mirror of
https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-04-13 04:30:01 +03:00
Improved player animations and merged them with main models
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@ -66,113 +66,113 @@ $definemacro a_CrouchRunBlends \\
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$animation "a_WalkS" "male_shared_anims\a_WalkS.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
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ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
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//ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
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//ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
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walkframe 28 LX LY
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}
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$animation "a_WalkSE" "male_shared_anims\a_WalkSE.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
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ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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//ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
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//ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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walkframe 28 LX LY
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}
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$animation "a_WalkE" "male_shared_anims\a_WalkE.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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//ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
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//ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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walkframe 26 LX LY
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}
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$animation "a_WalkNE" "male_shared_anims\a_WalkNE.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
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//ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
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//ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
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walkframe 26 LX LY
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}
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$animation "a_WalkN" "male_shared_anims\a_WalkN.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
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ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
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//ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
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//ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
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walkframe 30 LX LY
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}
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$animation "a_WalkNW" "male_shared_anims\a_WalkNW.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
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//ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
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//ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
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walkframe 26 LX LY
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}
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$animation "a_WalkW" "male_shared_anims\a_WalkW.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
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ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
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//ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
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//ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
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walkframe 26 LX LY
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}
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$animation "a_WalkSW" "male_shared_anims\a_WalkSW.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
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ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
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//ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
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//ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
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walkframe 28 LX LY
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}
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$animation a_RunS "hl2mp_ported_anims\RunS" {
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loop LX LY startloop 0 rotateto -180
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ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
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ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
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//ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
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//ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
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alignto reference
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}
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$animation a_RunSE "hl2mp_ported_anims\RunSE" {
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loop LX LY startloop 0 rotateto -135
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ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
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ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
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//ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
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//ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
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alignto reference
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}
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$animation a_RunE "hl2mp_ported_anims\RunE" {
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loop LX LY startloop 0 rotateto -90
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ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
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ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
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//ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
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//ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
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alignto reference
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}
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$animation a_RunNE "hl2mp_ported_anims\RunNE" {
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loop LX LY startloop 0 rotateto -45
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ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
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ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
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//ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
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//ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
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alignto reference
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}
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$animation a_RunN "hl2mp_ported_anims\RunN" {
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loop LX LY startloop 0 rotateto 0
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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
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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
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//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
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//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
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alignto reference
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}
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$animation a_RunNW "hl2mp_ported_anims\RunNW" {
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loop LX LY startloop 0 rotateto 45
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ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
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ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
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//ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
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//ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
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alignto reference
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}
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$animation a_RunW "hl2mp_ported_anims\RunW" {
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loop LX LY startloop 0 rotateto 90
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ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
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ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
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//ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
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//ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
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alignto reference
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}
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$animation a_RunSW "hl2mp_ported_anims\RunSW" {
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loop LX LY startloop 0 rotateto 135
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ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
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ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
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//ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
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//ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
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alignto reference
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}
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@ -180,49 +180,49 @@ $animation a_RunSW "hl2mp_ported_anims\RunSW" {
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$animation a_Crouch_walkS "hl2mp_ported_anims\Crouch_walkS" {
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loop LX LY rotateto -180
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ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
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ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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//ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
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//ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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alignto reference
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}
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$animation a_Crouch_walkSE "hl2mp_ported_anims\Crouch_walkSE" {
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loop LX LY rotateto -135
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ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
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ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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//ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
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//ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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alignto reference
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}
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$animation a_Crouch_walkE "hl2mp_ported_anims\Crouch_walkE" {
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loop LX LY rotateto -90
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ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2
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//ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3
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//ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2
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alignto reference
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}
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$animation a_Crouch_walkNE "hl2mp_ported_anims\Crouch_walkNE" {
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loop LX LY rotateto -45
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ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3
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ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2
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//ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3
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//ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2
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alignto reference
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}
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$animation a_Crouch_walkN "hl2mp_ported_anims\crouch_walkN" {
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loop LX LY rotateto 0
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ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3
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ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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//ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3
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//ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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alignto reference
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}
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$animation a_Crouch_walkNW "hl2mp_ported_anims\Crouch_walkNW" {
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loop LX LY rotateto 45
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ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3
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ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2
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//ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3
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//ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2
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alignto reference
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}
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$animation a_Crouch_walkW "hl2mp_ported_anims\Crouch_walkW" {
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loop LX LY rotateto 90
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ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
