diff --git a/modelsrc/SoldierReadinessAnims.qci b/modelsrc/SoldierReadinessAnims.qci index 6222a44..8414263 100644 --- a/modelsrc/SoldierReadinessAnims.qci +++ b/modelsrc/SoldierReadinessAnims.qci @@ -54,6 +54,7 @@ $weightlist "weights_stimulated_aim_2" { // ---------------------------------------------------------------- +$sequence "layer_stimulated_ar1" { "combine_soldier_anims_anims\custom\CombatIdle1_AR1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } @@ -62,6 +63,7 @@ $sequence "layer_stimulated_pistol" { "combine_soldier_anims_anims\custom\Combat $sequence "layer_stimulated_aim_legs" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim_legs" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } +$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 } $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 } $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 } $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 } @@ -70,6 +72,7 @@ $sequence "layer_stimulated_aim_pistol" { "combine_soldier_anims_anims\custom\Co // TODO: These aren't perfect and could probably be turned into actual animation layer SMDs $sequence "layer_combat_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } +$sequence "combat_smg1_to_ar1" "combine_soldier_anims_anims\custom\CombatIdle1_AR1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden $sequence "combat_smg1_to_ar2" "combine_soldier_anims_anims\CombatIdle1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden $sequence "combat_smg1_to_shotgun" "combine_soldier_anims_anims\custom\CombatIdle1_SG_raised.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden @@ -86,6 +89,11 @@ $sequence "combat_smg1_to_shotgun" "combine_soldier_anims_anims\custom\CombatIdl // ---------------------------------------------------------------- +$sequence "walk_relaxed_all_AR1" { + $a_WalkEasyBlends + activity "ACT_WALK_AR1_RELAXED" 1 +} + $sequence "walk_relaxed_all_AR2" { $a_WalkEasyBlends activity "ACT_WALK_AR2_RELAXED" 1 @@ -127,6 +135,7 @@ $sequence $IdleName$ { \\ blendlayer $StimulatedLayer$ 0 0 0 0 local \\ } +$SoldierStimulatedIdle "Idle2_AR1" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AR1_STIMULATED" "layer_stimulated_ar1" $SoldierStimulatedIdle "Idle2_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_STIMULATED" "layer_stimulated_ar2" $SoldierStimulatedIdle "Idle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_STIMULATED" "layer_stimulated_smg1" $SoldierStimulatedIdle "Idle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_STIMULATED" "layer_stimulated_shotgun" @@ -148,6 +157,18 @@ $sequence "walk_stimulated_layer" { hidden } +$sequence "walk_stimulated_all_AR1" { + $a_WalkEasyBlends + activity "ACT_WALK_AR1_STIMULATED" 1 + + keyvalues + { + interior ACT_IDLE_AR1_STIMULATED + } + //blendlayer "layer_walk_unarmed" 0 0 0 0 local + blendlayer "walk_stimulated_layer" 0 0 0 0 local +} + $sequence "walk_stimulated_all_AR2" { $a_WalkEasyBlends activity "ACT_WALK_AR2_STIMULATED" 1 @@ -216,6 +237,7 @@ $sequence $IdleName$ { \\ addlayer $StimulatedLayer$ \\ // "blendlayer $StimulatedLayer$ 0 0 0 0 local" apparently doesn't keep IK } +$SoldierStimulatedAimIdle "CombatIdle2_AR1" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AIM_AR1_STIMULATED" "layer_stimulated_aim_ar1" $SoldierStimulatedAimIdle "CombatIdle2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" $SoldierStimulatedAimIdle "CombatIdle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" $SoldierStimulatedAimIdle "CombatIdle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" @@ -223,6 +245,8 @@ $SoldierStimulatedAimIdle "CombatIdle2_Pistol" "combine_soldier_anims_anims\Idle // ---------------------------------------------------------------- +$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 } + $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 } $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 } @@ -233,6 +257,8 @@ $sequence "layer_stimulated_aim_walk_shotgun" { "combine_soldier_anims_anims\lay // not worldspace $sequence "layer_stimulated_aim_walk_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden } +$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 } + $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 } $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 } @@ -245,6 +271,19 @@ $sequence "layer_stimulated_aim_run_pistol" { "police_animations_anims\layer_run // ---------------------------------------------------------------- +$sequence "walk_aiming_stimulated_all_AR1" { + $a_WalkEasyBlends + activity "ACT_WALK_AIM_AR1_STIMULATED" 1 + + keyvalues + { + interior ACT_IDLE_AR1_STIMULATED + } + //blendlayer "layer_walk_unarmed" 0 0 0 0 local + blendlayer "walk_stimulated_layer" 0 0 0 0 local + addlayer "layer_stimulated_aim_walk_ar1" +} + $sequence "walk_aiming_stimulated_all_AR2" { $a_WalkEasyBlends activity "ACT_WALK_AIM_AR2_STIMULATED" 1 @@ -297,6 +336,18 @@ $sequence "walk_aiming_stimulated_all_Pistol" { addlayer "layer_stimulated_aim_walk_pistol" } +$sequence "run_aiming_stimulated_all_AR1" { + $a_RunBlends + activity "ACT_RUN_AIM_AR1_STIMULATED" 1 + + keyvalues + { + interior ACT_IDLE_AR1_STIMULATED + } + blendlayer "layer_walk_unarmed" 0 0 0 0 local + addlayer "layer_stimulated_aim_run_ar1" +} + $sequence "run_aiming_stimulated_all_AR2" { $a_RunBlends activity "ACT_RUN_AIM_AR2_STIMULATED" 1