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https://github.com/mapbase-source/mapbase-model-src.git
synced 2025-03-13 06:00:16 +03:00
Rearranged player and NPC 357 animations to share content
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@ -21,54 +21,3 @@ $weightlist "weights_357_shoot" {
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"ValveBiped.Bip01_L_Forearm" 5
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"ValveBiped.Bip01_L_Forearm" 5
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"ValveBiped.Bip01_L_Hand" 5
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"ValveBiped.Bip01_L_Hand" 5
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}
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}
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$sequence "gesture_shoot_357_layer" {
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"police_animations_anims\gesture_shoot_pistol.smd"
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activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
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frame 0 0
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@gesture_shoot_pistol_corrective_animation" 0
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weightlist "weights_357_shoot"
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hidden
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}
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$sequence "gesture_shoot_357" {
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"police_animations_anims\gesture_shoot_pistol.smd"
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fps 30
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noanimation
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blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline
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numframes 16
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activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
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fadein 0.2
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fadeout 0.2
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{ event 3014 1 "" }
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}
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//$sequence "shootp2" {
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// "police_animations_anims\pistolangryidle2.smd"
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// activity "ACT_RANGE_ATTACK_REVOLVER" 1
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// numframes 16
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// fadein 0.2
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// fadeout 0.2
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// { event 3014 1 "" }
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// addlayer "pistol_Aim_all"
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// node "shooting_pistol"
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// blendlayer "gesture_shoot_357" 0 0 0 0 local
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// //weightlist "weights_357_shoot"
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// fps 30
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// 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
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// 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
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// 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
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// 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
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//}
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$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
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$append "gesture_reload_357" {
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$357ReloadSounds
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activity "ACT_GESTURE_RELOAD_REVOLVER" 1
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{ event 3017 0 "" }
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{ event 3018 41 "" }
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}
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@ -4,7 +4,7 @@
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//
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//
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// ================================================================
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// ================================================================
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$include "NewPistolAnimations_357.qci"
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$include "NewPistolAnimations_357_NPC.qci"
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$GenericShootFromIdle "shootp2" "male_shared_anims\custom\Idle_Pistol_Aim.smd" "ACT_RANGE_ATTACK_REVOLVER" "soldier_Aim_9_directions" "gesture_shoot_357" 16
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$GenericShootFromIdle "shootp2" "male_shared_anims\custom\Idle_Pistol_Aim.smd" "ACT_RANGE_ATTACK_REVOLVER" "soldier_Aim_9_directions" "gesture_shoot_357" 16
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$append shootp2 { node "shooting_pistol" }
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$append shootp2 { node "shooting_pistol" }
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@ -4,7 +4,7 @@
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//
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//
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// ================================================================
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// ================================================================
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$include "NewPistolAnimations_357.qci"
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$include "NewPistolAnimations_357_NPC.qci"
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$sequence "shootp2" {
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$sequence "shootp2" {
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"police_animations_anims\pistolangryidle2.smd"
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"police_animations_anims\pistolangryidle2.smd"
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58
modelsrc/NewPistolAnimations_357_NPC.qci
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58
modelsrc/NewPistolAnimations_357_NPC.qci
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@ -0,0 +1,58 @@
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// ================================================================
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//
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// Shared 357 Animations
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//
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// ================================================================
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$include "NewPistolAnimations_357.qci"
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$sequence "gesture_shoot_357_layer" {
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"police_animations_anims\gesture_shoot_pistol.smd"
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activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
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frame 0 0
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@gesture_shoot_pistol_corrective_animation" 0
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weightlist "weights_357_shoot"
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hidden
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}
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$sequence "gesture_shoot_357" {
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"police_animations_anims\gesture_shoot_pistol.smd"
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fps 30
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noanimation
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blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline
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numframes 16
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activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
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fadein 0.2
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fadeout 0.2
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{ event 3014 1 "" }
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}
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//$sequence "shootp2" {
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// "police_animations_anims\pistolangryidle2.smd"
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// activity "ACT_RANGE_ATTACK_REVOLVER" 1
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// numframes 16
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// fadein 0.2
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// fadeout 0.2
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// { event 3014 1 "" }
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// addlayer "pistol_Aim_all"
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// node "shooting_pistol"
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// blendlayer "gesture_shoot_357" 0 0 0 0 local
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// //weightlist "weights_357_shoot"
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// fps 30
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// ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
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// ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
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// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
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// ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
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//}
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$makeweapongesturep "gesture_reload_357" "police_animations_anims\custom\reload_357.smd" 15 51 62
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$append "gesture_reload_357" {
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$357ReloadSounds
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activity "ACT_GESTURE_RELOAD_REVOLVER" 1
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{ event 3017 0 "" }
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{ event 3018 41 "" }
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}