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ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2
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//ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
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//ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2
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alignto reference
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}
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$animation a_Crouch_walkSW "hl2mp_ported_anims\Crouch_walkSW" {
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loop LX LY rotateto 135
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ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
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ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2
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//ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
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//ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2
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alignto reference
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}
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@ -66,128 +66,128 @@ $definemacro a_CrouchRunBlends \\
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$animation "a_WalkS" "female_shared_anims\a_WalkS.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
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ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
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//ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
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//ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
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walkframe 28 LX LY
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}
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$animation "a_WalkSE" "female_shared_anims\a_WalkSE.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
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ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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//ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
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//ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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walkframe 28 LX LY
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}
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$animation "a_WalkE" "female_shared_anims\a_WalkE.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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//ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
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//ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
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walkframe 26 LX LY
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}
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$animation "a_WalkNE" "female_shared_anims\a_WalkNE.smd" {
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fps 30
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loop
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ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
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//ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
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//ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
|
||||
walkframe 26 LX LY
|
||||
}
|
||||
|
||||
$animation "a_WalkN" "female_shared_anims\a_WalkN.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
|
||||
ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
|
||||
//ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
|
||||
//ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_WalkNW" "female_shared_anims\a_WalkNW.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
|
||||
ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
|
||||
//ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
|
||||
//ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
|
||||
walkframe 26 LX LY
|
||||
}
|
||||
|
||||
$animation "a_WalkW" "female_shared_anims\a_WalkW.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
|
||||
ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
|
||||
//ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
|
||||
//ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
|
||||
walkframe 26 LX LY
|
||||
}
|
||||
|
||||
$animation "a_WalkSW" "female_shared_anims\a_WalkSW.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
|
||||
ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
|
||||
//ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
|
||||
//ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
|
||||
walkframe 28 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunS" "female_shared_anims\a_RunS.smd" {
|
||||
fps 31
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
|
||||
ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
|
||||
//ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunSE" "female_shared_anims\a_RunSE.smd" {
|
||||
fps 29
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
|
||||
ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
|
||||
//ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunE" "female_shared_anims\a_RunE.smd" {
|
||||
fps 31
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
|
||||
ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
|
||||
//ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
|
||||
//ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunNE" "female_shared_anims\a_RunNE.smd" {
|
||||
fps 29
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
|
||||
ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
|
||||
//ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
|
||||
//ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunN" "female_shared_anims\a_RunN.smd" {
|
||||
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 "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
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunNW" "female_shared_anims\a_RunNW.smd" {
|
||||
fps 28
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
|
||||
ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
|
||||
//ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunW" "female_shared_anims\a_RunW.smd" {
|
||||
fps 32
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
|
||||
ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
|
||||
//ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
|
||||
//ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
$animation "a_RunSW" "female_shared_anims\a_RunSW.smd" {
|
||||
fps 31
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
|
||||
ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
|
||||
//ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
|
||||
//ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
|
||||
walkframe 18 LX LY
|
||||
}
|
||||
|
||||
@ -196,63 +196,63 @@ $animation "a_RunSW" "female_shared_anims\a_RunSW.smd" {
|
||||
$animation "a_Crouch_walkS" "female_shared_anims\a_Crouch_walkS.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
|
||||
ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
|
||||
//ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_Crouch_walkSE" "female_shared_anims\a_Crouch_walkSE.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
|
||||
ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
|
||||
//ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_Crouch_walkE" "female_shared_anims\a_Crouch_walkE.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
|
||||
ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
|
||||
//ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_Crouch_walkNE" "female_shared_anims\a_Crouch_walkNE.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
|
||||
ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
|
||||
//ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_Crouch_walkN" "female_shared_anims\a_Crouch_walkN.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
|
||||
ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
|
||||
//ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_Crouch_walkNW" "female_shared_anims\a_Crouch_walkNW.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
|
||||
ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
|
||||
//ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_Crouch_walkW" "female_shared_anims\a_Crouch_walkW.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
|
||||
ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
|
||||
//ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
||||
$animation "a_Crouch_walkSW" "female_shared_anims\a_Crouch_walkSW.smd" {
|
||||
fps 30
|
||||
loop
|
||||
ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
|
||||
ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
|
||||
//ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
|
||||
//ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
|
||||
walkframe 30 LX LY
|
||||
}
|
||||
|
@ -2,8 +2,6 @@
|
||||
|
||||
$ModelName "combine_soldier_anims.mdl"
|
||||
|
||||
//$includemodel "player/male_anims.mdl"
|
||||
|
||||
// Must be included
|
||||
$include "BaseModel.qci"
|
||||
$include "hl2mp_ported_anims/commonbones.qci"
|
||||
@ -276,7 +274,7 @@ $sequence $gesturename$ { \\
|
||||
$continue $gesturename$
|
||||
|
||||
$makeflinchgesture_rleg "gesture_melee_kick" "police_ss_anims\adoorkick.smd" 7 32 45
|
||||
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 }
|
||||
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 55 iklock lfoot 1 0 }
|
||||
|
||||
$include "SoldierCrouchMovement.qci"
|
||||
|
||||
@ -307,3 +305,32 @@ $append Heal {
|
||||
}
|
||||
|
||||
$include "SoldierAnimationNodes.qci"
|
||||
|
||||
// ================================================================
|
||||
|
||||
$include "hl2mp_ported_anims/player_macros.qci"
|
||||
|
||||
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
|
||||
$include "HL2MPMoveAnims.qci"
|
||||
|
||||
$pushd "combine_soldier_anims_anims"
|
||||
$include "mapbase_player_include_anims_soldier.qci"
|
||||
$popd
|
||||
|
||||
// ================================================================
|
||||
|
||||
$KeyValues
|
||||
{
|
||||
playermodel_data
|
||||
{
|
||||
neck_pivot_up "12"
|
||||
neck_pivot_fwd "-4"
|
||||
neck_pivot_duck_up "24"
|
||||
neck_pivot_duck_fwd "16"
|
||||
|
||||
bone_transforms
|
||||
{
|
||||
$include "mapbase_player_include_bonetransforms.qci"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
1444
modelsrc/combine_soldier_anims_anims/custom/mp_lower_pistol.smd
Normal file
1444
modelsrc/combine_soldier_anims_anims/custom/mp_lower_pistol.smd
Normal file
File diff suppressed because it is too large
Load Diff
@ -2,8 +2,6 @@
|
||||
|
||||
$modelname "Humans\female_shared.mdl"
|
||||
|
||||
//$includemodel "player/female_anims.mdl"
|
||||
|
||||
// Automatically tries to convert any non-female animations to the female skeleton
|
||||
$lockbonelengths
|
||||
|
||||
@ -203,10 +201,36 @@ $include "NPCDoorAnims.qci"
|
||||
|
||||
$include "AnnabelleAnimations.qci"
|
||||
|
||||
// ================================================================
|
||||
|
||||
$sequence reference "female_shared_anims\ragdoll"
|
||||
$include "HL2MPMoveAnims_Female.qci"
|
||||
|
||||
$pushd "female_shared_anims"
|
||||
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
|
||||
|
||||
$include "mapbase_player_include_anims_citizen.qci"
|
||||
$popd
|
||||
|
||||
// ================================================================
|
||||
|
||||
$KeyValues
|
||||
{
|
||||
dynamic_interactions
|
||||
{
|
||||
$DIKV_Alyx
|
||||
}
|
||||
|
||||
playermodel_data
|
||||
{
|
||||
neck_pivot_up "12"
|
||||
neck_pivot_fwd "-4"
|
||||
neck_pivot_duck_up "12"
|
||||
neck_pivot_duck_fwd "16"
|
||||
|
||||
bone_transforms
|
||||
{
|
||||
$include "mapbase_player_include_bonetransforms.qci"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -280,9 +280,10 @@ $sequence $runname$_mod "..\hl2mp_ported_anims\RunN" { \\
|
||||
weightlist UpperbodyReplace \\
|
||||
hidden \\
|
||||
iklock lfoot 1 0 iklock rfoot 1 0 \\
|
||||
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
|
||||
} \\
|
||||
$sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
|
||||
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
|
||||
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
|
||||
$sequence $runname$ { \\
|
||||
a_runSW a_runS a_runSE \\
|
||||
a_runW a_$runname$C a_runE \\
|
||||
@ -307,7 +308,7 @@ $sequence $runname$_mod $filename$ { \\
|
||||
loop \\
|
||||
} \\
|
||||
$sequence $runname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
|
||||
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
|
||||
$animation a_$runname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
|
||||
$sequence $runname$ { \\
|
||||
a_runSW a_runS a_runSE \\
|
||||
a_runW a_$runname$C a_runE \\
|
||||
@ -334,7 +335,7 @@ $sequence $crouch_walkname$_mod "..\hl2mp_ported_anims\crouch_walkN" { \\
|
||||
hidden \\
|
||||
iklock lfoot 1 0 iklock rfoot 1 0 \\
|
||||
} \\
|
||||
$animation a_$crouch_walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
|
||||
$animation a_$crouch_walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
|
||||
$sequence $crouch_walkname$ { \\
|
||||
a_crouch_walkSW a_crouch_walkS a_crouch_walkSE \\
|
||||
a_crouch_walkW a_$crouch_walkname$C a_crouch_walkE \\
|
||||
@ -360,9 +361,10 @@ $sequence $walkname$_mod "..\male_shared_anims\a_WalkN" { \\
|
||||
weightlist UpperbodyReplace \\
|
||||
hidden \\
|
||||
iklock lfoot 1 0 iklock rfoot 1 0 \\
|
||||
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
|
||||
} \\
|
||||
$sequence $walkname$_static $idlefile$ frame $idleframe$ $idleframe$ alignto reference weightlist UpperbodyReplace hidden \\
|
||||
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
|
||||
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
|
||||
$sequence $walkname$ { \\
|
||||
a_walkSW a_walkS a_walkSE \\
|
||||
a_walkW a_$walkname$C a_walkE \\
|
||||
@ -387,7 +389,7 @@ $sequence $walkname$_mod $filename$ { \\
|
||||
loop \\
|
||||
} \\
|
||||
$sequence $walkname$_static $filename$ frame 0 0 alignto reference weightlist UpperbodyReplace hidden \\
|
||||
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference cmdlist lockfeet \\
|
||||
$animation a_$walkname$C $idlefile$ frame $idleframe$ $idleframe$ loop rotateto -180 alignto reference \\
|
||||
$sequence $walkname$ { \\
|
||||
a_walkSW a_walkS a_walkSE \\
|
||||
a_walkW a_$walkname$C a_walkE \\
|
||||
|
@ -79,15 +79,15 @@ $definemacro makeidlenoise idleNoiseName fileName \\
|
||||
realtime \\
|
||||
}
|
||||
|
||||
$definemacro makeidle idleName fileName frame idleNoiseName newLength \\
|
||||
$sequence $idleName$ {\\
|
||||
$fileName$ \\
|
||||
frame $frame$ $frame$ \\
|
||||
numframes $newLength$ \\
|
||||
loop \\
|
||||
addlayer $idleNoiseName$ \\
|
||||
} \\
|
||||
$continue $idleName$
|
||||
//$definemacro makeidle idleName fileName frame idleNoiseName newLength \\
|
||||
// $sequence $idleName$ {\\
|
||||
// $fileName$ \\
|
||||
// frame $frame$ $frame$ \\
|
||||
// numframes $newLength$ \\
|
||||
// loop \\
|
||||
// addlayer $idleNoiseName$ \\
|
||||
//} \\
|
||||
//$continue $idleName$
|
||||
|
||||
|
||||
|
||||
|
@ -2,8 +2,6 @@
|
||||
|
||||
$modelname "Humans\male_shared.mdl"
|
||||
|
||||
