.google.com]

Browning M2 - Stationary Machinegun
50cal.Fire

AK47
AK47.ClipIn AK47.ClipLocked AK47.ClipOut AK47.Deploy AK47.Fire AK47.FireIncendiary AK47.HelpingHandExtend AK47.HelpingHandRetract AK47.ItemPickupExtend AK47.ItemPickupRetract AK47.SlideBack AK47.SlideForward

Adrenaline
Adrenaline.CapOff Adrenaline.Deploy Adrenaline.HelpingHandExtend Adrenaline.HelpingHandRetract Adrenaline.ItemPickupExtend Adrenaline.ItemPickupRetract Adrenaline.NeedleIn Adrenaline.NeedleOpen

Autoshotgun
AutoShotgun.BoltBack AutoShotgun.BoltForward AutoShotgun.Deploy AutoShotgun.Fire AutoShotgun.FireIncendiary AutoShotgun.HelpingHandExtend AutoShotgun.HelpingHandRetract AutoShotgun.ItemPickupExtend AutoShotgun.ItemPickupRetract AutoShotgun.LoadShell

Spas 12
AutoShotgunSpas.Deploy AutoShotgun_Spas.BoltBack AutoShotgun_Spas.BoltForward AutoShotgun_Spas.Fire AutoShotgun_Spas.FireIncendiary AutoShotgun_Spas.LoadShell AutoShotgun_Spas.Pump

Default - Common sounds
Default.ClipEmpty_Pistol Default.ClipEmpty_Rifle Default.Zoom

Grenadelauncher
GrenadeLauncher.ActionClosed GrenadeLauncher.Deploy GrenadeLauncher.Explode GrenadeLauncher.Fire GrenadeLauncher.HelpingHandExtend GrenadeLauncher.HelpingHandRetract GrenadeLauncher.ItemPickupExtend GrenadeLauncher.ItemPickupRetract GrenadeLauncher.LatchOpen GrenadeLauncher.ShellIn GrenadeLauncher.ShellOut

Hunting Rifle
HuntingRifle.BoltForward HuntingRifle.Boltback HuntingRifle.ClipIn HuntingRifle.ClipLocked HuntingRifle.ClipOut HuntingRifle.Deploy HuntingRifle.Fire HuntingRifle.FireIncendiary HuntingRifle.HelpingHandExtend HuntingRifle.HelpingHandRetract HuntingRifle.ItemPickupExtend HuntingRifle.ItemPickupRetract HuntingRifle.PushButton HuntingRifle.Zoom

M60
M60.ClipIn M60.ClipLocked M60.ClipOut M60.Deploy M60.Fire M60.Fire M60.FireIncendiary M60.FireIncendiary M60.SlideBack M60.SlideForward

Desert Eagle
Magnum.ClipIn Magnum.ClipLocked Magnum.ClipOut Magnum.Deploy Magnum.Fire Magnum.HelpingHandExtend Magnum.HelpingHandRetract Magnum.ItemPickupExtend Magnum.ItemPickupRetract Magnum.SlideForward Magnum.Slideback

Gatling
Minigun.Fire Minigun.SpinDown Minigun.SpinUp

Pistol (Single & Right Hand)
Pistol.ClipIn Pistol.ClipLocked Pistol.ClipOut Pistol.Deploy Pistol.DualFire Pistol.Fire Pistol.HelpingHandExtend Pistol.HelpingHandRetract Pistol.ItemPickupExtend Pistol.ItemPickupRetract Pistol.SlideForward Pistol.Slideback

Pistol Silver (Left Hand)
Pistol_Silver.ClipIn Pistol_Silver.ClipLocked Pistol_Silver.ClipOut Pistol_Silver.Deploy Pistol_Silver.Fire Pistol_Silver.HelpingHandExtend Pistol_Silver.HelpingHandRetract Pistol_Silver.ItemPickupExtend Pistol_Silver.ItemPickupRetract Pistol_Silver.SlideForward Pistol_Silver.Slideback

