2021-10-14 02:26:37 -05:00
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// ================================================================
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//
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// L4D1 climb animations experiment
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//
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// ================================================================
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$weightlist "LadderWeights" {
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"ValveBiped.Bip01_Pelvis" 1
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"ValveBiped.Bip01_Neck1" 0
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}
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$weightlist "weights_Idlenoise" {
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"ValveBiped.Bip01_Pelvis" 0.4
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.2
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"ValveBiped.Bip01_Spine2" 0.2
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"ValveBiped.Bip01_Spine4" 0.2
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"ValveBiped.Bip01_Neck1" 0.2
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"ValveBiped.Bip01_Head1" 0.2
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"ValveBiped.Bip01_L_Clavicle" 0
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"ValveBiped.Bip01_R_Clavicle" 0
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}
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$animation "a_Ladder_Ascend" "a_Ladder_Ascend.smd" {
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fps 30
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loop
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weightlist "LadderWeights"
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walkframe 56 LZ
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}
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$animation "a_Ladder_Ascend_Slow" "a_Ladder_Ascend.smd" {
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fps 15
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loop
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weightlist "LadderWeights"
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walkframe 56 LZ
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}
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$animation "a_Ladder_Neutral" "a_Ladder_Descend.smd" {
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fps 30
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loop
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weightlist "LadderWeights"
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frame 0 0
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}
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$animation "a_Ladder_Descend" "a_Ladder_Descend.smd" {
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fps 30
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loop
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weightlist "LadderWeights"
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walkframe 27 LZ
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}
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$animation "a_Ladder_Descend_Slow" "a_Ladder_Descend.smd" {
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fps 15
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loop
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weightlist "LadderWeights"
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walkframe 27 LZ
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}
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$animation "@Ladder_Idlenoise_corrective_animation" "@Ladder_Idlenoise_corrective_animation.smd" {
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}
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$sequence "Ladder_Dismount_1" "a_Ladder_Dismount_1.smd" hidden
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$sequence "Ladder_Dismount_2" "a_Ladder_Dismount_2.smd" hidden
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$sequence "Ladder_Dismount_3" "a_Ladder_Dismount_3.smd" hidden
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$sequence "Ladder_Dismount_4" "a_Ladder_Dismount_4.smd" hidden
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$sequence "Ladder_Idlenoise" {
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"Ladder_Idlenoise.smd"
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delta
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realtime
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@Ladder_Idlenoise_corrective_animation" 0
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fps 40
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loop
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weightlist "weights_Idlenoise"
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}
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$sequence "Ladder_Ascend" {
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"a_Ladder_Ascend"
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activity "ACT_CLIMB_UP" -1
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}
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$sequence "Ladder_Descend" {
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"a_Ladder_Descend"
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activity "ACT_CLIMB_DOWN" -1
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}
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$sequence "Ladder_idle" {
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"a_Ladder_Neutral"
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activity "ACT_CLIMB_IDLE" 1
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addlayer "Ladder_Idlenoise"
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}
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$sequence "Ladder_updown" {
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"a_Ladder_Ascend"
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"a_Ladder_Ascend_Slow"
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"a_Ladder_Neutral"
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"a_Ladder_Descend_Slow"
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"a_Ladder_Descend"
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activity "ACT_CLIMB_ALL" -1
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blend "move_yaw" -180 180
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blendwidth 5
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}
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$sequence "Ladder_Dismount_idle" {
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"a_Ladder_Dismount_idle"
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hidden
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realtime
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}
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$sequence "Ladder_Mount_Top" {
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"Ladder_Mount.smd"
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activity "ACT_CLIMB_MOUNT_TOP" -1
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fadein 0.2
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fadeout 0.5
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fps 30
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ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence
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ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 usesequence
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 usesequence
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weightlist "LadderWeights"
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blendlayer "Ladder_Dismount_idle" 0 0 0 10 local
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origin 0 -32 64
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//walkframe 60 LX LY
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walkframe 30 LX LY
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//walkframe 60 LZ
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walkalignto 60 "Ladder_Descend" LZ
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}
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//$sequence "Ladder_Mount_Bottom" {
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// "a_Ladder_Neutral"
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// activity "ACT_CLIMB_MOUNT_BOTTOM" -1
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// fadein 0.2
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// fadeout 0.5
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// fps 30
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// //ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence
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// //ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence
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// //ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 usesequence
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// //ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 usesequence
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//
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// numframes 20
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// blendlayer "Ladder_Dismount_idle" 0 0 0 10 local
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// blendlayer "Ladder_Dismount_1" 0 10 10 20 spline local
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//}
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$sequence "Ladder_Dismount_Top" {
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"Ladder_Dismount.smd"
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activity "ACT_CLIMB_DISMOUNT" -1
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fadein 0.2
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fadeout 0.5
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fps 30
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ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence
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ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 usesequence
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 usesequence
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weightlist "LadderWeights"
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2021-10-28 14:30:59 -05:00
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// For now, align movement to the reversed animation so that movement is a right angle
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2021-10-14 02:26:37 -05:00
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walkalign 30 "Ladder_Mount_Top" LZ 30 30
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//walkframe 30 LZ
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walkframe 60 LX LY
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// Extra frames are needed for the cycle
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numframes 80
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}
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//$sequence "Ladder_Dismount_Bottom" {
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// "a_Ladder_Neutral"
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// activity "ACT_CLIMB_DISMOUNT_BOTTOM" -1
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// fadein 0.2
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// fadeout 0.5
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// fps 30
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// //ikrule "lfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 3 usesequence
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// //ikrule "rfoot" touch "" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 2 usesequence
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// //ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 usesequence
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// //ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 usesequence
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//
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// numframes 20
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// blendlayer "Ladder_Dismount_1" 0 10 10 20 spline local
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// blendlayer "Ladder_Dismount_idle" 10 20 20 20 local
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//}
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