Added cocking sounds to Combine soldier shotgun firing animations

This commit is contained in:
Blixibon 2021-10-03 21:39:31 -05:00
parent 2ec6840a98
commit 4316bfb7c7

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@ -49,8 +49,39 @@ $declaresequence "shootAR2s"
$declaresequence "shootAR2c"
$declaresequence "shootAR2g"
$declaresequence "shootAR2alt"
$declaresequence "shootSGs"
$declaresequence "shootSGc"
//$declaresequence "shootSGs"
//$declaresequence "shootSGc"
$sequence "shootSGs" {
"combine_soldier_anims_anims\shootSGs.smd"
activity "ACT_RANGE_ATTACK_SHOTGUN" 1
{ event 4 0 "" }
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
fadein 0.2
fadeout 0.2
addlayer "Aim_stand_delta_all_SG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
}
$sequence "shootSGc" {
"combine_soldier_anims_anims\shootSGc.smd"
activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
{ event 4 0 "" }
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
fadein 0.2
fadeout 0.2
addlayer "Aim_crouch_delta_all"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 5.59 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -10.25 -3.4 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 45 45 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
}
$declaresequence "signal_advance"
$declaresequence "signal_forward"
$declaresequence "signal_group"
@ -162,7 +193,26 @@ $declaresequence "gesture_shoot_ar2"
$declaresequence "gesture_shoot_hmg1"
$declaresequence "gesture_shoot_smg1"
$declaresequence "gesture_shoot_smg2"
$declaresequence "gesture_shoot_shotgun"
//$declaresequence "gesture_shoot_shotgun"
$animation "a_shootShotgun_corrective_animation" "combine_soldier_anims_anims\a_shootShotgun_corrective_animation.smd" {
}
$animation "a_shootShotgun" "combine_soldier_anims_anims\a_shootShotgun.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_shootShotgun_corrective_animation" 0
}
$sequence "gesture_shoot_shotgun" {
"a_shootShotgun"
activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
delta
fadein 0.2
fadeout 0.2
}
$declaresequence "physflinch1"
$declaresequence "physflinch2"
$declaresequence "turnleft"