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AR1 readiness animations for soldiers
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@ -54,6 +54,7 @@ $weightlist "weights_stimulated_aim_2" {
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// ----------------------------------------------------------------
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$sequence "layer_stimulated_ar1" { "combine_soldier_anims_anims\custom\CombatIdle1_AR1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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@ -62,6 +63,7 @@ $sequence "layer_stimulated_pistol" { "combine_soldier_anims_anims\custom\Combat
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$sequence "layer_stimulated_aim_legs" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim_legs" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_aim_ar1" { "combine_soldier_anims_anims\custom\CombatIdle1_AR1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_shotgun" { "combine_soldier_anims_anims\custom\CombatIdle1_SG_raised.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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@ -70,6 +72,7 @@ $sequence "layer_stimulated_aim_pistol" { "combine_soldier_anims_anims\custom\Co
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// TODO: These aren't perfect and could probably be turned into actual animation layer SMDs
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$sequence "layer_combat_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "combat_smg1_to_ar1" "combine_soldier_anims_anims\custom\CombatIdle1_AR1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
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$sequence "combat_smg1_to_ar2" "combine_soldier_anims_anims\CombatIdle1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
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$sequence "combat_smg1_to_shotgun" "combine_soldier_anims_anims\custom\CombatIdle1_SG_raised.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
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@ -86,6 +89,11 @@ $sequence "combat_smg1_to_shotgun" "combine_soldier_anims_anims\custom\CombatIdl
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// ----------------------------------------------------------------
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$sequence "walk_relaxed_all_AR1" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AR1_RELAXED" 1
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}
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$sequence "walk_relaxed_all_AR2" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AR2_RELAXED" 1
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@ -127,6 +135,7 @@ $sequence $IdleName$ { \\
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blendlayer $StimulatedLayer$ 0 0 0 0 local \\
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}
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$SoldierStimulatedIdle "Idle2_AR1" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AR1_STIMULATED" "layer_stimulated_ar1"
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$SoldierStimulatedIdle "Idle2_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_STIMULATED" "layer_stimulated_ar2"
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$SoldierStimulatedIdle "Idle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_STIMULATED" "layer_stimulated_smg1"
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$SoldierStimulatedIdle "Idle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_STIMULATED" "layer_stimulated_shotgun"
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@ -148,6 +157,18 @@ $sequence "walk_stimulated_layer" {
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hidden
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}
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$sequence "walk_stimulated_all_AR1" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AR1_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_AR1_STIMULATED
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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}
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$sequence "walk_stimulated_all_AR2" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AR2_STIMULATED" 1
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@ -216,6 +237,7 @@ $sequence $IdleName$ { \\
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addlayer $StimulatedLayer$ \\ // "blendlayer $StimulatedLayer$ 0 0 0 0 local" apparently doesn't keep IK
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}
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$SoldierStimulatedAimIdle "CombatIdle2_AR1" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AIM_AR1_STIMULATED" "layer_stimulated_aim_ar1"
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$SoldierStimulatedAimIdle "CombatIdle2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2"
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$SoldierStimulatedAimIdle "CombatIdle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1"
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$SoldierStimulatedAimIdle "CombatIdle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun"
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@ -223,6 +245,8 @@ $SoldierStimulatedAimIdle "CombatIdle2_Pistol" "combine_soldier_anims_anims\Idle
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// ----------------------------------------------------------------
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$sequence "layer_stimulated_aim_walk_ar1" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" blendlayer "combat_smg1_to_ar1" 0 0 0 0 local ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_walk_ar2" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" blendlayer "combat_smg1_to_ar2" 0 0 0 0 local ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_walk_smg1" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
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@ -233,6 +257,8 @@ $sequence "layer_stimulated_aim_walk_shotgun" { "combine_soldier_anims_anims\lay
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// not worldspace
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$sequence "layer_stimulated_aim_walk_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden }
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$sequence "layer_stimulated_aim_run_ar1" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" blendlayer "combat_smg1_to_ar1" 0 0 0 0 local addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_run_ar2" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" blendlayer "combat_smg1_to_ar2" 0 0 0 0 local addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_run_smg1" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
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@ -245,6 +271,19 @@ $sequence "layer_stimulated_aim_run_pistol" { "police_animations_anims\layer_run
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// ----------------------------------------------------------------
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$sequence "walk_aiming_stimulated_all_AR1" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AIM_AR1_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_AR1_STIMULATED
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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addlayer "layer_stimulated_aim_walk_ar1"
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}
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$sequence "walk_aiming_stimulated_all_AR2" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AIM_AR2_STIMULATED" 1
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@ -297,6 +336,18 @@ $sequence "walk_aiming_stimulated_all_Pistol" {
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addlayer "layer_stimulated_aim_walk_pistol"
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}
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$sequence "run_aiming_stimulated_all_AR1" {
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$a_RunBlends
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activity "ACT_RUN_AIM_AR1_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_AR1_STIMULATED
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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addlayer "layer_stimulated_aim_run_ar1"
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}
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$sequence "run_aiming_stimulated_all_AR2" {
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$a_RunBlends
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activity "ACT_RUN_AIM_AR2_STIMULATED" 1
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