//$includemodel "player/male_anims.mdl"
|
||||
|
||||
// Must be included
|
||||
$include "BaseModel.qci"
|
||||
$include "hl2mp_ported_anims/commonbones.qci"
|
||||
@ -257,10 +255,33 @@ $sequence "luggage_run_all" {
|
||||
node "running"
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
|
||||
$include "HL2MPMoveAnims.qci"
|
||||
|
||||
$pushd "male_shared_anims"
|
||||
$include "mapbase_player_include_anims_citizen.qci"
|
||||
$popd
|
||||
|
||||
// ================================================================
|
||||
|
||||
$KeyValues
|
||||
{
|
||||
dynamic_interactions
|
||||
{
|
||||
$DIKV_Alyx
|
||||
}
|
||||
|
||||
playermodel_data
|
||||
{
|
||||
neck_pivot_up "12"
|
||||
neck_pivot_fwd "-4"
|
||||
neck_pivot_duck_up "12"
|
||||
neck_pivot_duck_fwd "16"
|
||||
|
||||
bone_transforms
|
||||
{
|
||||
$include "mapbase_player_include_bonetransforms.qci"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,28 +0,0 @@
|
||||
$modelname player\mapbase_female_anims.mdl
|
||||
|
||||
$include "hl2mp_ported_anims\commonbones_female.qci"
|
||||
$include "hl2mp_ported_anims\standardhierarchy.qci"
|
||||
$include "hl2mp_ported_anims\standardikchains.qci"
|
||||
$include "hl2mp_ported_anims\hitbox.qci"
|
||||
|
||||
$lockbonelengths
|
||||
|
||||
//$lockdefinebones
|
||||
|
||||
$include "hl2mp_ported_anims\player_macros.qci"
|
||||
$include "hl2mp_ported_anims\weaponmacros.qci"
|
||||
|
||||
$sequence reference "female_shared_anims\ragdoll"
|
||||
|
||||
$include "HL2MPMoveAnims_Female.qci"
|
||||
|
||||
$pushd "female_shared_anims"
|
||||
$include "mapbase_player_include_anims_citizen.qci"
|
||||
$popd
|
||||
|
||||
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -3.5 65.2 absolute
|
||||
|
||||
$pushd "ChoreoModels"
|
||||
$include "ChoreoModels\body_poses_lean.qci"
|
||||
$popd
|
||||
|
@ -14,7 +14,6 @@ $makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol
|
||||
$makeaimlayer weapons_Pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix"
|
||||
$makeaimlayer HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol"
|
||||
|
||||
$makeaimlayer soldier_Aim_9_directions "..\hl2mp_ported_anims\Aim_9_directions"
|
||||
$makeaimlayer soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG"
|
||||
$makeaimlayerB soldier_Crouch_aim_9_directions "..\hl2mp_ported_anims\Crouch_aim_9_directions"
|
||||
$makeaimlayer weapons_Aim_9_directions "..\hl2mp_ported_anims\malecitizen_Aim_9_directions"
|
||||
@ -33,193 +32,258 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
|
||||
// Idle
|
||||
// ---------------------------------------------------
|
||||
|
||||
$sequence idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
|
||||
$sequence mp_idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
|
||||
|
||||
$makeidle idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
|
||||
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
|
||||
$makeidle idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
|
||||
$makeidle idle_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
|
||||
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
|
||||
$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
|
||||
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
|
||||
$makeidle idle_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
|
||||
$makeidle_noik idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
|
||||
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
|
||||
$makeidle mp_idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
|
||||
$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
|
||||
$makeidle mp_idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
|
||||
$makeidle mp_idle_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
|
||||
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
|
||||
$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
|
||||
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
|
||||
$makeidle mp_idle_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
|
||||
$makeidle_noik mp_idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
|
||||
$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
|
||||
|
||||
$makeidle idle_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
|
||||
$makeidle idle_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
|
||||
$makeidle mp_idle_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
|
||||
$makeidle mp_idle_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Run
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_runC "idle_subtle" loop alignto reference cmdlist lockfeet
|
||||
$sequence run_all {
|
||||
$animation a_runC "idle_subtle" loop alignto reference //cmdlist lockfeet
|
||||
$sequence mp_run_all {
|
||||
a_runSW a_runS a_runSE
|
||||
a_runW a_runC a_runE
|
||||
a_runNW a_runN a_runNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
|
||||
}
|
||||
|
||||
$makematchrun_9way run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_RUN_PISTOL 1
|
||||
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
|
||||
$makerun_9way run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_RUN_SMG1 1
|
||||
$makematchrun_9way run_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_RUN_AR2 1
|
||||
$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
|
||||
$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
|
||||
$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
|
||||
$makematchrun_9way run_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
|
||||
$makematchrun_9way run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1
|
||||
$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
|
||||
$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_RUN_PISTOL 1
|
||||
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
|
||||
$makerun_9way mp_run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_RUN_SMG1 1
|
||||
$makematchrun_9way mp_run_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_RUN_AR2 1
|
||||
$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
|
||||
$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
|
||||
$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
|
||||
$makematchrun_9way mp_run_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
|
||||
$makematchrun_9way mp_run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1
|
||||
$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
|
||||
|
||||
$makerun_9way run_smg2 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_RUN_SMG2 1
|
||||
$makematchrun_9way run_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_RUN_AR1 1
|
||||
$makerun_9way mp_run_smg2 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_RUN_SMG2 1
|
||||
$makematchrun_9way mp_run_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_RUN_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Crouch Idle
|
||||
// ---------------------------------------------------
|
||||
|
||||
$sequence cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
|
||||
$sequence mp_cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
|
||||
|
||||
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
|
||||
$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
|
||||
$makecidleB cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
|
||||
$makecidleB cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
|
||||
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
|
||||
$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
|
||||
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
|
||||
$makecidleB cidle_crossbow "custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
|
||||
$makecidleB_noik cidle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
|
||||
$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
|
||||
$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
|
||||
$makecidle mp_cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
|
||||
$makecidleB mp_cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
|
||||
$makecidleB mp_cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
|
||||
$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
|
||||
$makecidleB_noik mp_cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
|
||||
$makecidle mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
|
||||
$makecidleB mp_cidle_crossbow "custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
|
||||
$makecidleB_noik mp_cidle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
|
||||
$makecidleB_noik mp_cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
|
||||
|
||||
$makecidleB cidle_smg2 "custom\Idle_SMG2_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
|
||||
$makecidleB cidle_ar1 "custom\idle_ar1_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
|
||||
$makecidleB mp_cidle_smg2 "custom\Idle_SMG2_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
|
||||
$makecidleB mp_cidle_ar1 "custom\idle_ar1_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Crouch Walk
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_crouch_walkC "crouchidlehide" loop alignto reference cmdlist lockfeet
|
||||
$sequence crouch_walk_all {
|
||||
$animation a_crouch_walkC "crouchidlehide" loop alignto reference //cmdlist lockfeet
|
||||
$sequence mp_crouch_walk_all {
|
||||
a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
|
||||
a_crouch_walkW a_crouch_walkC a_crouch_walkE
|
||||
a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
|
||||
}
|
||||
|
||||
$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
|
||||
$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
|
||||
$makecwalk_9way cwalk_smg1 "Idle_SMG1_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
|
||||
$makecwalk_9way cwalk_ar2 "idle_ar2_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
|
||||
$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
|
||||
$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
|
||||
$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
|
||||
$makecwalk_9way cwalk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
|
||||
$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
|
||||
$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
|
||||
$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
|
||||
$makecwalk_9way mp_cwalk_smg1 "Idle_SMG1_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
|
||||
$makecwalk_9way mp_cwalk_ar2 "idle_ar2_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
|
||||
$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
|
||||
$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
|
||||
$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
|
||||
$makecwalk_9way mp_cwalk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way mp_cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
|
||||
$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
|
||||
|
||||
$makecwalk_9way cwalk_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
|
||||
$makecwalk_9way cwalk_ar1 "custom\idle_ar1_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
|
||||
$makecwalk_9way mp_cwalk_smg2 "custom\Idle_SMG2_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
|
||||
$makecwalk_9way mp_cwalk_ar1 "custom\idle_ar1_aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Attack
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
|
||||
$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
|
||||
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
|
||||
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
|
||||
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
|
||||
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
|
||||
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
|
||||
$makerange range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
|
||||
$makerange range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
|
||||
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
|
||||
$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
|
||||
$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
|
||||
$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
|
||||
$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
|
||||
$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
|
||||
$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
|
||||
$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
|
||||
$makerange mp_range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
|
||||
$makerange mp_range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
|
||||
$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
|
||||
|
||||
$makerange range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
|
||||
$makerange range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
|
||||
$makerange mp_range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
|
||||
$makerange mp_range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Jump
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makejump jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
$makejump mp_jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
|
||||
$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump jump_smg1 "Idle_SMG1_Aim" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump jump_ar2 "idle_ar2_aim" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump jump_crossbow "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump mp_jump_smg1 "Idle_SMG1_Aim" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump mp_jump_ar2 "idle_ar2_aim" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump mp_jump_crossbow "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
|
||||
$makejump jump_smg2 "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_JUMP_SMG2 1
|
||||
$makejump jump_ar1 "custom\idle_ar1_aim" 0 ACT_HL2MP_JUMP_AR1 1
|
||||
$makejump mp_jump_smg2 "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_JUMP_SMG2 1
|
||||
$makejump mp_jump_ar1 "custom\idle_ar1_aim" 0 ACT_HL2MP_JUMP_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Reload
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
|
||||
$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
|
||||
$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
|
||||
$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
|
||||
$makeweapongesturep reload_crossbow "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
|
||||
$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
|
||||
$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
|
||||
$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
|
||||
$makeweapongesturep mp_reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
|
||||
$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
|
||||
$makeweapongesturep mp_reload_crossbow "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
|
||||
$makeweapongesturep mp_reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
|
||||
|
||||
$makeweapongesturep reload_ar1 "..\male_shared_anims\custom\reload_ar1" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR1 1
|
||||
$makeweapongesturep mp_reload_ar1 "..\male_shared_anims\custom\reload_ar1" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Walk
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_walkC "idle_subtle" loop alignto reference cmdlist lockfeet
|
||||
$sequence walk_all {
|
||||
$animation a_walkC "idle_subtle" loop alignto reference //cmdlist lockfeet
|
||||
$sequence mp_walk_all {
|
||||
a_walkSW a_walkS a_walkSE
|
||||
a_walkW a_walkC a_walkE
|
||||
a_walkNW a_walkN a_walkNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
|
||||
}
|
||||
|
||||
$makematchwalk_9way walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makematchwalk_9way walk_smg1 "Idle_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_WALK_SMG1 1