Dual Pistol
(For dual wielding. Using specific pistol sounds is better)
DualPistol.ClipIn DualPistol.ClipOut DualPistol.Deploy DualPistol.HelpingHandExtend DualPistol.HelpingHandRetract DualPistol.ItemPickupExtend DualPistol.ItemPickupRetract DualPistol.Ready DualPistol.SlideBack DualPistol.SlideForward Dualpistol.ClipLocked

M16
Rifle.ClipIn Rifle.ClipLocked Rifle.ClipOut Rifle.Deploy Rifle.Fire Rifle.FireIncendiary Rifle.FullAutoButton Rifle.HelpingHandExtend Rifle.HelpingHandRetract Rifle.ItemPickupExtend Rifle.ItemPickupRetract Rifle.PushButton Rifle.SlideBack Rifle.SlideForward

Scar
Rifle_Desert.ClipIn Rifle_Desert.ClipLocked Rifle_Desert.ClipOut Rifle_Desert.Deploy Rifle_Desert.Fire Rifle_Desert.FireIncendiary Rifle_Desert.FullAutoButton Rifle_Desert.HelpingHandExtend Rifle_Desert.HelpingHandRetract Rifle_Desert.ItemPickupExtend Rifle_Desert.ItemPickupRetract Rifle_Desert.PushButton Rifle_Desert.SlideBack Rifle_Desert.SlideForward

SMG
SMG.ClipIn SMG.ClipLocked SMG.ClipOut SMG.Deploy SMG.Fire SMG.FireIncendiary SMG.FullAutoButton SMG.HelpingHandExtend SMG.HelpingHandRetract SMG.ItemPickupExtend SMG.ItemPickupRetract SMG.SlideBack SMG.SlideForward

Silenced SMG
SMG_Silenced.ClipIn SMG_Silenced.ClipLocked SMG_Silenced.ClipOut SMG_Silenced.Deploy SMG_Silenced.Fire SMG_Silenced.FireIncendiary SMG_Silenced.FullAutoButton SMG_Silenced.HelpingHandExtend SMG_Silenced.HelpingHandRetract SMG_Silenced.ItemPickupExtend SMG_Silenced.ItemPickupRetract SMG_Silenced.SlideBack SMG_Silenced.SlideForward

Wood Pump Shotgun
Shotgun.Deploy Shotgun.Fire Shotgun.FireIncendiary Shotgun.HelpingHandExtend Shotgun.HelpingHandRetract Shotgun.ItemPickupExtend Shotgun.ItemPickupRetract Shotgun.LoadShell Shotgun.Pump

Chrome Shotgun
Shotgun_Chrome.Deploy Shotgun_Chrome.Fire Shotgun_Chrome.FireIncendiary Shotgun_Chrome.LoadShell Shotgun_Chrome.Pump

Military Sniper
Sniper_Military.BoltForward Sniper_Military.Boltback Sniper_Military.ClipIn Sniper_Military.ClipLocked Sniper_Military.ClipOut Sniper_Military.Deploy Sniper_Military.Fire Sniper_Military.FireIncendiary Sniper_Military.HelpingHandExtend Sniper_Military.HelpingHandRetract Sniper_Military.ItemPickupRetract Sniper_Military.PushButton Sniper_Military.Zoom Sniper__Military.ItemPickupExtend //Yes, Double Underscores.

AWP
Weapon_AWP.Bolt Weapon_AWP.BoltForward Weapon_AWP.Clipin Weapon_AWP.Clipout Weapon_AWP.Deploy Weapon_AWP.FireIncendiary Weapon_AWP.Single

MP5
Weapon_MP5Navy.Clipin Weapon_MP5Navy.Clipout Weapon_MP5Navy.Deploy Weapon_MP5Navy.FireIncendiary Weapon_MP5Navy.Single Weapon_MP5Navy.Slideback

SG552
Weapon_SG552.BoltpullBack Weapon_SG552.BoltpullForward Weapon_SG552.Clipin Weapon_SG552.Clipout Weapon_SG552.Deploy Weapon_SG552.FireIncendiary Weapon_SG552.Single

