mapbase-model-src/modelsrc/combine_soldier_anims.qc

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// Created by Crowbar 0.36.0.0
$ModelName "combine_soldier_anims.mdl"
//$includemodel "player/male_anims.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
// Used to compile new movement animations since $declareanimation doesn't work
$include "SoldierMoveAnims.qci"
$includemodel "combine_soldier_anims_original.mdl"
$include "combine_soldier_anims_DeclareSequence.qci"
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$include "hl2mp_ported_anims/weaponmacros.qci"
$pushd "male_shared_anims"
$include "DefaultHolster.qci"
$popd
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$definevariable Blend_Idle_Default "CombatIdle1_SMG1"
$definevariable Blend_Idle_Unarmed "Idle_Unarmed"
$definevariable Blend_Idle_Panicked "Idle_Unarmed"
$definevariable Blend_Idle_Pistol "CombatIdle1_Pistol"
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$definevariable Blend_Idle_Rifle "CombatIdle1_SMG1"
$definevariable Blend_Idle_Rifle_Crouched "crouch_aim_sm1"
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$definevariable Blend_SMD_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Unarmed "combine_soldier_anims_anims\Idle_Unarmed.smd"
$definevariable Blend_SMD_Panicked "combine_soldier_anims_anims\Idle_Unarmed.smd"
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$definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Rifle_Crouched "combine_soldier_anims_anims\crouch_aim_sm1.smd"
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// Soldiers don't use nodes...
$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0
$definevariable AnimMatch_Default a_AnimMatch_Default
$animation a_AnimMatch_Idle "combine_soldier_anims_anims\Idle1.smd" frame 0 0
$definevariable AnimMatch_Idle a_AnimMatch_Idle
// ================================================================
//
// Pistol Animations
//
// ================================================================
$include "NewPistolAnimations_Soldier.qci"
$include "NewPistolAnimations_357_Soldier.qci"
// ================================================================
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$include "BaseDI.qci"
// DO NOT uncomment unless you have the interaction keyvalues ready for each model!
// Having the interaction sequences without the keyvalues bypasses our fix for the "interaction twinning" bug
// and makes soldiers susceptible to it.
//$include "AlyxDI.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
$include "HunterRecvDI.qci"
$include "AlyxBlindfire.qci"
$weightlist "FeetOnly" {
"ValveBiped.Bip01_L_Foot" 1
"ValveBiped.Bip01_R_Foot" 1
"ValveBiped.Bip01_L_Calf" 0
"ValveBiped.Bip01_R_Calf" 0
}
$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
$MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30
$MakeManhackDeployGesture $Blend_SMD_Default$
// ================================================================
//
// Harass Animations
//
// Harass animations on soldiers.
//
// ================================================================
$include "PoliceHarassGestures.qci"
//$sequence "harassfront1" {
// "police_animations_anims\harassfront2.smd"
// activity "ACT_POLICE_HARASS1" 1
// match $AnimMatch_Idle$
// addlayer harassfront1_layer
// cmdlist lockfeet
//}
//
//$sequence "harassfront2" {
// "police_animations_anims\harassfront2.smd"
// activity "ACT_POLICE_HARASS2" 1
// match $AnimMatch_Idle$
// addlayer harassfront2_layer
// cmdlist lockfeet
//}
$sequence "harassfront1" {
"combine_soldier_anims_anims\Idle1.smd"
numframes 50
activity "ACT_POLICE_HARASS1" 1
blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
$sequence "harassfront2" {
"combine_soldier_anims_anims\Idle1.smd"
numframes 50
activity "ACT_POLICE_HARASS2" 1
blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too
ikrule "lfoot" footstep
ikrule "rfoot" footstep
ikrule "rhand" release
ikrule "lhand" release
}
// ================================================================
// ================================================================
//$sequence deploy_layer $AnimMatch_Default$ weightlist "FeetOnly" hidden
//$sequence "deploy" {
// "police_animations_anims\deploy.smd"
// activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
// { event AE_METROPOLICE_START_DEPLOY 10 "" }
// { event AE_METROPOLICE_DEPLOY_MANHACK 33 "" }
// match $AnimMatch_Default$
// addlayer deploy_layer
// cmdlist lockfeet
//}
//$sequence "pickup_weird" {
// "male_shared_anims\pickup.smd"
// activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
// { event 2040 13 "" }
// match $AnimMatch_Default$
// cmdlist lockfeet
//}
// Use our DI blending techniques
$sequence pickup_unarmed_layer "combine_soldier_anims_anims\Idle_Unarmed.smd" numframes 2 hidden
$MakeAdjustedAnimation pickup "male_shared_anims\pickup.smd" $Blend_SMD_Default$ 8 24 43
$append pickup {
activity "ACT_PICKUP_GROUND" 1
{ event 2040 13 "" }
blendlayer pickup_unarmed_layer 0 0 0 13
}
$MakeAdjustedAnimation gunrack "male_shared_anims\gunrack.smd" $Blend_SMD_Default$ 12 16 40
$append gunrack {
activity "ACT_PICKUP_RACK" 1
{ event 2040 15 "" }
blendlayer pickup_unarmed_layer 0 0 0 13
}
//
// AR2 Alt-Fire Gesture Experiment
//
// Programming not included
//
$weightlist "AR2AltFireWeightlistDelta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_Neck1" 0
}
$weightlist "AR2AltFireWeightlist" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_Neck1" 1
}
$sequence "shootAR2alt_gesture_delta" {
"combine_soldier_anims_anims\shootAR2alt.smd"
subtract "shootAR2alt_gesture_delta" 0
delta
hidden
weightlist "AR2AltFireWeightlistDelta"
}
$sequence "shootAR2alt_gesture" {
"combine_soldier_anims_anims\shootAR2alt.smd"
weightlist "AR2AltFireWeightlist"
addlayer "shootAR2alt_gesture_delta"
addlayer "Aim_stand_delta_all"
activity "ACT_GESTURE_AR2_ALTFIRE" 1
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
{ event COMBINE_AE_ALTFIRE 16 "" }
}
$DefaultSignalGestures 36
//$Attachment "eyes" "ValveBiped.Bip01_Head1" 4.5 -5 0 rotate 0 -90 -90
//$include "body_poses_lean.qci"
// ================================================================
//
// Misc.
//
// ================================================================
$pushd "male_shared_anims"
$include "ArrestAnims.qci"
$include "CitizenPackage_Soldier.qci"
$include "CitizenSuitcase_Soldier.qci"
$popd
$include "CitizenRPG.qci"
$include "PoliceMelee_Soldier.qci"
// ================================================================
$include "ProtectedRun.qci"
$sequence "run_protected_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_PROTECTED" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_CombineS" }
{ event 6005 15 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_run_protected" 0 0 0 0 local
node "running"
}
// ================================================================
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// Use our DI blending techniques to add a heal animation
$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 12 32 50
//$MakeAdjustedDelta Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 50 30
$append Heal {
activity "ACT_CIT_HEAL" 1
{ event AE_CITIZEN_HEAL 31 "" }
}