|
||||
$makematchwalk_9way walk_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way walk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
$makematchwalk_9way mp_walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\male_shared_anims\custom\Idle_Pistol_Aim" 4 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makematchwalk_9way mp_walk_smg1 "Idle_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "Idle_SMG1_Aim" 0 ACT_HL2MP_WALK_SMG1 1
|
||||
$makematchwalk_9way mp_walk_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions "idle_ar2_aim" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way mp_walk_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way mp_walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
|
||||
$makematchwalk_9way walk_smg2 "custom\Idle_SMG2_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_WALK_SMG2 1
|
||||
$makematchwalk_9way walk_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_WALK_AR1 1
|
||||
$makematchwalk_9way mp_walk_smg2 "custom\Idle_SMG2_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "custom\Idle_SMG2_Aim" 0 ACT_HL2MP_WALK_SMG2 1
|
||||
$makematchwalk_9way mp_walk_ar1 "custom\idle_ar1_aim" 0 soldier_Aim_9_directions "custom\idle_ar1_aim" 0 ACT_HL2MP_WALK_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Lower
|
||||
// ---------------------------------------------------
|
||||
|
||||
$definemacro appendlower AppendSeq LowerSeq \\
|
||||
$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" }
|
||||
|
||||
$poseparameter "weapon_lower" 0 1
|
||||
|
||||
$Weightlist UpperbodyLowerBlend {
|
||||
"valvebiped.Bip01_Pelvis" 0.1
|
||||
"ValveBiped.Bip01_L_Thigh" 0.0
|
||||
"ValveBiped.Bip01_R_Thigh" 0.0
|
||||
"ValveBiped.Bip01_Spine" 0.1
|
||||
"ValveBiped.Bip01_Spine1" 0.3
|
||||
"ValveBiped.Bip01_Spine2" 0.4
|
||||
"ValveBiped.Bip01_Spine4" 0.66
|
||||
"ValveBiped.Bip01_R_Clavicle" 1.0
|
||||
"ValveBiped.Bip01_L_Clavicle" 1.0
|
||||
"ValveBiped.Bip01_Neck1" 1.0
|
||||
}
|
||||
|
||||
$sequence mp_lower_ar2 "idle_angry_Ar2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_smg1 "Idle_Angry_SMG1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_shotgun "idle_angry_Ar2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace // Idle_Angry_Shotgun desync on female citizens
|
||||
$sequence mp_lower_rpg "Idle_Angry_RPG.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_pistol "..\combine_soldier_anims_anims\custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_ar1 "custom/idle_angry_ar1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_crossbow "custom/idle_angry_crossbow.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_smg2 "custom/idle_angry_smg2.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
|
||||
$appendlower "mp_idle_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_idle_shotgun" "mp_lower_shotgun"
|
||||
$appendlower "mp_idle_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_idle_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_idle_rpg" "mp_lower_rpg"
|
||||
$appendlower "mp_idle_crossbow" "mp_lower_crossbow"
|
||||
$appendlower "mp_idle_smg2" "mp_lower_smg2"
|
||||
$appendlower "mp_idle_ar1" "mp_lower_ar1"
|
||||
|
||||
$appendlower "mp_cidle_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_cidle_shotgun" "mp_lower_shotgun"
|
||||
$appendlower "mp_cidle_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_cidle_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_cidle_rpg" "mp_lower_rpg"
|
||||
$appendlower "mp_cidle_crossbow" "mp_lower_crossbow"
|
||||
$appendlower "mp_cidle_smg2" "mp_lower_smg2"
|
||||
$appendlower "mp_cidle_ar1" "mp_lower_ar1"
|
||||
|
||||
$appendlower "mp_cwalk_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_cwalk_shotgun" "mp_lower_shotgun"
|
||||
$appendlower "mp_cwalk_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_cwalk_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_cwalk_rpg" "mp_lower_rpg"
|
||||
$appendlower "mp_cwalk_crossbow" "mp_lower_crossbow"
|
||||
$appendlower "mp_cwalk_smg2" "mp_lower_smg2"
|
||||
$appendlower "mp_cwalk_ar1" "mp_lower_ar1"
|
||||
|
||||
$appendlower "mp_run_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_run_shotgun" "mp_lower_shotgun"
|
||||
$appendlower "mp_run_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_run_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_run_rpg" "mp_lower_rpg"
|
||||
$appendlower "mp_run_crossbow" "mp_lower_crossbow"
|
||||
$appendlower "mp_run_smg2" "mp_lower_smg2"
|
||||
$appendlower "mp_run_ar1" "mp_lower_ar1"
|
||||
|
||||
$appendlower "mp_walk_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_walk_shotgun" "mp_lower_shotgun"
|
||||
$appendlower "mp_walk_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_walk_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_walk_rpg" "mp_lower_rpg"
|
||||
$appendlower "mp_walk_crossbow" "mp_lower_crossbow"
|
||||
$appendlower "mp_walk_smg2" "mp_lower_smg2"
|
||||
$appendlower "mp_walk_ar1" "mp_lower_ar1"
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Misc
|
||||
// ---------------------------------------------------
|
||||
$weightlist "weights_357_shoot" {
|
||||
"ValveBiped.Bip01_Pelvis" 3
|
||||
"ValveBiped.Bip01_R_Clavicle" 3
|
||||
"ValveBiped.Bip01_R_UpperArm" 1.6
|
||||
"ValveBiped.Bip01_R_Forearm" 3
|
||||
"ValveBiped.Bip01_R_Hand" 3
|
||||
"ValveBiped.Bip01_L_Clavicle" 3
|
||||
"ValveBiped.Bip01_L_UpperArm" 2
|
||||
"ValveBiped.Bip01_L_Forearm" 5
|
||||
"ValveBiped.Bip01_L_Hand" 5
|
||||
}
|
||||
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
|
||||
|
||||
$sequence a_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" subtract "@gesture_shoot_pistol_corrective_animation" 0 delta weightlist "weights_357_shoot" hidden
|
||||
$sequence range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" {
|
||||
$sequence mp_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" {
|
||||
iklock lfoot 1 0 iklock rfoot 1 0
|
||||
noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
|
||||
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
|
||||
}
|
||||
|
||||
$append reload_357 { fps 20 } // $357ReloadSounds
|
||||
$append mp_reload_357 { fps 20 } // $357ReloadSounds
|
||||
|
||||
$include "mapbase_player_include_anims_misc.qci"
|
||||
|
@ -36,47 +36,47 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
|
||||
// Idle
|
||||
// ---------------------------------------------------
|
||||
|
||||
$sequence idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
|
||||
$sequence mp_idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
|
||||
|
||||
$makeidle idle_pistol "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
|
||||
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
|
||||
$makeidle idle_smg1 "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
|
||||
$makeidle idle_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
|
||||
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
|
||||
$makeidle idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
|
||||
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
|
||||
$makeidle idle_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
|
||||
$makeidle idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
|
||||
$makeidle idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
|
||||
$makeidle mp_idle_pistol "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
|
||||
$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
|
||||
$makeidle mp_idle_smg1 "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
|
||||
$makeidle mp_idle_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
|
||||
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
|
||||
$makeidle mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
|
||||
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
|
||||
$makeidle mp_idle_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
|
||||
$makeidle mp_idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
|
||||
$makeidle mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Run
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_runC "idle_subtle" loop alignto reference cmdlist lockfeet
|
||||
$sequence run_all {
|
||||
$sequence mp_run_all {
|
||||
a_runSW a_runS a_runSE
|
||||
a_runW a_runC a_runE
|
||||
a_runNW a_runN a_runNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
|
||||
}
|
||||
|
||||
$makematchrun_9way run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_RUN_PISTOL 1
|
||||
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
|
||||
$makerun_9way run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
|
||||
$makematchrun_9way run_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
|
||||
$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
|
||||
$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
|
||||
$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
|
||||
$makematchrun_9way run_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_RUN_CROSSBOW 1
|
||||
$makematchrun_9way run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1
|
||||
$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
|
||||
$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_RUN_PISTOL 1
|
||||
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
|
||||
$makerun_9way mp_run_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
|
||||
$makematchrun_9way mp_run_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
|
||||
$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
|
||||
$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
|
||||
$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
|
||||
$makematchrun_9way mp_run_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_RUN_CROSSBOW 1
|
||||
$makematchrun_9way mp_run_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_RUN_MELEE 1
|
||||
$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Crouch Idle
|
||||
// ---------------------------------------------------
|
||||
|
||||
$sequence cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
|
||||
$sequence mp_cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
|
||||
|
||||
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
|
||||
$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
|
||||
@ -94,23 +94,23 @@ $makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_port
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_crouch_walkC "crouchidlehide" loop alignto reference cmdlist lockfeet
|
||||
$sequence crouch_walk_all {
|
||||
$sequence mp_crouch_walk_all {
|
||||
a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
|
||||
a_crouch_walkW a_crouch_walkC a_crouch_walkE
|
||||
a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
|
||||
}
|
||||
|
||||
$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
|
||||
$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
|
||||
$makecwalk_9way cwalk_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
|
||||
$makecwalk_9way cwalk_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
|
||||
$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
|
||||
$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
|
||||
$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
|
||||
$makecwalk_9way cwalk_crossbow "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
|
||||
$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
|
||||
$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
|
||||
$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
|
||||
$makecwalk_9way mp_cwalk_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
|
||||
$makecwalk_9way mp_cwalk_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
|
||||
$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
|
||||
$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
|
||||
$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
|
||||
$makecwalk_9way mp_cwalk_crossbow "..\combine_soldier_anims_anims\shootSMG1c" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way mp_cwalk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
|
||||
$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Attack
|
||||
@ -131,18 +131,18 @@ $makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GES
|
||||
// Jump
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makejump jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
$makejump mp_jump "crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
|
||||
$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump jump_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump jump_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump jump_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump mp_jump_smg1 "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump mp_jump_ar2 "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump mp_jump_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Reload
|
||||
@ -158,20 +158,20 @@ $makereload reload_ar2 "..\combine_soldier_anims_anims\reload" ACT_HL2MP_GESTUR
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_walkC "idle_subtle" loop alignto reference cmdlist lockfeet
|
||||
$sequence walk_all {
|
||||
$sequence mp_walk_all {
|
||||
a_walkSW a_walkS a_walkSE
|
||||
a_walkW a_walkC a_walkE
|
||||
a_walkNW a_walkN a_walkNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
|
||||
}
|
||||
|
||||
$makematchwalk_9way walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makematchwalk_9way mp_walk_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix" 4 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makewalk_9way walk_smg1 "..\hl2mp_ported_anims\RunN_Alert_SMG1_Aim" 0 weapons_RunN_SMG1_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
|
||||
$makematchwalk_9way walk_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way walk_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
$makematchwalk_9way mp_walk_ar2 "..\combine_soldier_anims_anims\CombatIdle1" 0 soldier_Aim_9_directions "..\combine_soldier_anims_anims\CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way mp_walk_crossbow "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Crossbow" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way mp_walk_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
|
@ -5,38 +5,12 @@
|
||||
// Shared misc. stuff
|
||||
//
|
||||
// ================================================================
|
||||
|
||||
//
|
||||
// Combine animation gestures
|
||||
//
|
||||
$makeweapongesturep grenThrow_gesture "..\combine_soldier_anims_anims\grenThrow.smd" 10 35 50
|
||||
$append grenThrow_gesture {
|
||||
fps 45
|
||||
activity "ACT_GESTURE_COMBINE_THROW_GRENADE" 1
|
||||
{ event 7 30 "" }
|
||||
}
|
||||
|
||||
$makeweapongesturep grenDrop_gesture "..\combine_soldier_anims_anims\grenDrop.smd" 12 32 43
|
||||
$append grenDrop_gesture {
|
||||
fps 35
|
||||
activity "ACT_GESTURE_SPECIAL_ATTACK1" 1
|
||||
{ event 7 26 "" }
|
||||
}
|
||||
$makerange mp_range2_shotgun "..\male_shared_anims\shoot_shotgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN 1 // Temporary?
|
||||
$makerange mp_range2_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE 1
|
||||
|
||||
$makeweapongesturep grenPlace_gesture "..\combine_soldier_anims_anims\grenPlace.smd" 12 35 45
|
||||
$append grenPlace_gesture {
|
||||
fps 35
|
||||
activity "ACT_GESTURE_SPECIAL_ATTACK2" 1
|
||||
{ event 9 25 "" }
|
||||
}
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makerange range2_shotgun "..\male_shared_anims\shoot_shotgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SHOTGUN 1 // Temporary?