Scout
Weapon_Scout.BoltBack Weapon_Scout.BoltForward Weapon_Scout.ClipLocked Weapon_Scout.Clipin Weapon_Scout.Clipout Weapon_Scout.Deploy Weapon_Scout.FireIncendiary Weapon_Scout.Single
Soundevents - Melee
Melee
Melee.Hit //Fleshy impact Melee.HitWorld //Css knife wall impact Melee.Miss //Swing without hit Melee.HitLimb //Breaking limb Melee.HitHead //Decapitate Melee.HitBody //same as Melee.Hit

Fireaxe
Axe.Break Axe.Deploy Axe.HelpingHandExtend Axe.HelpingHandRetract Axe.ImpactFlesh Axe.ImpactWorld Axe.ItemPickupExtend Axe.ItemPickupRetract Axe.Miss

Baseball Bat
Bat.Break Bat.Deploy Bat.HelpingHandExtend Bat.HelpingHandRetract Bat.ImpactFlesh Bat.ImpactWorld Bat.ItemPickupExtend Bat.ItemPickupRetract Bat.Miss

Chainsaw
Chainsaw.Die Chainsaw.FullThrottle Chainsaw.Gore Chainsaw.Idle Chainsaw.Start Chainsaw.Stop

Cricket Bat
CricketBat.Deploy CricketBat.ImpactFlesh CricketBat.ImpactWorld CricketBat.Miss

Crowbar
Crowbar.Deploy Crowbar.ImpactFlesh Crowbar.ImpactWorld Crowbar.Miss

Golf Club
GolfClub.Deploy GolfClub.ImpactFlesh GolfClub.ImpactWorld GolfClub.Miss

Electric Guitar
Guitar.Break Guitar.Deploy Guitar.HelpingHandExtend Guitar.HelpingHandRetract Guitar.ImpactFlesh Guitar.ImpactWorld Guitar.ItemPickupExtend Guitar.ItemPickupRetract Guitar.Miss

Katana aka. Weebstick
Katana.Break Katana.Deploy Katana.HelpingHandExtend Katana.HelpingHandRetract Katana.ImpactFlesh Katana.ImpactWorld Katana.ItemPickupExtend Katana.ItemPickupRetract Katana.Miss

Knife
Knife.BreakTongue Knife.ImpactFlesh Knife.ImpactWorld Knife.Miss Knife.StabHunter Weapon_Knife.Deploy Weapon_Knife.Hit Weapon_Knife.HitWall Weapon_Knife.Slash Weapon_Knife.Stab

Machete
Machete.Break Machete.Deploy Machete.HelpingHandExtend Machete.HelpingHandRetract Machete.ImpactFlesh Machete.ImpactWorld Machete.ItemPickupExtend Machete.ItemPickupRetract Machete.Miss

Frying Pan
Pan.Break Pan.Deploy Pan.HelpingHandExtend Pan.HelpingHandRetract Pan.ImpactFlesh Pan.ImpactWorld Pan.ItemPickupExtend Pan.ItemPickupRetract Pan.Miss

Pitchfork
Pitchfork.Deploy Pitchfork.ImpactFlesh Pitchfork.ImpactWorld Pitchfork.Miss

Shovel
Shovel.Deploy Shovel.ImpactFlesh Shovel.ImpactWorld Shovel.Miss

Tonfa
Tonfa.Break Tonfa.Deploy Tonfa.HelpingHandExtend Tonfa.HelpingHandRetract Tonfa.ImpactFlesh Tonfa.ImpactWorld Tonfa.ItemPickupExtend Tonfa.ItemPickupRetract Tonfa.Miss
Soundevents - Items
Adrenaline
Adrenaline.CapOff Adrenaline.Deploy Adrenaline.HelpingHandExtend Adrenaline.HelpingHandRetract Adrenaline.ItemPickupExtend Adrenaline.ItemPickupRetract Adrenaline.NeedleIn Adrenaline.NeedleOpen

Bile Jar
CedaJar.Explode CedaJar.HelpingHandExtend CedaJar.HelpingHandRetract CedaJar.ItemPickupExtend CedaJar.ItemPickupRetract

