Added peeking/"_MED" activities for vortigaunts

This commit is contained in:
Blixibon 2021-11-21 00:30:35 -06:00
parent cd07857ced
commit 405b29a797
3 changed files with 27215 additions and 25 deletions

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@ -106,17 +106,19 @@ $surfaceprop "alienflesh"
// ================================================================
$pushd "vortigaunt_anims"
$weightlist "JumpCrouchLayer" { "ValveBiped.hips" 1 "ValveBiped.spine1" 0 }
$sequence "jump_holding_land_layer" "vortigaunt_anims\jump_holding_land.smd" frame 0 0 weightlist "JumpCrouchLayer" hidden
$sequence "jump_holding_land_layer" "jump_holding_land.smd" frame 0 0 weightlist "JumpCrouchLayer" hidden
$weightlist "ActionIdleLayer" { "ValveBiped.hips" 0.05 "ValveBiped.spine1" 1 }
$sequence "action_idle_layer" "vortigaunt_anims\ActionIdle.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "action_zapattack_layer" "vortigaunt_anims\zapattack1.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "action_from_layer" "vortigaunt_anims\FromAction.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "action_to_layer" "vortigaunt_anims\ToAction.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "action_idle_layer" "ActionIdle.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "action_zapattack_layer" "zapattack1.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "action_from_layer" "FromAction.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "action_to_layer" "ToAction.smd" worldspace weightlist "ActionIdleLayer" hidden
$sequence "crouch_cover_low" {
"vortigaunt_anims\jump_holding_land.smd"
"jump_holding_land.smd"
activity "ACT_COVER_LOW" 1
node "crouch_cover"
frame 0 0
@ -124,7 +126,7 @@ $sequence "crouch_cover_low" {
}
$sequence "crouch_aim" {
"vortigaunt_anims\jump_holding_land.smd"
"jump_holding_land.smd"
activity "ACT_RANGE_AIM_LOW" 1
node "crouch_aim"
frame 0 0
@ -133,18 +135,31 @@ $sequence "crouch_aim" {
cmdlist lockfeetreleasehands
}
$sequence "peeking_aim" {
"Idle01.smd"
activity "ACT_RANGE_AIM_MED" 1
node "peeking_aim"
frame 0 0
numframes 75
blendlayer "action_idle_layer" 0 0 0 0 local
cmdlist lockfeetreleasehands
}
$declaresequence "bolt_attack_all"
$definemacro ZapAttackContent \\
{ event AE_VORTIGAUNT_ZAP_POWERUP 1 "2" } \\
{ event AE_VORTIGAUNT_ZAP_POWERUP 5 "2" } \\
{ event AE_VORTIGAUNT_ZAP_POWERUP 10 "2" } \\
{ event AE_VORTIGAUNT_SHOOT_SOUNDSTART 44 "" } \\
{ event AE_VORTIGAUNT_ZAP_SHOOT 47 "2" } \\
{ event AE_VORTIGAUNT_ZAP_DONE 55 "" } \\
blendlayer "bolt_attack_all" 27 45 67 73 \\
$sequence "crouch_zapattack1" {
"vortigaunt_anims\jump_holding_land.smd"
"jump_holding_land.smd"
activity "ACT_RANGE_ATTACK1_LOW" 1
{ event AE_VORTIGAUNT_ZAP_POWERUP 1 "2" }
{ event AE_VORTIGAUNT_ZAP_POWERUP 5 "2" }
{ event AE_VORTIGAUNT_ZAP_POWERUP 10 "2" }
{ event AE_VORTIGAUNT_SHOOT_SOUNDSTART 44 "" }
{ event AE_VORTIGAUNT_ZAP_SHOOT 47 "2" }
{ event AE_VORTIGAUNT_ZAP_DONE 55 "" }
blendlayer "bolt_attack_all" 27 45 67 73
$ZapAttackContent
node "crouch_aim"
frame 0 0
numframes 90
@ -153,20 +168,39 @@ $sequence "crouch_zapattack1" {
cmdlist lockfeetreleasehands
}
$sequence "peeking_zapattack1" {
"Idle01.smd"
activity "ACT_RANGE_ATTACK1_MED" 1
$ZapAttackContent
node "peeking_aim"
frame 0 0
numframes 90
fps 60
blendlayer "action_zapattack_layer" 0 0 0 0 local
cmdlist lockfeetreleasehands
}
$declaresequence "ActionIdle"
$sequence "crouch_cover_to_stand" "vortigaunt_anims\jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_cover" "1" cmdlist lockfeetreleasehands
$sequence "crouch_cover_to_action" "vortigaunt_anims\jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_cover" "2" cmdlist lockfeetreleasehands blendlayer "ActionIdle" 12 25 26 26 spline
$sequence "stand_to_crouch_cover" "vortigaunt_anims\jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "1" "crouch_cover" cmdlist lockfeetreleasehands
$sequence "action_to_crouch_cover" "vortigaunt_anims\jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "2" "crouch_cover" cmdlist lockfeetreleasehands blendlayer "ActionIdle" 0 0 0 15 spline