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@ -150,7 +150,7 @@ $makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55
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$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
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$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
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$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
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$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
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$makeweapongesturep reload_crossbow "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
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$makeweapongesturep reload_crossbow "custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
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$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_357 1
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$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
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// ---------------------------------------------------
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// ---------------------------------------------------
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// Walk
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// Walk
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@ -194,7 +194,7 @@ $sequence a_range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" subt
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$sequence range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" {
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$sequence range_357 "..\police_animations_anims\gesture_shoot_pistol.smd" {
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iklock lfoot 1 0 iklock rfoot 1 0
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iklock lfoot 1 0 iklock rfoot 1 0
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noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
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noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
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activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_357" 1
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activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
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}
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}
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$append reload_357 { fps 20 }
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$append reload_357 { fps 20 }
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@ -44,6 +44,19 @@ $pushd "../male_shared_anims"
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$include "DefaultHolster.qci"
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$include "DefaultHolster.qci"
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$popd
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$popd
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// ---------------------------------------------------
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$pushd "../"
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$pushd "../"
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$include "l4d1_ported_anims/L4D1_PistolAnims.qci"
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$include "l4d1_ported_anims/L4D1_PistolAnims.qci"
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// Soldier Signals
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$include "SoldierSignals.qci"
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// Soldiers' original signals had a FPS of 48
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$definevariable SignalFPS 36 //32
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$DefaultSignalGestures $SignalFPS$
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$popd
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$popd
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// ---------------------------------------------------
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@ -150,7 +150,7 @@ $makeweapongesturep reload_shotgun "..\male_shared_anims\reload_shotgun1" 19 55
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$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
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$makeweapongesturep reload_smg1 "..\combine_soldier_anims_anims\reload" 19 55 65 ACT_HL2MP_GESTURE_RELOAD_SMG1 1
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$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
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$makeweapongesturep reload_ar2 "..\male_shared_anims\reload_ar2" 10 30 50 ACT_HL2MP_GESTURE_RELOAD_AR2 1
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$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
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$makeweapongesturep reload_crossbow "..\male_shared_anims\custom\reload_crossbow" 10 25 40 fps 20 ACT_HL2MP_GESTURE_RELOAD_CROSSBOW 1
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$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_357 1
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$makeweapongesturep reload_357 "..\police_animations_anims\custom\reload_357" 15 51 62 ACT_HL2MP_GESTURE_RELOAD_REVOLVER 1
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// ---------------------------------------------------
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// ---------------------------------------------------
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// Walk
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// Walk
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@ -178,26 +178,17 @@ $makematchwalk_9way walk_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier
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// ---------------------------------------------------
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// ---------------------------------------------------
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// Misc
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// Misc
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// ---------------------------------------------------
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// ---------------------------------------------------
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$weightlist "weights_357_shoot" {
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$include "NewPistolAnimations_357.qci"
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"ValveBiped.Bip01_Pelvis" 3
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"ValveBiped.Bip01_R_Clavicle" 3
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"ValveBiped.Bip01_R_UpperArm" 1.6
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"ValveBiped.Bip01_R_Forearm" 3
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"ValveBiped.Bip01_R_Hand" 3
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"ValveBiped.Bip01_L_Clavicle" 3
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"ValveBiped.Bip01_L_UpperArm" 2
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"ValveBiped.Bip01_L_Forearm" 5
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"ValveBiped.Bip01_L_Hand" 5
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}
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$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
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$animation "@gesture_shoot_pistol_corrective_animation" "..\police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd"
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$sequence a_range_357 "custom\shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
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$sequence a_range_357 "custom\shootp1" subtract a_range_357 4 delta weightlist "weights_357_shoot" hidden
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$sequence range_357 "custom\shootp1" {
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$sequence range_357 "custom\shootp1" {
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iklock lfoot 1 0 iklock rfoot 1 0
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iklock lfoot 1 0 iklock rfoot 1 0
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noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
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noanimation numframes 16 blendlayer "a_range_357" 0 4 6 16 spline
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activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_357" 1
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activity "ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER" 1
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}
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}
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$append reload_357 { fps 20 }
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$append reload_357 { fps 20 $357ReloadSounds }
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// ---------------------------------------------------
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// ---------------------------------------------------
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@ -20,15 +20,6 @@ $pushd "combine_soldier_anims_anims"
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$include "mapbase_player_include_anims_soldier.qci"
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$include "mapbase_player_include_anims_soldier.qci"
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$popd
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$popd
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// ---------------------------------------------------
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// Soldier Signals
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$include "SoldierSignals.qci"
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// Soldiers' original signals had a FPS of 48
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$definevariable SignalFPS 36 //32
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$DefaultSignalGestures $SignalFPS$
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// ---------------------------------------------------
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$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
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$attachment "eyes" "ValveBiped.Bip01_Head1" 0 -4 67.5 absolute
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$pushd "ChoreoModels"
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$pushd "ChoreoModels"
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