2021-11-01 07:58:07 -05:00
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// ================================================================
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//
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// New Metrocop Readiness Animations
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//
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// ================================================================
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// ================================================================
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//$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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//$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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//$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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// Stimulated idle is basically half-idle, half-combat.
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$weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 }
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$weightlist "weights_stimulated_idle_walk" {
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"ValveBiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_Spine" 0.5
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_L_Thigh" 0
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}
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$weightlist "weights_stimulated_aim" {
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"ValveBiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_Spine" 0.1
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"ValveBiped.Bip01_Spine1" 0.2
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"ValveBiped.Bip01_Spine2" 0.3
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"ValveBiped.Bip01_Spine4" 0.4
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_L_Thigh" 0
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}
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// Stronger and doesn't care about the pelvis (for non-worldspace layers)
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$weightlist "weights_stimulated_aim_2" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 0.8
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_L_Thigh" 0
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}
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// ----------------------------------------------------------------
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$sequence "layer_stimulated_smg1" { "police_animations_anims\smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_pistol" { "police_animations_anims\layer_walk_hold_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
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$sequence "layer_stimulated_ar2" { "police_animations_anims\custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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2021-11-13 09:15:42 -06:00
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$sequence "layer_stimulated_shotgun" { "police_animations_anims\custom\shotgunangryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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2021-11-01 07:58:07 -05:00
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$sequence "layer_stimulated_aim_smg1" { "police_animations_anims\lowcover_aim_smg1.smd" weightlist "weights_stimulated_aim" addlayer "SMG1_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" addlayer "WalkN_pistol_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
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$sequence "layer_stimulated_aim_ar2" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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2021-11-13 09:15:42 -06:00
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$sequence "layer_stimulated_aim_shotgun" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } // TEMP?
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2021-11-01 07:58:07 -05:00
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// ----------------------------------------------------------------
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//
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// IDLE RELAXED
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//
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// ----------------------------------------------------------------
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// ----------------------------------------------------------------
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//
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// IDLE STIMULATED
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//
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// ----------------------------------------------------------------
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$sequence "idle_stimulated_layer" {
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"police_animations_anims\smg1angryidle1.smd"
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weightlist "weights_stimulated_idle"
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worldspace
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//frame 0 0
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hidden
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}
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$sequence "pistolidle3" {
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"police_animations_anims\pistolidle2.smd"
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activity "ACT_IDLE_PISTOL_STIMULATED" 1
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node "standing_pistol"
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loop
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blendlayer "idle_stimulated_layer" 0 0 0 0 local
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2021-11-13 09:15:42 -06:00
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addlayer "layer_stimulated_pistol"
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2021-11-01 07:58:07 -05:00
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cmdlist lockfeet
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}
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$sequence "smg1idle3" {
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"police_animations_anims\smg1idle2.smd"
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activity "ACT_IDLE_RIFLE_STIMULATED" 1
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node "standing_smg"
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loop
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//blendlayer "idle_stimulated_layer" 0 0 0 0 local
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2021-11-13 09:15:42 -06:00
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addlayer "layer_stimulated_smg1"
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2021-11-01 07:58:07 -05:00
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cmdlist lockfeet
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}
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$sequence "ar2idle3" {
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"police_animations_anims\custom\ar2idle1.smd"
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activity "ACT_IDLE_AR2_STIMULATED" 1
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node "standing_smg"
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loop
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//blendlayer "idle_stimulated_layer" 0 0 0 0 local
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2021-11-13 09:15:42 -06:00
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addlayer "layer_stimulated_ar2"
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cmdlist lockfeet
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}
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$sequence "shotgunidle3" {
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"police_animations_anims\custom\shotgunidle1.smd"
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activity "ACT_IDLE_SHOTGUN_STIMULATED" 1
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node "standing_smg"
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loop
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//blendlayer "idle_stimulated_layer" 0 0 0 0 local
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addlayer "layer_stimulated_shotgun"
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2021-11-01 07:58:07 -05:00
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cmdlist lockfeet
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}
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// ----------------------------------------------------------------
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//
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// AIMING STIMULATED
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//
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// ----------------------------------------------------------------
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$sequence "pistolangryidle3" {
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"police_animations_anims\pistolangryidle2.smd"
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activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
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2021-11-13 09:15:42 -06:00
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addlayer "layer_stimulated_aim_pistol"
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2021-11-01 07:58:07 -05:00
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node "shooting_pistol"
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fps 4
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cmdlist lockfeet
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}
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$sequence "smg1angryidle2" {
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"police_animations_anims\smg1angryidle1.smd"
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activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
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2021-11-13 09:15:42 -06:00
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addlayer "layer_stimulated_aim_smg1"
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2021-11-01 07:58:07 -05:00
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node "shooting_smg"
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fps 4
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cmdlist lockfeet
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}
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$sequence "ar2angryidle2" {
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"police_animations_anims\custom\ar2angryidle1.smd"
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activity "ACT_IDLE_AIM_AR2_STIMULATED" 1
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2021-11-13 09:15:42 -06:00
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addlayer "layer_stimulated_aim_ar2"
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2021-11-01 07:58:07 -05:00
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node "shooting_smg"
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fps 4
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cmdlist lockfeet
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}
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2021-11-13 09:15:42 -06:00
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$sequence "shotgunangryidle2" {
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"police_animations_anims\custom\shotgunangryidle1.smd"
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activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1
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addlayer "layer_stimulated_aim_shotgun"
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node "shooting_smg"
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fps 4
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cmdlist lockfeet
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2021-11-01 07:58:07 -05:00
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}
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2021-11-13 09:15:42 -06:00
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// ----------------------------------------------------------------
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2021-11-01 07:58:07 -05:00
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2021-11-13 09:15:42 -06:00
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$GenericWalkLayered "walk_aiming_stimulated_SMG1_all" "ACT_WALK_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
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$GenericRunLayered "run_aiming_stimulated_SMG1_all" "ACT_RUN_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
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2021-11-01 07:58:07 -05:00
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2021-11-13 09:15:42 -06:00
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$GenericWalkLayered "walk_aiming_stimulated_AR2_all" "ACT_WALK_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
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$GenericRunLayered "run_aiming_stimulated_AR2_all" "ACT_RUN_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
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2021-11-01 07:58:07 -05:00
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2021-11-13 09:15:42 -06:00
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$GenericWalkLayered "walk_aiming_stimulated_shotgun_all" "ACT_WALK_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
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$GenericRunLayered "run_aiming_stimulated_shotgun_all" "ACT_RUN_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
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2021-11-01 07:58:07 -05:00
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// ----------------------------------------------------------------
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