Defibrillator
Defibrillator.Deploy Defibrillator.Use Defibrillator.UseStart

Molotov
Molotov.HelpingHandExtend Molotov.HelpingHandRetract Molotov.IdleLoop Molotov.ItemPickupExtend Molotov.ItemPickupRetract Molotov.Loop Molotov.Throw

Pills
(These are actually not used, but exist and work.)
PainPills.Deploy (Rattling bottle) PainPills.Use (Sounds of a man swallowing and going "Ahh")

Pipe Bomb
PipeBomb.Bounce PipeBomb.DryDebris PipeBomb.HelpingHandExtend PipeBomb.HelpingHandRetract PipeBomb.ItemPickupExtend PipeBomb.ItemPickupRetract PipeBomb.TimerBeep PipeBomb.WetDebris
Particles you can use
The following event in the fire_layer sequence defines what shell particle is to be used
event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_9mm shell"
weapon_shell_casing_9mm is the particle name.

It can be changed with one of the following:
pre LS: weapon_shell_casing_shotgun weapon_shell_casing_rifle weapon_shell_casing_minigun weapon_shell_casing_9mm_fp weapon_shell_casing_9mm weapon_shell_casing_50cal Firstperson: weapon_shell_casing_9mm_L4D2_fp weapon_shell_casing_desert_eagle_fp weapon_shell_casing_Link_fp (bullet belt link for the m60) weapon_shell_casing_rifle_fp weapon_shell_casing_rifle_L4D2_fp weapon_shell_casing_rifle_M60_fp (shell with link) weapon_shell_casing_shotgun_L4D2_Orange_fp weapon_shell_casing_shotgun_L4D2_Red_fp Thirdperson: weapon_shell_casing_9mm_L4D2 weapon_shell_casing_desert_eagle weapon_shell_casing_m60 (Is actually belt link, but also contains shell) weapon_shell_casing_M60_shell (only shell) weapon_shell_casing_rifle