|
||||
$makerange range2_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK2_GRENADE 1
|
||||
|
||||
$makeweapongesturep range2_smg1 "..\male_shared_anims\custom\shoot_smg1_alt.smd" 4 8 16 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 1
|
||||
$makeweapongesturep range2_ar2 "..\combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36 ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 1
|
||||
$makeweapongesturep mp_range2_smg1 "..\male_shared_anims\custom\shoot_smg1_alt.smd" 4 8 16 ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG1 1
|
||||
$makeweapongesturep mp_range2_ar2 "..\combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36 ACT_HL2MP_GESTURE_RANGE_ATTACK2_AR2 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
@ -53,39 +27,18 @@ $cmdlist IK_BothHands {
|
||||
ikrule "rhand" attachment "R_hand"
|
||||
}
|
||||
|
||||
$makeidle idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1 cmdlist IK_LHand
|
||||
$makematchrun_9way run_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_RUN_USE 1
|
||||
$makecidleB cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1 cmdlist IK_LHand
|
||||
$makecwalk_9way cwalk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_CROUCH_USE 1
|
||||
$makejump jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1 cmdlist IK_LHand
|
||||
$makematchwalk_9way walk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_USE 1
|
||||
$makeidle_noik mp_idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1 cmdlist IK_LHand
|
||||
$makematchrun_9way mp_run_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_RUN_USE 1
|
||||
$makecidleB_noik mp_cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1 cmdlist IK_LHand
|
||||
$makecwalk_9way mp_cwalk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_CROUCH_USE 1
|
||||
$makejump mp_jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1 cmdlist IK_LHand
|
||||
$makematchwalk_9way mp_walk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_USE 1
|
||||
|
||||
$makeidle idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1 cmdlist IK_BothHands
|
||||
$makematchrun_9way run_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_RUN_USE_HEAVY 1
|
||||
$makecidleB cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1 cmdlist IK_BothHands
|
||||
$makecwalk_9way cwalk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_CROUCH_USE_HEAVY 1
|
||||
$makejump jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1 cmdlist IK_BothHands
|
||||
$makematchwalk_9way walk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_USE_HEAVY 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
$pushd "../male_shared_anims"
|
||||
$include "DefaultHolster.qci"
|
||||
$popd
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
$pushd "../"
|
||||
|
||||
$include "l4d1_ported_anims/L4D1_PistolAnims.qci"
|
||||
|
||||
// Soldier Signals
|
||||
$include "SoldierSignals.qci"
|
||||
|
||||
// Soldiers' original signals had a FPS of 48
|
||||
$definevariable SignalFPS 36 //32
|
||||
$DefaultSignalGestures $SignalFPS$
|
||||
|
||||
$popd
|
||||
$makeidle_noik mp_idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1 cmdlist IK_BothHands
|
||||
$makematchrun_9way mp_run_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_RUN_USE_HEAVY 1
|
||||
$makecidleB_noik mp_cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1 cmdlist IK_BothHands
|
||||
$makecwalk_9way mp_cwalk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_CROUCH_USE_HEAVY 1
|
||||
$makejump mp_jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1 cmdlist IK_BothHands
|
||||
$makematchwalk_9way mp_walk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_USE_HEAVY 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
@ -14,7 +14,6 @@ $makeaimlayer police_WalkN_pistol_aim_matrix "..\hl2mp_ported_anims\WalkN_pistol
|
||||
$makeaimlayer weapons_Pistol_aim_matrix "..\hl2mp_ported_anims\Pistol_aim_matrix"
|
||||
$makeaimlayer HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol"
|
||||
|
||||
$makeaimlayer soldier_Aim_9_directions "..\hl2mp_ported_anims\Aim_9_directions"
|
||||
$makeaimlayer soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG"
|
||||
$makeaimlayerB soldier_Crouch_aim_9_directions "..\hl2mp_ported_anims\Crouch_aim_9_directions"
|
||||
$makeaimlayer weapons_Aim_9_directions "..\hl2mp_ported_anims\malecitizen_Aim_9_directions"
|
||||
@ -33,189 +32,220 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
|
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// Idle
|
||||
// ---------------------------------------------------
|
||||
|
||||
$sequence idle "custom/unarmedidle1" loop activity ACT_HL2MP_IDLE 1
|
||||
$sequence mp_idle "custom/unarmedidle1" loop activity ACT_HL2MP_IDLE 1
|
||||
|
||||
$makeidle idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
|
||||
$makeidle idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
|
||||
$makeidle idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
|
||||
$makeidle idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
|
||||
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
|
||||
$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
|
||||
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
|
||||
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
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||||
$makeidle_noik idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
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$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
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||||
$makeidle mp_idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
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||||
$makeidle mp_idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
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||||
$makeidle mp_idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
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||||
$makeidle mp_idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
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||||
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
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||||
$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
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||||
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
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||||
$makeidle mp_idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
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$makeidle_noik mp_idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
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||||
$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
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||||
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||||
// ---------------------------------------------------
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||||
// Run
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||||
// ---------------------------------------------------
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||||
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||||
$animation a_runC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet
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$sequence run_all {
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||||
$animation a_runC "custom/unarmedidle1" loop alignto reference //cmdlist lockfeet
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||||
$sequence mp_run_all {
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||||
a_runSW a_runS a_runSE
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||||
a_runW a_runC a_runE
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||||
a_runNW a_runN a_runNE
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||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
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||||
}
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||||
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||||
$makematchrun_9way run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_RUN_PISTOL 1
|
||||
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "custom/shotgunangryidle1" 4 ACT_HL2MP_RUN_SHOTGUN 1
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||||
$makematchrun_9way run_smg1 "a_runN_aim_smg1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_RUN_SMG1 1
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||||
$makematchrun_9way run_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_RUN_AR2 1
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||||
$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
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||||
$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
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||||
$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
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||||
$makematchrun_9way run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
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||||
$makematchrun_9way run_melee "a_RunN" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
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$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
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||||
$makematchrun_9way mp_run_pistol "..\hl2mp_ported_anims\RunN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_RUN_PISTOL 1
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||||
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "custom/shotgunangryidle1" 4 ACT_HL2MP_RUN_SHOTGUN 1
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||||
$makematchrun_9way mp_run_smg1 "a_runN_aim_smg1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_RUN_SMG1 1
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||||
$makematchrun_9way mp_run_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_RUN_AR2 1
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||||
$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
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||||
$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
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||||
$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
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||||
$makematchrun_9way mp_run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
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||||
$makematchrun_9way mp_run_melee "a_RunN" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
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||||
$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
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||||
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||||
// ---------------------------------------------------
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||||
// Crouch Idle
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||||
// ---------------------------------------------------
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||||
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||||
$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
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||||
$sequence mp_cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
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||||
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||||
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
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||||
$makecidle cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
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||||
$makecidle cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
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||||
$makecidle cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
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||||
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
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||||
$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
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||||
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
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||||
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
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||||
$makecidleB_noik cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
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||||
$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
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||||
$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
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||||
$makecidle mp_cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
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||||
$makecidle mp_cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
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||||
$makecidle mp_cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
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||||
$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
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||||
$makecidleB_noik mp_cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
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||||
$makecidle mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
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||||
$makecidleB mp_cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
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||||
$makecidleB_noik mp_cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
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||||
$makecidleB_noik mp_cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
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||||
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||||
// ---------------------------------------------------
