mapbase-model-src/modelsrc/combine_soldier_anims_DeclareSequence.qci

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2021-09-20 21:07:41 +03:00
// Created by Crowbar 0.56
$declaresequence "LH_attachment_Init"
$declaresequence "Idle1"
$declaresequence "Idle1_SMG1"
$declaresequence "CombatIdle1"
$declaresequence "CombatIdle1_SG"
$declaresequence "CombatIdle1_SMG1"
$declaresequence "cower"
$declaresequence "CrouchIdle"
$declaresequence "crouch_aim_ar2"
$declaresequence "crouch_aim_sm1"
$declaresequence "flinchhead"
$declaresequence "flinchchest"
$declaresequence "flinchgut"
$declaresequence "flinchleft"
$declaresequence "flinchright"
$declaresequence "flinchbig"
$declaresequence "flinchsmall"
$declaresequence "flinch_gesture"
$declaresequence "flinchheadgest"
$declaresequence "flinchgutgest"
$declaresequence "flinchlarmgest"
$declaresequence "flinchrarmgest"
$declaresequence "deathpose_front"
$declaresequence "deathpose_back"
$declaresequence "deathpose_right"
$declaresequence "deathpose_left"
$declaresequence "bugbait_hit"
$declaresequence "cover_crouch"
$declaresequence "cover_crouch_low"
$declaresequence "cover_crouch_med"
$declaresequence "grenThrow"
$declaresequence "grenDrop"
$declaresequence "grenPlace"
$declaresequence "reload_low"
$declaresequence "reload"
$declaresequence "gesture_reloadspine"
$declaresequence "gesture_reloadarms"
$declaresequence "gesture_reload"
$declaresequence "gesture_reload_SMG1spine"
$declaresequence "gesture_reload_SMG1arms"
$declaresequence "gesture_reload_SMG1"
$declaresequence "melee_gunhit"
$declaresequence "rappelloop"
$declaresequence "shootSMG1s"
$declaresequence "shootSMG1c"
$declaresequence "shootAR2s"
$declaresequence "shootAR2c"
$declaresequence "shootAR2g"
$declaresequence "shootAR2alt"
//$declaresequence "shootSGs"
//$declaresequence "shootSGc"
$sequence "shootSGs" {
"combine_soldier_anims_anims\shootSGs.smd"
activity "ACT_RANGE_ATTACK_SHOTGUN" 1
{ event 4 0 "" }
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
fadein 0.2
fadeout 0.2
addlayer "Aim_stand_delta_all_SG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
}
$sequence "shootSGc" {
"combine_soldier_anims_anims\shootSGc.smd"
activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
{ event 4 0 "" }
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
fadein 0.2
fadeout 0.2
addlayer "Aim_crouch_delta_all"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 5.59 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -10.25 -3.4 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
}
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$declaresequence "signal_advance"
$declaresequence "signal_forward"
$declaresequence "signal_group"
$declaresequence "signal_halt"
$declaresequence "signal_left"
$declaresequence "signal_right"
$declaresequence "signal_takecover"
$declaresequence "Combat_stand_to_crouch"
$declaresequence "Crouch_to_combat_stand"
$declaresequence "Aim_stand_delta_all"
$declaresequence "Aim_stand_delta_all_SG"
$declaresequence "Aim_crouch_delta_all"
$declaresequence "Crouch_RunALL"
$declaresequence "Crouch_WalkALL"
$declaresequence "Aim_all"
$declaresequence "Aim_all_SG"
$declaresequence "RunALL"
$declaresequence "layer_run_aiming"
$declaresequence "RunAIMALL1"
$declaresequence "layer_run_aiming_SG"
$declaresequence "RunAIMALL1_SG"
$declaresequence "Run_turretCarry_Upperbody"
//$declaresequence "Run_turretCarry_ALL"
$weightlist "weights_Run_turretCarry_Upperbody_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
}
$animation "a_Run_turretCarry_Upperbody_idle" "combine_soldier_anims_anims\a_Run_turretCarry_Upperbody.smd" {
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1
weightlist "weights_Run_turretCarry_Upperbody_idle"
}
$sequence "Run_turretCarry_Upperbody_idle" {
"a_Run_turretCarry_Upperbody_idle"
fadein 0.2
fadeout 0.2
frame 0 0
hidden
}
$sequence "Run_turretCarry_ALL" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_TURRET_CARRY_RUN" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
addlayer "Run_turretCarry_Upperbody"
}
$sequence "Walk_turretCarry_all" {
"a_SoldierWalkS"
"a_SoldierWalkSE"
"a_SoldierWalkE"
"a_SoldierWalkNE"
"a_SoldierWalkN"
"a_SoldierWalkNW"
"a_SoldierWalkW"
"a_SoldierWalkSW"
"a_SoldierWalkS"
activity "ACT_TURRET_CARRY_WALK" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "Run_turretCarry_Upperbody" 0 0 0 0 local
}
$sequence "Idle1_turretCarry" {
"combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
activity "ACT_TURRET_CARRY_IDLE" 1
fadein 0.2
fadeout 0.2
addlayer "Aim_stand_delta_all"
fps 1
loop
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
blendlayer "Run_turretCarry_Upperbody" 0 0 0 0 local
}
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$declaresequence "Turret_Drop"
$declaresequence "Walk_all"
$declaresequence "layer_walk_aiming"
$declaresequence "Walk_aiming_all"
$declaresequence "layer_walk_aiming_SG"
$declaresequence "Walk_aiming_all_SG"
$declaresequence "gesture_shoot_ar1"
$declaresequence "gesture_shoot_ar2"
$declaresequence "gesture_shoot_hmg1"
$declaresequence "gesture_shoot_smg1"
$declaresequence "gesture_shoot_smg2"
//$declaresequence "gesture_shoot_shotgun"
$animation "a_shootShotgun_corrective_animation" "combine_soldier_anims_anims\a_shootShotgun_corrective_animation.smd" {