Likewise, the weapon script determines what muzzleflash is used.
HOWEVER if you want, you can pick a specific muzzleflash in the sequence so that script mods are compatible.
To add an alternative muzzleflash to your weapon, replace the AE_MUZZLEFLASH with the following:
event AE_CL_CREATE_PARTICLE_EFFECT 0 "weapon_muzzle_flash_smg_FP follow_attachment muzzle_flash"
The weapon_muzzle_flash_smg_FP is the particle name
It can be changed with one of the following:
weapon_muzzle_flash_assaultrifle_FP weapon_muzzle_flash_huntingrifle_FP weapon_muzzle_flash_pistol_FP weapon_muzzle_flash_shotgun_FP weapon_muzzle_flash_smg_FP weapon_muzzle_flash_smg_silenced_FP
Here's a list of all somewhat useful particles i could find for the muzzleflash.
Warning, spawning partlicles via AE_CL_CREATE_PARTICLE_EFFECT too fast may cause a copy to appear at the map center.
weapon_muzzle_flash_50cal (flash, sparks, lots of white smoke) weapon_muzzle_flash_50cal_smoke (bit of smoke) weapon_muzzle_flash_assaultrifle (X pattern flash, smoke) weapon_muzzle_flash_assaultrifle_vent (same) weapon_muzzle_flash_assaultrifle_FP (smaller X pattern flash, smoke) weapon_muzzle_flash_assaultrifle_vent_FP (same) weapon_muzzle_flash_autoshotgun (flash, sparks, smoke) weapon_muzzle_flash_autoshotgun_FP (flash, smoke) weapon_muzzle_flash_autoshotgun_FP_cheap (flash, sparks) weapon_muzzle_flash_huntingrifle (flash, sparks, lotsa smoke) weapon_muzzle_flash_huntingrifle_FP (flash, lotsa smoke) weapon_muzzle_flash_huntingrifle_FP_cheap (flash, sparks) weapon_muzzle_flash_huntingrifle_vent1 (tiny red flash between green and blue axis in hlmv) weapon_muzzle_flash_minigun (large glow, tons of smoke) weapon_muzzle_flash_minigun_smoke (tons of smoke) weapon_muzzle_flash_pistol (flash, smoke, sparks) weapon_muzzle_flash_pistol_FP (flash, smoke) weapon_muzzle_flash_shotgun (flash, smoke, sparks) weapon_muzzle_flash_shotgun_FP (flash, smoke) weapon_muzzle_flash_shotgun_FP_cheap (flash, spark) weapon_muzzle_flash_smg (flash, smoke, sparks) weapon_muzzle_flash_smg_main (flash, smoke, sparks) weapon_muzzle_flash_smg_FP (flash, smoke) weapon_muzzle_flash_smg_glow_silenced (just smoke) weapon_muzzle_flash_smg_silenced (sparks smoke) weapon_muzzle_flash_smg_silenced_FP (just smoke) weapon_muzzle_flash_smoke_medium (big smoke ball) weapon_muzzle_flash_smoke_small (small smoke ball weapon_muzzle_flash_smoke_small2 (thin small smoke ball) weapon_muzzle_flash_smoke_small3 (white small smoke ball) weapon_muzzle_flash_smoke_small4 (thin small smoke ball) weapon_muzzle_flash_sparks (long sparks) weapon_muzzle_flash_sparks2 (small sparks) weapon_muzzle_flash_sparks3 (big mess of sparks) weapon_muzzle_flash_sparks4 (small messy sparks) weapon_muzzle_flash_sparks5 (very tiny amount of sparks) weapon_muzzle_flash_sparks6 (thin long sparks) weapon_muzzle_flash_sparks7 (small mess of sparks) weapon_muzzle_smoke (two thin trails of barrel smoke) weapon_muzzle_smoke_long (same, but lives longer) weapon_muzzle_smoke_b (two thick trails of smoke) weapon_muzzle_smoke_long_b (same, but lives longer) weapon_muzzle_smoke_b Version #2 (one thick trail of smoke.)
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Closing Words
If you need help with modding, join the Dead 4 Mods Discord server[discord.gg].
I also have My own Discord server[discord.gg].
I also got Paypal[paypal.me] for don't-ations.
15 Comments
youjin Jan 2 @ 6:28pm 
gotcha, ty
мяFunreal  [author] Jan 1 @ 5:26am 
According to the sound script, bat.break, guitar.break, and tonfa.break use the same soundfile as pan.break. Being sounds/weapons/pan/pan_break.wav

I suppose they never even finished those sounds, as they abandoned the idea halfway before fully implementing it, so they used the plan as placeholder up until that point.
youjin Dec 31, 2024 @ 9:32pm 
where are bat.break, guitar.break, and tonfa.break located? cant seem to find them like axe.break and pan.break. need to know their lengths to use them for other sounds.
мяFunreal  [author] Dec 21, 2024 @ 5:23am 
You are wrong.
Go decompile the original weapon and inspect the animation files. the end frames are 30 and 60.
no idea where you pulled your numbers from.
您🍂 Dec 21, 2024 @ 12:04am 
strangely, sniper_helpinghand_retract and sniper_helpinghand_extend_layer are not 30frames and 60frames, they're 40frames i just tested.
not sure if this is related to subtract(with an idle animation) & delta parameters I'm using.
Cheeeeen Mar 29, 2024 @ 4:55pm 
Many thanks :steamthumbsup:
мяFunreal  [author] Mar 29, 2024 @ 9:06am 
I already made a whole guide about porting mods to other slots.
You pay no mind to the "extra 0 frame" when it comes to recalculating the fps.
You just go ahead and use the endframe numbers.

Here's that guide, btw.
https://steamcommunity.com/sharedfiles/filedetails/?id=3152369356
Cheeeeen Mar 29, 2024 @ 7:17am 
"Framecount starts at 0."
Does that mean when I'm trying to make default M16 replaces Scar, I have to correct the fps of the reload animation to 20.1 (67*30/100) instead of 20 (66*30/99)? I really need some help.
Unhappy Cotton Candy Mar 12, 2024 @ 5:50am 
yay newer look, now I don't have to stretch my eyes to see if it's lying to me
Platanitoo Mar 11, 2024 @ 4:12pm 
Nice tutorial Funreal