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||||
// Crouch Walk
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||||
// ---------------------------------------------------
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||||
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||||
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet
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||||
$sequence crouch_walk_all {
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||||
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference //cmdlist lockfeet
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||||
$sequence mp_crouch_walk_all {
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||||
a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
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||||
a_crouch_walkW a_crouch_walkC a_crouch_walkE
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||||
a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
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||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
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||||
}
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||||
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||||
$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
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||||
$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
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||||
$makecwalk_9way cwalk_smg1 "custom/smg1angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_smg1" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
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||||
$makecwalk_9way cwalk_ar2 "custom/ar2angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
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||||
$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
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||||
$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
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||||
$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
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||||
$makecwalk_9way cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way cwalk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
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||||
$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
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||||
$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
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||||
$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
|
||||
$makecwalk_9way mp_cwalk_smg1 "custom/smg1angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_smg1" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
|
||||
$makecwalk_9way mp_cwalk_ar2 "custom/ar2angryidle2" 0 soldier_Crouch_aim_9_directions "custom/crouch_aim_ar2" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
|
||||
$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
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||||
$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
|
||||
$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
|
||||
$makecwalk_9way mp_cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way mp_cwalk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
|
||||
$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Attack
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
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||||
$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
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||||
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
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||||
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
|
||||
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
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||||
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
|
||||
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
|
||||
$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
|
||||
$makerange range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping
|
||||
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
|
||||
$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
|
||||
$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
|
||||
$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
|
||||
$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
|
||||
$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
|
||||
$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
|
||||
$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
|
||||
$makerange mp_range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
|
||||
$makerange mp_range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping
|
||||
$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Jump
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
$makejump mp_jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
|
||||
$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump jump_smg1 "custom/smg1angryidle2" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump jump_ar2 "custom/ar2angryidle2" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump mp_jump_smg1 "custom/smg1angryidle2" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump mp_jump_ar2 "custom/ar2angryidle2" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump mp_jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Reload
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
|
||||
$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
|
||||
$makeweapongesturep reload_smg1 "reload_smg1" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
|
||||
$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
|
||||
$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
|
||||
$makeweapongesturep reload_357 "custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
|
||||
$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
|
||||
$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
|
||||
$makeweapongesturep mp_reload_smg1 "reload_smg1" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
|
||||
$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
|
||||
$makeweapongesturep mp_reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
|
||||
$makeweapongesturep mp_reload_357 "custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Walk
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_walkC "custom/unarmedidle1" loop alignto reference cmdlist lockfeet
|
||||
$sequence walk_all {
|
||||
$animation a_walkC "custom/unarmedidle1" loop alignto reference //cmdlist lockfeet
|
||||
$sequence mp_walk_all {
|
||||
a_walkSW a_walkS a_walkSE
|
||||
a_walkW a_walkC a_walkE
|
||||
a_walkNW a_walkN a_walkNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
|
||||
}
|
||||
|
||||
$makematchwalk_9way walk_pistol "a_WalkN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makematchwalk_9way walk_smg1 "a_WalkN_aim_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_WALK_SMG1 1
|
||||
$makematchwalk_9way walk_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way walk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
$makematchwalk_9way mp_walk_pistol "a_WalkN_aim_pistol" 0 police_WalkN_pistol_aim_matrix "pistolangryidle2" 0 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makematchwalk_9way mp_walk_smg1 "a_WalkN_aim_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "smg1angryidle1" 0 ACT_HL2MP_WALK_SMG1 1
|
||||
$makematchwalk_9way mp_walk_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions "custom/ar2angryidle1" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way mp_walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way mp_walk_melee "batonangryidle1" 0 soldier_Aim_9_directions "batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Lower
|
||||
// ---------------------------------------------------
|
||||
|
||||
$definemacro appendlower AppendSeq LowerSeq \\
|
||||
$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" }
|
||||
|
||||
$poseparameter "weapon_lower" 0 1
|
||||
|
||||
$Weightlist UpperbodyLowerBlend {
|
||||
"valvebiped.Bip01_Pelvis" 0.1
|
||||
"ValveBiped.Bip01_L_Thigh" 0.0
|
||||
"ValveBiped.Bip01_R_Thigh" 0.0
|
||||
"ValveBiped.Bip01_Spine" 0.1
|
||||
"ValveBiped.Bip01_Spine1" 0.3
|
||||
"ValveBiped.Bip01_Spine2" 0.4
|
||||
"ValveBiped.Bip01_Spine4" 0.66
|
||||
"ValveBiped.Bip01_R_Clavicle" 1.0
|
||||
"ValveBiped.Bip01_L_Clavicle" 1.0
|
||||
"ValveBiped.Bip01_Neck1" 1.0
|
||||
}
|
||||
|
||||
$sequence mp_lower_smg1 "smg1idle1.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_pistol "..\combine_soldier_anims_anims\custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
|
||||
$appendlower "mp_idle_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_idle_shotgun" "mp_lower_smg1"
|
||||
$appendlower "mp_idle_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_idle_ar2" "mp_lower_smg1"
|
||||
$appendlower "mp_idle_rpg" "mp_lower_smg1"
|
||||
$appendlower "mp_idle_crossbow" "mp_lower_smg1"
|
||||
|
||||
$appendlower "mp_cidle_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_cidle_shotgun" "mp_lower_smg1"
|
||||
$appendlower "mp_cidle_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_cidle_ar2" "mp_lower_smg1"
|
||||
$appendlower "mp_cidle_rpg" "mp_lower_smg1"
|
||||
$appendlower "mp_cidle_crossbow" "mp_lower_smg1"
|
||||
|
||||
$appendlower "mp_cwalk_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_cwalk_shotgun" "mp_lower_smg1"
|
||||
$appendlower "mp_cwalk_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_cwalk_ar2" "mp_lower_smg1"
|
||||
$appendlower "mp_cwalk_rpg" "mp_lower_smg1"
|
||||
$appendlower "mp_cwalk_crossbow" "mp_lower_smg1"
|
||||
|
||||
$appendlower "mp_run_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_run_shotgun" "mp_lower_smg1"
|
||||
$appendlower "mp_run_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_run_ar2" "mp_lower_smg1"
|
||||
$appendlower "mp_run_rpg" "mp_lower_smg1"
|
||||
$appendlower "mp_run_crossbow" "mp_lower_smg1"
|
||||
|
||||
$appendlower "mp_walk_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_walk_shotgun" "mp_lower_smg1"
|
||||
$appendlower "mp_walk_smg1" "mp_lower_smg1"
|
||||
$appendlower "mp_walk_ar2" "mp_lower_smg1"
|
||||
$appendlower "mp_walk_rpg" "mp_lower_smg1"
|
||||
$appendlower "mp_walk_crossbow" "mp_lower_smg1"
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Misc
|
||||
// ---------------------------------------------------
|
||||
$include "NewPistolAnimations_357.qci"
|
||||
|
||||
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
|
||||
$sequence a_range_357 "shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
|
||||
$sequence range_357 "shootp1" {
|
||||
$sequence mp_range_357 "shootp1" {
|
||||
iklock lfoot 1 0 iklock rfoot 1 0
|
||||
noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
|
||||
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
|
||||
}
|
||||
|
||||
$append reload_357 { fps 20 } // $357ReloadSounds
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makeflinchgesture "gesture_melee_gunhit" "..\combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27
|
||||
$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } }
|
||||
|
||||
$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0
|
||||
|
||||
$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\
|
||||
$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
|
||||
$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
|
||||
$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
\\
|
||||
$sequence $gesturename$ { \\
|
||||
$filename$ noanimation numframes $LastFrame$ \\
|
||||
blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\
|
||||
blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\
|
||||
blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\
|
||||
blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\
|
||||
blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\
|
||||
} \\
|
||||
$continue $gesturename$
|
||||
|
||||
$makeflinchgesture_rleg "gesture_melee_kick" "..\police_ss_anims\adoorkick.smd" 7 32 45
|
||||
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 }
|
||||
$append mp_reload_357 { fps 20 } // $357ReloadSounds
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
|
@ -33,210 +33,251 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
|
||||
// Idle
|
||||
// ---------------------------------------------------
|
||||
|
||||
$sequence idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1
|
||||
$sequence mp_idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1
|
||||
|
||||
$makeidle idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
|
||||
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
|
||||
$makeidle idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
|
||||
$makeidle idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
|
||||
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
|
||||
$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
|
||||
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
|
||||
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
|
||||
$makeidle_noik idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
|
||||
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
|
||||
$makeidle mp_idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
|
||||
$makeidle mp_idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
|
||||
$makeidle mp_idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
|
||||
$makeidle mp_idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
|
||||
$makeidle mp_idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
|
||||
$makeidle_noik mp_idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
|
||||
$makeidle mp_idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
|
||||
$makeidle mp_idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
|
||||