$sequence "crouch_cover_to_stand" "jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_cover" "1" cmdlist lockfeetreleasehands
$sequence "crouch_cover_to_action" "jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_cover" "2" cmdlist lockfeetreleasehands blendlayer "ActionIdle" 12 25 26 26 spline
$sequence "stand_to_crouch_cover" "jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "1" "crouch_cover" cmdlist lockfeetreleasehands
$sequence "action_to_crouch_cover" "jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "2" "crouch_cover" cmdlist lockfeetreleasehands blendlayer "ActionIdle" 0 0 0 15 spline
$sequence "crouch_aim_to_stand" "vortigaunt_anims\jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_aim" "1" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 0 0 0 15 spline
$sequence "crouch_aim_to_action" "vortigaunt_anims\jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_aim" "2" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 0 0 0 0 local
$sequence "stand_to_crouch_aim" "vortigaunt_anims\jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "1" "crouch_aim" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 12 25 26 26
$sequence "action_to_crouch_aim" "vortigaunt_anims\jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "2" "crouch_aim" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 0 0 0 0 local
$sequence "crouch_aim_to_stand" "jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_aim" "1" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 0 0 0 15 spline
$sequence "crouch_aim_to_action" "jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_aim" "2" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 0 0 0 0 local
$sequence "stand_to_crouch_aim" "jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "1" "crouch_aim" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 12 25 26 26
$sequence "action_to_crouch_aim" "jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "2" "crouch_aim" cmdlist lockfeetreleasehands blendlayer "action_idle_layer" 0 0 0 0 local
$sequence "crouch_cover_to_crouch_aim" "vortigaunt_anims\jump_holding_land.smd" frame 0 0 numframes 35 fps 60 activity "ACT_TRANSITION" 1 transition "crouch_cover" "crouch_aim" cmdlist lockfeetreleasehands blendlayer "action_to_layer" 0 35 36 36
$sequence "crouch_aim_to_crouch_cover" "vortigaunt_anims\jump_holding_land.smd" frame 0 0 numframes 50 activity "ACT_TRANSITION" 1 transition "crouch_aim" "crouch_cover" cmdlist lockfeetreleasehands blendlayer "action_from_layer" 0 0 0 50
$sequence "crouch_cover_to_crouch_aim" "jump_holding_land.smd" frame 0 0 numframes 35 fps 60 activity "ACT_TRANSITION" 1 transition "crouch_cover" "crouch_aim" cmdlist lockfeetreleasehands blendlayer "action_to_layer" 0 35 36 36
$sequence "crouch_aim_to_crouch_cover" "jump_holding_land.smd" frame 0 0 numframes 50 activity "ACT_TRANSITION" 1 transition "crouch_aim" "crouch_cover" cmdlist lockfeetreleasehands blendlayer "action_from_layer" 0 0 0 50
$sequence "crouch_cover_to_peek" "jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_cover" "peeking_aim" cmdlist lockfeetreleasehands blendlayer "peeking_aim" 12 25 26 26 spline blendlayer "action_idle_layer" 12 25 26 26 spline
$sequence "crouch_aim_to_peek" "jump_holding_land.smd" activity "ACT_TRANSITION" 1 transition "crouch_aim" "peeking_aim" cmdlist lockfeetreleasehands blendlayer "peeking_aim" 12 25 26 26 spline blendlayer "action_idle_layer" 0 0 0 0 local
$sequence "stand_to_peek" "jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "1" "peeking_aim" cmdlist lockfeetreleasehands blendlayer "peeking_aim" 12 25 26 26 spline blendlayer "action_idle_layer" 12 25 26 26
$sequence "action_to_peek" "jump_holding_land_reverse.smd" activity "ACT_TRANSITION" 1 transition "2" "peeking_aim" cmdlist lockfeetreleasehands blendlayer "peeking_aim" 12 25 26 26 blendlayer "action_idle_layer" 0 0 0 0 local
$popd
// ================================================================