Rearranged player and NPC 357 animations to share content

This commit is contained in:
Blixibon 2021-11-17 00:24:24 -06:00
parent 7465cfa14b
commit 8a6ab4601a
8 changed files with 80 additions and 78 deletions

View File

@ -21,54 +21,3 @@ $weightlist "weights_357_shoot" {
"ValveBiped.Bip01_L_Forearm" 5
"ValveBiped.Bip01_L_Hand" 5
}
$sequence "gesture_shoot_357_layer" {
"police_animations_anims\gesture_shoot_pistol.smd"
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
frame 0 0
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_pistol_corrective_animation" 0
weightlist "weights_357_shoot"
hidden
}
$sequence "gesture_shoot_357" {
"police_animations_anims\gesture_shoot_pistol.smd"
fps 30
noanimation
blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline
numframes 16
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
fadein 0.2
fadeout 0.2
{ event 3014 1 "" }
}
//$sequence "shootp2" {
// "police_animations_anims\pistolangryidle2.smd"
// activity "ACT_RANGE_ATTACK_REVOLVER" 1
// numframes 16
// fadein 0.2
// fadeout 0.2
// { event 3014 1 "" }
// addlayer "pistol_Aim_all"
// node "shooting_pistol"
// blendlayer "gesture_shoot_357" 0 0 0 0 local
// //weightlist "weights_357_shoot"
// fps 30
// ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
// ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
// ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
//}
$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
$append "gesture_reload_357" {
$357ReloadSounds
activity "ACT_GESTURE_RELOAD_REVOLVER" 1
{ event 3017 0 "" }
{ event 3018 41 "" }
}

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@ -4,7 +4,7 @@
//
// ================================================================
$include "NewPistolAnimations_357.qci"
$include "NewPistolAnimations_357_NPC.qci"
$GenericShootFromIdle "shootp2" "male_shared_anims\custom\Idle_Pistol_Aim.smd" "ACT_RANGE_ATTACK_REVOLVER" "soldier_Aim_9_directions" "gesture_shoot_357" 16
$append shootp2 { node "shooting_pistol" }

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@ -4,7 +4,7 @@
//
// ================================================================
$include "NewPistolAnimations_357.qci"
$include "NewPistolAnimations_357_NPC.qci"
$sequence "shootp2" {
"police_animations_anims\pistolangryidle2.smd"

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@ -0,0 +1,58 @@
// ================================================================
//
// Shared 357 Animations
//
// ================================================================
$include "NewPistolAnimations_357.qci"
$sequence "gesture_shoot_357_layer" {
"police_animations_anims\gesture_shoot_pistol.smd"
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
frame 0 0
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_pistol_corrective_animation" 0
weightlist "weights_357_shoot"
hidden
}
$sequence "gesture_shoot_357" {
"police_animations_anims\gesture_shoot_pistol.smd"
fps 30
noanimation
blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline
numframes 16
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
fadein 0.2
fadeout 0.2
{ event 3014 1 "" }
}
//$sequence "shootp2" {
// "police_animations_anims\pistolangryidle2.smd"
// activity "ACT_RANGE_ATTACK_REVOLVER" 1
// numframes 16
// fadein 0.2
// fadeout 0.2
// { event 3014 1 "" }
// addlayer "pistol_Aim_all"
// node "shooting_pistol"
// blendlayer "gesture_shoot_357" 0 0 0 0 local
// //weightlist "weights_357_shoot"
// fps 30
// ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
// ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
// ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
//}
$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
$append "gesture_reload_357" {
$357ReloadSounds
activity "ACT_GESTURE_RELOAD_REVOLVER" 1
{ event 3017 0 "" }
{ event 3018 41 "" }
}

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@ -150,7 +150,7 @@ $makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55
$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_357 1
$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
// ---------------------------------------------------
// Walk
@ -194,7 +194,7 @@ $sequence a_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" subt
$sequence 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_357" 1
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
}
$append reload_357 { fps 20 }

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@ -44,6 +44,19 @@ $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
// ---------------------------------------------------

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@ -150,7 +150,7 @@ $makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55
$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_357 1
$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
// ---------------------------------------------------
// Walk
@ -178,26 +178,17 @@ $makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier
// ---------------------------------------------------
// 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
}
$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" {
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_357" 1
activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
}
$append reload_357 { fps 20 }
$append reload_357 { fps 20 $357ReloadSounds }
// ---------------------------------------------------

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@ -20,15 +20,6 @@ $pushd "combine_soldier_anims_anims"
$include "mapbase_player_include_anims_soldier.qci"
$popd
// ---------------------------------------------------
// Soldier Signals
$include "SoldierSignals.qci"
// Soldiers' original signals had a FPS of 48
$definevariable SignalFPS 36 //32
$DefaultSignalGestures $SignalFPS$
// ---------------------------------------------------
$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
$pushd "ChoreoModels"