$makeidle_noik mp_idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
|
||||
$makeidle_noik mp_idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
|
||||
|
||||
$makeidle idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
|
||||
$makeidle idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
|
||||
$makeidle mp_idle_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG2 1
|
||||
$makeidle mp_idle_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Run
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_runC "Idle_Unarmed" loop alignto reference cmdlist lockfeet
|
||||
$sequence run_all {
|
||||
$animation a_runC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet
|
||||
$sequence mp_run_all {
|
||||
a_runSW a_runS a_runSE
|
||||
a_runW a_runC a_runE
|
||||
a_runNW a_runN a_runNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_RUN 1
|
||||
}
|
||||
|
||||
$makematchrun_9way run_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1
|
||||
$makematchrun_9way run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
|
||||
$makematchrun_9way run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
|
||||
$makematchrun_9way run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
|
||||
$makematchrun_9way run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
|
||||
$makematchrun_9way run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
|
||||
$makematchrun_9way run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
|
||||
$makematchrun_9way run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
|
||||
$makematchrun_9way run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
|
||||
$makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
|
||||
$makematchrun_9way mp_run_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_RUN_PISTOL 1
|
||||
$makematchrun_9way mp_run_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_RUN_SHOTGUN 1
|
||||
$makematchrun_9way mp_run_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_RUN_SMG1 1
|
||||
$makematchrun_9way mp_run_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_RUN_AR2 1
|
||||
$makematchrun_9way mp_run_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_RUN_PHYSGUN 1
|
||||
$makematchrun_9way mp_run_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_RUN_GRENADE 1
|
||||
$makematchrun_9way mp_run_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_RUN_RPG 1
|
||||
$makematchrun_9way mp_run_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_RUN_CROSSBOW 1
|
||||
$makematchrun_9way mp_run_melee "..\police_animations_anims\a_RunN" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_RUN_MELEE 1
|
||||
$makematchrun_9way mp_run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_RUN_SLAM 1
|
||||
|
||||
$makematchrun_9way run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1
|
||||
$makematchrun_9way run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1
|
||||
$makematchrun_9way mp_run_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_RUN_SMG2 1
|
||||
$makematchrun_9way mp_run_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_RUN_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Crouch Idle
|
||||
// ---------------------------------------------------
|
||||
|
||||
$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
|
||||
$sequence mp_cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
|
||||
|
||||
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
|
||||
$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
|
||||
$makecidleB cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
|
||||
$makecidleB cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
|
||||
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
|
||||
$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
|
||||
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
|
||||
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
|
||||
$makecidleB_noik cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
|
||||
$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
|
||||
$makecidle mp_cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
|
||||
$makecidle mp_cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
|
||||
$makecidleB mp_cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
|
||||
$makecidleB mp_cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
|
||||
$makecidle mp_cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
|
||||
$makecidleB_noik mp_cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
|
||||
$makecidle mp_cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
|
||||
$makecidleB mp_cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
|
||||
$makecidleB_noik mp_cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
|
||||
$makecidleB_noik mp_cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
|
||||
|
||||
$makecidleB cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
|
||||
$makecidleB cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
|
||||
$makecidleB mp_cidle_smg2 "custom\CombatIdle1_SMG2" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG2 1
|
||||
$makecidleB mp_cidle_ar1 "custom\CombatIdle1_AR1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Crouch Walk
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference cmdlist lockfeet
|
||||
$sequence crouch_walk_all {
|
||||
$animation a_crouch_walkC "..\male_shared_anims\crouchidlehide" loop alignto reference //cmdlist lockfeet
|
||||
$sequence mp_crouch_walk_all {
|
||||
a_crouch_walkSW a_crouch_walkS a_crouch_walkSE
|
||||
a_crouch_walkW a_crouch_walkC a_crouch_walkE
|
||||
a_crouch_walkNW a_crouch_walkN a_crouch_walkNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK_CROUCH 1
|
||||
}
|
||||
|
||||
$makecwalk_9way cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
|
||||
$makecwalk_9way cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
|
||||
$makecwalk_9way cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
|
||||
$makecwalk_9way cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
|
||||
$makecwalk_9way cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
|
||||
$makecwalk_9way cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
|
||||
$makecwalk_9way cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
|
||||
$makecwalk_9way cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
|
||||
$makecwalk_9way cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
|
||||
$makecwalk_9way mp_cwalk_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_WALK_CROUCH_PISTOL 1
|
||||
$makecwalk_9way mp_cwalk_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_WALK_CROUCH_SHOTGUN 1
|
||||
$makecwalk_9way mp_cwalk_smg1 "CombatIdle1_SMG1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG1 1
|
||||
$makecwalk_9way mp_cwalk_ar2 "CombatIdle1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR2 1
|
||||
$makecwalk_9way mp_cwalk_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 ACT_HL2MP_WALK_CROUCH_PHYSGUN 1
|
||||
$makecwalk_9way mp_cwalk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_CROUCH_GRENADE 1
|
||||
$makecwalk_9way mp_cwalk_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 ACT_HL2MP_WALK_CROUCH_RPG 1
|
||||
$makecwalk_9way mp_cwalk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_CROSSBOW 1
|
||||
$makecwalk_9way mp_cwalk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_CROUCH_MELEE 1
|
||||
$makecwalk_9way mp_cwalk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_CROUCH_SLAM 1
|
||||
|
||||
$makecwalk_9way cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
|
||||
$makecwalk_9way cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
|
||||
$makecwalk_9way mp_cwalk_smg2 "custom\CombatIdle1_SMG2" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootSMG1c" 0 ACT_HL2MP_WALK_CROUCH_SMG2 1
|
||||
$makecwalk_9way mp_cwalk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Crouch_aim_9_directions "..\combine_soldier_anims_anims\shootAR2c" 0 ACT_HL2MP_WALK_CROUCH_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Attack
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makerange range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
|
||||
$makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
|
||||
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
|
||||
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
|
||||
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
|
||||
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
|
||||
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
|
||||
$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
|
||||
$makerange range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
|
||||
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
|
||||
$makerange mp_range_pistol "..\hl2mp_ported_anims\Pistol_shoot_1" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL 1
|
||||
$makerange_releaseik mp_range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 frames 0 29 ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN 1
|
||||
$makerange mp_range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
|
||||
$makerange mp_range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
|
||||
$makerange mp_range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
|
||||
$makerange mp_range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
|
||||
$makerange mp_range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
|
||||
$makerange mp_range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
|
||||
$makerange mp_range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
|
||||
$makerange mp_range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
|
||||
|
||||
$makerange range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
|
||||
$makerange range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
|
||||
$makerange mp_range_smg2 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2 1
|
||||
$makerange mp_range_ar1 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Jump
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makejump jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
$makejump mp_jump "..\male_shared_anims\crouchidlehide" 0 ACT_HL2MP_JUMP 1
|
||||
|
||||
$makejump jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump jump_smg1 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump jump_ar2 "CombatIdle1" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
$makejump mp_jump_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 ACT_HL2MP_JUMP_PISTOL 1
|
||||
$makejump mp_jump_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 ACT_HL2MP_JUMP_SHOTGUN 1
|
||||
$makejump mp_jump_smg1 "CombatIdle1_SMG1" 0 ACT_HL2MP_JUMP_SMG1 1
|
||||
$makejump mp_jump_ar2 "CombatIdle1" 0 ACT_HL2MP_JUMP_AR2 1
|
||||
$makejump mp_jump_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 ACT_HL2MP_JUMP_PHYSGUN 1
|
||||
$makejump mp_jump_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_JUMP_GRENADE 1
|
||||
$makejump mp_jump_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_JUMP_RPG 1
|
||||
$makejump mp_jump_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_JUMP_CROSSBOW 1
|
||||
$makejump mp_jump_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_JUMP_MELEE 1
|
||||
$makejump mp_jump_slam "..\hl2mp_ported_anims\HL2DM_Idle_SLAM" 0 ACT_HL2MP_JUMP_SLAM 1
|
||||
|
||||
$makejump jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1
|
||||
$makejump jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1
|
||||
$makejump mp_jump_smg2 "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_JUMP_SMG2 1
|
||||
$makejump mp_jump_ar1 "custom\CombatIdle1_AR1" 0 ACT_HL2MP_JUMP_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Reload
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makeweapongesturep reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
|
||||
$makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
|
||||
$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
|
||||
$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
|
||||
$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
|
||||
$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
|
||||
$makeweapongesturep mp_reload_pistol "..\hl2mp_ported_anims\Pistol_reload" 9 33 40 ACT_HL2MP_GESTURE_RELOAD_PISTOL 1
|
||||
$makeweapongesturep mp_reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55 75 ACT_HL2MP_GESTURE_RELOAD_SHOTGUN 1
|
||||
$makeweapongesturep mp_reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
|
||||
$makeweapongesturep mp_reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
|
||||
$makeweapongesturep mp_reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
|
||||
$makeweapongesturep mp_reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Walk
|
||||
// ---------------------------------------------------
|
||||
|
||||
$animation a_walkC "Idle_Unarmed" loop alignto reference cmdlist lockfeet
|
||||
$sequence walk_all {
|
||||
$animation a_walkC "Idle_Unarmed" loop alignto reference //cmdlist lockfeet
|
||||
$sequence mp_walk_all {
|
||||
a_walkSW a_walkS a_walkSE
|
||||
a_walkW a_walkC a_walkE
|
||||
a_walkNW a_walkN a_walkNE
|
||||
blendwidth 3 blend move_y -1 1 blend move_x -1 1 ACT_HL2MP_WALK 1
|
||||
}
|
||||
|
||||
$makematchwalk_9way walk_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makematchwalk_9way walk_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
|
||||
$makematchwalk_9way walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
$makematchwalk_9way mp_walk_pistol "custom\CombatIdle1_Pistol" 0 police_WalkN_pistol_aim_matrix "custom\CombatIdle1_Pistol" 4 ACT_HL2MP_WALK_PISTOL 1
|
||||
$makematchwalk_9way mp_walk_shotgun "..\hl2mp_ported_anims\RunN_aim_sg" 0 soldier_Aim_9_directions_SG "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 ACT_HL2MP_WALK_SHOTGUN 1
|
||||
$makematchwalk_9way mp_walk_smg1 "CombatIdle1_SMG1" 0 weapons_RunN_SMG1_Aim_9_directions "CombatIdle1_SMG1" 0 ACT_HL2MP_WALK_SMG1 1
|
||||
$makematchwalk_9way mp_walk_ar2 "CombatIdle1" 0 soldier_Aim_9_directions "CombatIdle1" 0 ACT_HL2MP_WALK_AR2 1
|
||||
