mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-13 14:10:15 +03:00
233 lines
10 KiB
Plaintext
233 lines
10 KiB
Plaintext
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// EP1 soldier rappel animations.
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// (Requires GenericAnimationMacros.qci)
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$sequence "rappel_a_preIdle" {
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"combine_soldier_anims_anims\rappel_a_preIdle.smd"
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loop
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 3
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}
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$MakeAdjustedAnimation Rappel_a "combine_soldier_anims_anims\Rappel_a.smd" $Blend_SMD_Rifle$ 0 130 140
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$append Rappel_a_layer {
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walkframe 30 LX LY LZ
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walkframe 54 LX LY LZ
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walkframe 71 LX LY LZ
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walkframe 90 LX LY LZ
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walkframe 110 LX LY LZ
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walkframe 136 LX LY LZ LZR
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walkframe 140 LX LY LZ
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}
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$append Rappel_a {
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align Rappel_a_layer LX LY LZ 139 0
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 120 "NPC_Combine.Zipline_End" }
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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 0 140 140 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 0 140 140 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 3 usesequence
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walkframe 30 LX LY LZ
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walkframe 54 LX LY LZ
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walkframe 71 LX LY LZ
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walkframe 90 LX LY LZ
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walkframe 110 LX LY LZ
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walkframe 136 LX LY LZ LZR
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walkframe 140 LX LY LZ
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}
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$MakeAdjustedAnimation Rappel_a_noturn "combine_soldier_anims_anims\Rappel_a_noturn.smd" $Blend_SMD_Rifle$ 0 135 140
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$append Rappel_a_noturn_layer {
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walkframe 30 LX LY LZ
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walkframe 54 LX LY LZ
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walkframe 71 LX LY LZ
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walkframe 90 LX LY LZ
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walkframe 110 LX LY LZ
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walkframe 136 LX LY LZ LZR
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walkframe 140 LX LY LZ
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}
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$append Rappel_a_noturn {
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 120 "NPC_Combine.Zipline_End" }
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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 0 140 140 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 0 140 140 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 3 usesequence
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walkframe 30 LX LY LZ
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walkframe 54 LX LY LZ
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walkframe 71 LX LY LZ
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walkframe 90 LX LY LZ
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walkframe 110 LX LY LZ
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walkframe 136 LX LY LZ LZR
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walkframe 140 LX LY LZ
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}
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$MakeAdjustedAnimation Rappel_b "combine_soldier_anims_anims\Rappel_b.smd" $Blend_SMD_Rifle$ 0 75 90
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$append Rappel_b_layer {
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 44 LX LY LZ
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walkframe 60 LX LY LZ
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walkframe 73 LX LY LZ
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walkframe 86 LX LY LZ LZR
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walkframe 90 LX LY LZ
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}
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$append Rappel_b {
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
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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 90 90 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 90 90 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 44 LX LY LZ
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walkframe 60 LX LY LZ
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walkframe 73 LX LY LZ
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walkframe 86 LX LY LZ LZR
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walkframe 90 LX LY LZ
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}
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$MakeAdjustedAnimation Rappel_c "combine_soldier_anims_anims\Rappel_c.smd" $Blend_SMD_Rifle$ 0 75 90
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$append Rappel_c_layer {
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 50 LX LY LZ
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walkframe 73 LX LY LZ
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walkframe 86 LX LY LZ LZR
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walkframe 90 LX LY LZ
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}
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$append Rappel_c {
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
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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 90 90 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 90 90 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 50 LX LY LZ
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walkframe 73 LX LY LZ
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walkframe 86 LX LY LZ LZR
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walkframe 90 LX LY LZ
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}
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$MakeAdjustedAnimation Rappel_d "combine_soldier_anims_anims\Rappel_d.smd" $Blend_SMD_Rifle$ 0 91 103
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$append Rappel_d_layer {
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 44 LX LY LZ
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walkframe 57 LX LY LZ
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walkframe 67 LX LY LZ
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walkframe 75 LX LY LZ
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walkframe 87 LX LY LZ
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walkframe 101 LX LY LZ LZR
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walkframe 103 LX LY LZ
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}
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$append Rappel_d {
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 84 "NPC_Combine.Zipline_End" }
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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 0 103 103 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 0 103 103 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 3 usesequence
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 44 LX LY LZ
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walkframe 57 LX LY LZ
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walkframe 67 LX LY LZ
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walkframe 75 LX LY LZ
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walkframe 87 LX LY LZ
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walkframe 101 LX LY LZ LZR
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walkframe 103 LX LY LZ
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}
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$MakeAdjustedAnimation Rappel_e "combine_soldier_anims_anims\Rappel_e.smd" $Blend_SMD_Rifle$ 0 73 85
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$append Rappel_e_layer {
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 44 LX LY LZ
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walkframe 57 LX LY LZ
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walkframe 69 LX LY LZ
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walkframe 82 LX LY LZ LZR
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walkframe 85 LX LY LZ
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}
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$append Rappel_e {
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 65 "NPC_Combine.Zipline_End" }
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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 85 85 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 85 85 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 3 usesequence
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walkframe 15 LX LY LZ
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walkframe 30 LX LY LZ
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walkframe 44 LX LY LZ
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walkframe 57 LX LY LZ
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walkframe 69 LX LY LZ
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walkframe 82 LX LY LZ LZR
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walkframe 85 LX LY LZ
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}
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$MakeAdjustedAnimation Rappel_f "combine_soldier_anims_anims\Rappel_f.smd" $Blend_SMD_Rifle$ 0 76 90
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$append Rappel_f_layer {
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walkframe 20 LX LY LZ
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walkframe 40 LX LY LZ
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walkframe 60 LX LY LZ
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walkframe 70 LX LY LZ
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walkframe 88 LX LY LZ LZR
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}
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$append Rappel_f {
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
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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 90 90 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 90 90 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
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walkframe 20 LX LY LZ
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walkframe 40 LX LY LZ
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walkframe 60 LX LY LZ
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walkframe 70 LX LY LZ
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walkframe 88 LX LY LZ LZR
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}
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$MakeAdjustedAnimation Rappel_f_noturn "combine_soldier_anims_anims\Rappel_f_noturn.smd" $Blend_SMD_Rifle$ 0 76 90
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$append Rappel_f_noturn_layer {
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walkframe 20 LX LY LZ
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walkframe 40 LX LY LZ
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walkframe 60 LX LY LZ
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walkframe 70 LX LY LZ
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walkframe 88 LX LY LZ LZR
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}
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$append Rappel_f_noturn {
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{ event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" }
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{ event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" }
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{ event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" }
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{ event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" }
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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 90 90 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 90 90 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence
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walkframe 20 LX LY LZ
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walkframe 40 LX LY LZ
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walkframe 60 LX LY LZ
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walkframe 70 LX LY LZ
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walkframe 88 LX LY LZ LZR
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}
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