}
$animation "a_shootShotgun" "combine_soldier_anims_anims\a_shootShotgun.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_shootShotgun_corrective_animation" 0
}
$sequence "gesture_shoot_shotgun" {
"a_shootShotgun"
activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
delta
fadein 0.2
fadeout 0.2
}
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$declaresequence "physflinch1"
$declaresequence "physflinch2"
$declaresequence "turnleft"
$declaresequence "turnright"
$declaresequence "gesture_turn_left_45default"
$declaresequence "gesture_turn_left_45inDelta"
$declaresequence "gesture_turn_left_45outDelta"
$declaresequence "gesture_turn_left_45"
$declaresequence "gesture_turn_left_90default"
$declaresequence "gesture_turn_left_90inDelta"
$declaresequence "gesture_turn_left_90outDelta"
$declaresequence "gesture_turn_left_90"
$declaresequence "gesture_turn_right_45default"
$declaresequence "gesture_turn_right_45inDelta"
$declaresequence "gesture_turn_right_45outDelta"
$declaresequence "gesture_turn_right_45"
$declaresequence "gesture_turn_right_90default"
$declaresequence "gesture_turn_right_90inDelta"
$declaresequence "gesture_turn_right_90outDelta"
$declaresequence "gesture_turn_right_90"
$declaresequence "jump_holding_jump"
$declaresequence "jump_holding_glide"
$declaresequence "jump_holding_land"
$declaresequence "binoculars_idle"
$declaresequence "Dropship_Deploy"
$declaresequence "leanwall_right_idle"
$declaresequence "leanwall_right_exit"
$declaresequence "leanwall_corner_right_idle"
$declaresequence "leanwall_corner_right_exit"
$declaresequence "leanwall_Left_idle"
$declaresequence "leanwall_Left_exit"
$declaresequence "leanwall_Left_B_idle"
$declaresequence "leanwall_Left_B_exit"
$declaresequence "leanwall_CrouchLeft_A_idle"
$declaresequence "leanwall_CrouchLeft_A_exit"
$declaresequence "leanwall_CrouchLeft_B_idle"
$declaresequence "leanwall_CrouchLeft_B_exit"
$declaresequence "crouchidle_AB"
$declaresequence "crouchidle_ABexit"
$declaresequence "leanwall_CrouchLeft_C_idle"
$declaresequence "leanwall_CrouchLeft_C_exit"
$declaresequence "leanwall_CrouchLeft_D_idle"
$declaresequence "leanwall_CrouchLeft_D_exit"
$declaresequence "breen_grav_grab"
$declaresequence "breen_gravCarry_Idle"
$declaresequence "breen_grav_placeDesk"
//$declaresequence "WalkEasy_all"
$sequence "WalkEasy_all" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN"
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_WALK_EASY" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" } // New animation events
{ event 6005 25 "NPC_CombineS" } // New animation events
fadein 0.2
fadeout 0.2
}
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$declaresequence "Idle_Unarmed"
$declaresequence "layer_walk_unarmed"
//$declaresequence "WalkUnarmed_all"
$sequence "WalkUnarmed_all" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN"
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_WALK_UNARMED" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" } // New animation events
{ event 6005 25 "NPC_CombineS" } // New animation events
fadein 0.2
fadeout 0.2
keyvalues
{
interior ACT_IDLE_UNARMED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
}
$weightlist "weights_layer_run_unarmed" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 0.8
"ValveBiped.Bip01_L_Forearm" 0.8
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 0.8
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 0
//"ValveBiped.Cod" 0.1
}
//$sequence "layer_run_unarmed" {
// //"combine_soldier_anims_anims\layer_walk_unarmed.smd"
// "male_shared_anims\a_RunN.smd"
// fadein 0.2
// fadeout 0.2
// hidden
// //worldspace
// fps 30
// loop
// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
// ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
// weightlist "weights_layer_run_unarmed"
// subtract "layer_run_unarmed" 0
// delta
//}
$sequence "layer_run_unarmed" {
"male_shared_anims\a_RunN.smd"
fadein 0.2
fadeout 0.2
hidden
//worldspace
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1
//walkframe 18 LX LY
weightlist "weights_layer_run_unarmed"
}
$sequence "RunUnarmed_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_UNARMED" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
keyvalues
{
interior ACT_IDLE_UNARMED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_run_unarmed" 0 0 0 0 local
}
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$declaresequence "WalkMarch_all"
$declaresequence "layer_walk_GravCarry"
$declaresequence "WalkGravCarry_all"
$declaresequence "Man_Gun_Aim_all"
$declaresequence "Man_Gun"
$declaresequence "d3_c17_07_Kidnap"
$declaresequence "CS_Jump"
$declaresequence "rappel_a_preIdle"
$declaresequence "Rappel_a"
$declaresequence "Rappel_a_noturn"
$declaresequence "Rappel_b"
$declaresequence "Rappel_c"
$declaresequence "Rappel_d"
$declaresequence "Rappel_e"
$declaresequence "Rappel_f"
$declaresequence "Rappel_f_noturn"
$declaresequence "antlion_soldier_DI_01"
$declaresequence "antlion_soldier_DI_02"
$declaresequence "console_type"
$declaresequence "console_type_entry"
$declaresequence "console_type_loop"
$declaresequence "console_type_exit"
$declaresequence "gman_freeze_pose"