$makematchwalk_9way mp_walk_gravgun "..\hl2mp_ported_anims\HL2DM_Run_Aim_Gravgun" 4 HL2DM_Run_Aim_Gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 ACT_HL2MP_WALK_PHYSGUN 1
|
||||
$makematchwalk_9way mp_walk_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_WALK_GRENADE 1
|
||||
$makematchwalk_9way mp_walk_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 ACT_HL2MP_WALK_RPG 1
|
||||
$makematchwalk_9way mp_walk_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 ACT_HL2MP_WALK_CROSSBOW 1
|
||||
$makematchwalk_9way mp_walk_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions "..\police_animations_anims\batonangryidle1" 0 ACT_HL2MP_WALK_MELEE 1
|
||||
$makematchwalk_9way mp_walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 ACT_HL2MP_WALK_SLAM 1
|
||||
|
||||
$makematchwalk_9way walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1
|
||||
$makematchwalk_9way walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1
|
||||
$makematchwalk_9way mp_walk_smg2 "custom\CombatIdle1_SMG2" 0 weapons_RunN_SMG1_Aim_9_directions "custom\CombatIdle1_SMG2" 0 ACT_HL2MP_WALK_SMG2 1
|
||||
$makematchwalk_9way mp_walk_ar1 "custom\CombatIdle1_AR1" 0 soldier_Aim_9_directions "custom\CombatIdle1_AR1" 0 ACT_HL2MP_WALK_AR1 1
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Lower
|
||||
// ---------------------------------------------------
|
||||
|
||||
$definemacro appendlower AppendSeq LowerSeq \\
|
||||
$append $AppendSeq$ { blendlayer $LowerSeq$ 0 1 1 2 poseparameter "weapon_lower" }
|
||||
|
||||
$poseparameter "weapon_lower" 0 1
|
||||
|
||||
$Weightlist UpperbodyLowerBlend {
|
||||
"valvebiped.Bip01_Pelvis" 0.1
|
||||
"ValveBiped.Bip01_L_Thigh" 0.0
|
||||
"ValveBiped.Bip01_R_Thigh" 0.0
|
||||
"ValveBiped.Bip01_Spine" 0.1
|
||||
"ValveBiped.Bip01_Spine1" 0.3
|
||||
"ValveBiped.Bip01_Spine2" 0.4
|
||||
"ValveBiped.Bip01_Spine4" 0.66
|
||||
"ValveBiped.Bip01_R_Clavicle" 1.0
|
||||
"ValveBiped.Bip01_L_Clavicle" 1.0
|
||||
"ValveBiped.Bip01_Neck1" 0.0
|
||||
}
|
||||
|
||||
$sequence mp_lower_ar2 "a_WalkN.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
$sequence mp_lower_pistol "custom\mp_lower_pistol.smd" frame 0 0 weightlist "UpperbodyLowerBlend" worldspace
|
||||
|
||||
$appendlower "mp_idle_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_idle_shotgun" "mp_lower_ar2"
|
||||
$appendlower "mp_idle_smg1" "mp_lower_ar2"
|
||||
$appendlower "mp_idle_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_idle_rpg" "mp_lower_ar2"
|
||||
$appendlower "mp_idle_crossbow" "mp_lower_ar2"
|
||||
$appendlower "mp_idle_smg2" "mp_lower_ar2"
|
||||
$appendlower "mp_idle_ar1" "mp_lower_ar2"
|
||||
|
||||
$appendlower "mp_cidle_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_cidle_shotgun" "mp_lower_ar2"
|
||||
$appendlower "mp_cidle_smg1" "mp_lower_ar2"
|
||||
$appendlower "mp_cidle_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_cidle_rpg" "mp_lower_ar2"
|
||||
$appendlower "mp_cidle_crossbow" "mp_lower_ar2"
|
||||
$appendlower "mp_cidle_smg2" "mp_lower_ar2"
|
||||
$appendlower "mp_cidle_ar1" "mp_lower_ar2"
|
||||
|
||||
$appendlower "mp_cwalk_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_cwalk_shotgun" "mp_lower_ar2"
|
||||
$appendlower "mp_cwalk_smg1" "mp_lower_ar2"
|
||||
$appendlower "mp_cwalk_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_cwalk_rpg" "mp_lower_ar2"
|
||||
$appendlower "mp_cwalk_crossbow" "mp_lower_ar2"
|
||||
$appendlower "mp_cwalk_smg2" "mp_lower_ar2"
|
||||
$appendlower "mp_cwalk_ar1" "mp_lower_ar2"
|
||||
|
||||
$appendlower "mp_run_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_run_shotgun" "mp_lower_ar2"
|
||||
$appendlower "mp_run_smg1" "mp_lower_ar2"
|
||||
$appendlower "mp_run_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_run_rpg" "mp_lower_ar2"
|
||||
$appendlower "mp_run_crossbow" "mp_lower_ar2"
|
||||
$appendlower "mp_run_smg2" "mp_lower_ar2"
|
||||
$appendlower "mp_run_ar1" "mp_lower_ar2"
|
||||
|
||||
$appendlower "mp_walk_pistol" "mp_lower_pistol"
|
||||
$appendlower "mp_walk_shotgun" "mp_lower_ar2"
|
||||
$appendlower "mp_walk_smg1" "mp_lower_ar2"
|
||||
$appendlower "mp_walk_ar2" "mp_lower_ar2"
|
||||
$appendlower "mp_walk_rpg" "mp_lower_ar2"
|
||||
$appendlower "mp_walk_crossbow" "mp_lower_ar2"
|
||||
$appendlower "mp_walk_smg2" "mp_lower_ar2"
|
||||
$appendlower "mp_walk_ar1" "mp_lower_ar2"
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Misc
|
||||
// ---------------------------------------------------
|
||||
$include "NewPistolAnimations_357.qci"
|
||||
|
||||
$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
|
||||
$sequence a_range_357 "custom\shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
|
||||
$sequence range_357 "custom\shootp1" {
|
||||
$sequence mp_range_357 "custom\shootp1" {
|
||||
iklock lfoot 1 0 iklock rfoot 1 0
|
||||
noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
|
||||
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
|
||||
}
|
||||
|
||||
$append reload_357 { fps 20 } // $357ReloadSounds
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
$makeflinchgesture "gesture_melee_gunhit" "..\combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27
|
||||
$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } }
|
||||
|
||||
$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0
|
||||
|
||||
$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\
|
||||
$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
|
||||
$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
|
||||
$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
\\
|
||||
$sequence $gesturename$ { \\
|
||||
$filename$ noanimation numframes $LastFrame$ \\
|
||||
blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\
|
||||
blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\
|
||||
blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\
|
||||
blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\
|
||||
blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\
|
||||
} \\
|
||||
$continue $gesturename$
|
||||
|
||||
$makeflinchgesture_rleg "gesture_melee_kick" "..\police_ss_anims\adoorkick.smd" 7 32 45
|
||||
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 }
|
||||
$append mp_reload_357 { fps 20 } // $357ReloadSounds
|
||||
|
||||
// ---------------------------------------------------
|
||||
|
||||
|
53
modelsrc/mapbase_player_include_bonetransforms.qci
Normal file
53
modelsrc/mapbase_player_include_bonetransforms.qci
Normal file
@ -0,0 +1,53 @@
|
||||
//
|
||||
// Default player bone transforms
|
||||
//
|
||||
spine
|
||||
{
|
||||
//"ValveBiped.Bip01_Spine1" "0.0"
|
||||
"ValveBiped.Bip01_Spine2" "0.5"
|
||||
"ValveBiped.Bip01_Spine4" "0.0"
|
||||
"ValveBiped.Bip01_Neck1" "0.0"
|
||||
"ValveBiped.Bip01_L_Clavicle" "0.0"
|
||||
"ValveBiped.Bip01_R_Clavicle" "0.0"
|
||||
}
|
||||
arms
|
||||
{
|
||||
"ValveBiped.Bip01_L_UpperArm" "0.0"
|
||||
"ValveBiped.Bip01_L_Forearm" "0.0"
|
||||
"ValveBiped.Bip01_L_Hand" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger0" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger01" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger02" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger1" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger11" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger12" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger2" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger21" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger22" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger3" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger31" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger32" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger4" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger41" "0.0"
|
||||
"ValveBiped.Bip01_L_Finger42" "0.0"
|
||||
|
||||
"ValveBiped.Bip01_R_UpperArm" "0.0"
|
||||
"ValveBiped.Bip01_R_Forearm" "0.0"
|
||||
"ValveBiped.Bip01_R_Hand" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger0" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger01" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger02" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger1" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger11" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger12" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger2" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger21" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger22" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger3" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger31" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger32" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger4" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger41" "0.0"
|
||||
"ValveBiped.Bip01_R_Finger42" "0.0"
|
||||
}
|
||||
|
@ -1,27 +0,0 @@
|
||||
$modelname player\mapbase_male_anims.mdl
|
||||
|
||||
$include "hl2mp_ported_anims\commonbones.qci"
|
||||
$include "hl2mp_ported_anims\standardhierarchy.qci"
|
||||
$include "hl2mp_ported_anims\standardikchains.qci"
|
||||
$include "hl2mp_ported_anims\hitbox.qci"
|
||||
|
||||
//$lockbonelengths
|
||||
|
||||
//$lockdefinebones
|
||||
|
||||
$include "hl2mp_ported_anims\player_macros.qci"
|
||||
$include "hl2mp_ported_anims\weaponmacros.qci"
|
||||
|
||||
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
|
||||
|
||||
$include "HL2MPMoveAnims.qci"
|
||||
|
||||
$pushd "male_shared_anims"
|
||||
$include "mapbase_player_include_anims_citizen.qci"
|
||||
$popd
|
||||
|
||||
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
|
||||
|
||||
$pushd "ChoreoModels"
|
||||
$include "ChoreoModels\body_poses_lean.qci"
|
||||
$popd
|
@ -1,27 +0,0 @@
|
||||
$modelname player\mapbase_police_anims.mdl
|
||||
|
||||
$include "hl2mp_ported_anims\commonbones.qci"
|
||||
$include "hl2mp_ported_anims\standardhierarchy.qci"
|
||||
$include "hl2mp_ported_anims\standardikchains.qci"
|
||||
$include "hl2mp_ported_anims\hitbox.qci"
|
||||
|
||||
//$lockbonelengths
|
||||
|
||||
//$lockdefinebones
|
||||
|
||||
$include "hl2mp_ported_anims\player_macros.qci"
|
||||
$include "hl2mp_ported_anims\weaponmacros.qci"
|
||||
|
||||
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
|
||||
|
||||
$include "HL2MPMoveAnims.qci"
|
||||
|
||||
$pushd "police_animations_anims"
|
||||
$include "mapbase_player_include_anims_police.qci"
|
||||
$popd
|
||||
|
||||
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
|
||||
|
||||
$pushd "ChoreoModels"
|
||||
$include "ChoreoModels\body_poses_lean.qci"
|
||||
$popd
|
@ -1,27 +0,0 @@
|
||||
$modelname player\mapbase_soldier_anims.mdl
|
||||
|
||||
$include "hl2mp_ported_anims\commonbones.qci"
|
||||
$include "hl2mp_ported_anims\standardhierarchy.qci"
|
||||
$include "hl2mp_ported_anims\standardikchains.qci"
|
||||
$include "hl2mp_ported_anims\hitbox.qci"
|
||||
|
||||
//$lockbonelengths
|
||||
|
||||
//$lockdefinebones
|
||||
|
||||
$include "hl2mp_ported_anims\player_macros.qci"
|
||||
$include "hl2mp_ported_anims\weaponmacros.qci"
|
||||
|
||||
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
|
||||
|
||||
$include "HL2MPMoveAnims.qci"
|
||||
|
||||
$pushd "combine_soldier_anims_anims"
|
||||
$include "mapbase_player_include_anims_soldier.qci"
|
||||
$popd
|
||||
|
||||
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
|
||||
|
||||
$pushd "ChoreoModels"
|
||||
$include "ChoreoModels\body_poses_lean.qci"
|
||||
$popd
|
@ -2,8 +2,6 @@
|
||||
|
||||
$modelname "Police_animations.mdl"
|
||||
|
||||
//$includemodel "player/male_anims.mdl"
|
||||
|
||||
// Must be included
|
||||
$include "BaseModel.qci"
|
||||
$include "hl2mp_ported_anims/commonbones.qci"
|
||||
@ -181,6 +179,28 @@ $append melee_gunhit { activity "ACT_MELEE_ATTACK1" 1 { event 3 13 "" } }
|
||||
$makeflinchgesture "gesture_melee_gunhit" "combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27
|
||||
$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } }
|
||||
|
||||
$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0
|
||||
|
||||
$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\
|
||||
$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
|
||||
$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
|
||||
$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
|
||||
\\
|
||||
$sequence $gesturename$ { \\
|
||||
$filename$ noanimation numframes $LastFrame$ \\
|
||||
blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\
|
||||
blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\
|
||||
blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\
|
||||
blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\
|
||||
blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\
|
||||
} \\
|
||||
$continue $gesturename$
|
||||
|
||||
$makeflinchgesture_rleg "gesture_melee_kick" "police_ss_anims\adoorkick.smd" 7 32 45
|
||||
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 55 iklock lfoot 1 0 }
|
||||
|
||||
$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
|
||||
$include "l4d1_ported_anims\L4D1_PistolAnims.qci" // Metrocops technically have their own pistol draw animation, but that's harder to turn into a gesture which works well
|
||||
|
||||
@ -220,10 +240,34 @@ $append Heal {
|
||||
{ event AE_CITIZEN_HEAL 31 "" }
|
||||
}
|
||||
|
||||
// ================================================================
|
||||
|
||||
$sequence reference "hl2mp_ported_anims\ragdoll_pose"
|
||||
$include "HL2MPMoveAnims.qci"
|
||||
|
||||
$pushd "police_animations_anims"
|
||||
$include "mapbase_player_include_anims_police.qci"
|
||||
$popd
|
||||
|
||||
// ================================================================
|
||||
|
||||
$KeyValues
|
||||
{
|
||||
dynamic_interactions
|
||||
{
|
||||
$DIKV_Alyx
|
||||
}
|
||||
|
||||
playermodel_data
|
||||
{
|
||||
neck_pivot_up "12"
|
||||
neck_pivot_fwd "-4"
|
||||
neck_pivot_duck_up "12"
|
||||
neck_pivot_duck_fwd "16"
|
||||
|
||||
bone_transforms
|
||||
{
|
||||
$include "mapbase_player_include_bonetransforms.qci"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user