diff --git a/modelsrc/GenericAnimationMacros.qci b/modelsrc/GenericAnimationMacros.qci index 9a28553..1f53b34 100644 --- a/modelsrc/GenericAnimationMacros.qci +++ b/modelsrc/GenericAnimationMacros.qci @@ -99,7 +99,7 @@ $sequence $SeqName$ { \\ { \\ interior $InteriorAct$ \\ } \\ - blendlayer $LayerName$ 0 0 0 0 local \\ + addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK } $definemacro GenericRunLayered SeqName ActivityName LayerName InteriorAct \\ @@ -110,7 +110,7 @@ $sequence $SeqName$ { \\ { \\ interior $InteriorAct$ \\ } \\ - blendlayer $LayerName$ 0 0 0 0 local \\ + addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK } // ---------------------------------------------------------------- diff --git a/modelsrc/PoliceReadinessAnims.qci b/modelsrc/PoliceReadinessAnims.qci index 78deeb7..96358cd 100644 --- a/modelsrc/PoliceReadinessAnims.qci +++ b/modelsrc/PoliceReadinessAnims.qci @@ -55,10 +55,12 @@ $weightlist "weights_stimulated_aim_2" { $sequence "layer_stimulated_smg1" { "police_animations_anims\smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_pistol" { "police_animations_anims\layer_walk_hold_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden } $sequence "layer_stimulated_ar2" { "police_animations_anims\custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } +$sequence "layer_stimulated_shotgun" { "police_animations_anims\custom\shotgunangryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_aim_smg1" { "police_animations_anims\lowcover_aim_smg1.smd" weightlist "weights_stimulated_aim" addlayer "SMG1_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" addlayer "WalkN_pistol_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden } $sequence "layer_stimulated_aim_ar2" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } +$sequence "layer_stimulated_aim_shotgun" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } // TEMP? // ---------------------------------------------------------------- // @@ -88,7 +90,7 @@ $sequence "pistolidle3" { node "standing_pistol" loop blendlayer "idle_stimulated_layer" 0 0 0 0 local - blendlayer "layer_stimulated_pistol" 0 0 0 0 local + addlayer "layer_stimulated_pistol" cmdlist lockfeet } @@ -98,7 +100,7 @@ $sequence "smg1idle3" { node "standing_smg" loop //blendlayer "idle_stimulated_layer" 0 0 0 0 local - blendlayer "layer_stimulated_smg1" 0 0 0 0 local + addlayer "layer_stimulated_smg1" cmdlist lockfeet } @@ -108,7 +110,17 @@ $sequence "ar2idle3" { node "standing_smg" loop //blendlayer "idle_stimulated_layer" 0 0 0 0 local - blendlayer "layer_stimulated_ar2" 0 0 0 0 local + addlayer "layer_stimulated_ar2" + cmdlist lockfeet +} + +$sequence "shotgunidle3" { + "police_animations_anims\custom\shotgunidle1.smd" + activity "ACT_IDLE_SHOTGUN_STIMULATED" 1 + node "standing_smg" + loop + //blendlayer "idle_stimulated_layer" 0 0 0 0 local + addlayer "layer_stimulated_shotgun" cmdlist lockfeet } @@ -121,7 +133,7 @@ $sequence "ar2idle3" { $sequence "pistolangryidle3" { "police_animations_anims\pistolangryidle2.smd" activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1 - blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local + addlayer "layer_stimulated_aim_pistol" node "shooting_pistol" fps 4 cmdlist lockfeet @@ -130,7 +142,7 @@ $sequence "pistolangryidle3" { $sequence "smg1angryidle2" { "police_animations_anims\smg1angryidle1.smd" activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1 - blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local + addlayer "layer_stimulated_aim_smg1" node "shooting_smg" fps 4 cmdlist lockfeet @@ -139,7 +151,16 @@ $sequence "smg1angryidle2" { $sequence "ar2angryidle2" { "police_animations_anims\custom\ar2angryidle1.smd" activity "ACT_IDLE_AIM_AR2_STIMULATED" 1 - blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local + addlayer "layer_stimulated_aim_ar2" + node "shooting_smg" + fps 4 + cmdlist lockfeet +} + +$sequence "shotgunangryidle2" { + "police_animations_anims\custom\shotgunangryidle1.smd" + activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1 + addlayer "layer_stimulated_aim_shotgun" node "shooting_smg" fps 4 cmdlist lockfeet @@ -147,48 +168,13 @@ $sequence "ar2angryidle2" { // ---------------------------------------------------------------- -$sequence "walk_aiming_stimulated_SMG1_all" { - $a_WalkBlends - activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1 +$GenericWalkLayered "walk_aiming_stimulated_SMG1_all" "ACT_WALK_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED" +$GenericRunLayered "run_aiming_stimulated_SMG1_all" "ACT_RUN_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED" - keyvalues - { - interior ACT_IDLE_RIFLE_STIMULATED - } - blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local -} +$GenericWalkLayered "walk_aiming_stimulated_AR2_all" "ACT_WALK_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED" +$GenericRunLayered "run_aiming_stimulated_AR2_all" "ACT_RUN_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED" -$sequence "run_aiming_stimulated_SMG1_all" { - $a_RunBlends - activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1 - - keyvalues - { - interior ACT_IDLE_RIFLE_STIMULATED - } - blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local -} - -$sequence "walk_aiming_stimulated_AR2_all" { - $a_WalkBlends - activity "ACT_WALK_AIM_AR2_STIMULATED" 1 - - keyvalues - { - interior ACT_IDLE_AR2_STIMULATED - } - blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local -} - -$sequence "run_aiming_stimulated_AR2_all" { - $a_RunBlends - activity "ACT_RUN_AIM_AR2_STIMULATED" 1 - - keyvalues - { - interior ACT_IDLE_AR2_STIMULATED - } - blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local -} +$GenericWalkLayered "walk_aiming_stimulated_shotgun_all" "ACT_WALK_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED" +$GenericRunLayered "run_aiming_stimulated_shotgun_all" "ACT_RUN_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED" // ---------------------------------------------------------------- diff --git a/modelsrc/SoldierReadinessAnims.qci b/modelsrc/SoldierReadinessAnims.qci index a436a81..e35e47c 100644 --- a/modelsrc/SoldierReadinessAnims.qci +++ b/modelsrc/SoldierReadinessAnims.qci @@ -200,7 +200,7 @@ $sequence $IdleName$ { \\ loop \\ cmdlist lockfeet \\ blendlayer "layer_stimulated_aim_legs" 0 0 0 0 local \\ - blendlayer $StimulatedLayer$ 0 0 0 0 local \\ + addlayer $StimulatedLayer$ \\ // "blendlayer $StimulatedLayer$ 0 0 0 0 local" apparently doesn't keep IK } $SoldierStimulatedAimIdle "CombatIdle2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" @@ -240,7 +240,7 @@ $sequence "walk_aiming_stimulated_all_AR2" { } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local - blendlayer "layer_stimulated_aim_walk_ar2" 0 0 0 0 local + addlayer "layer_stimulated_aim_walk_ar2" } $sequence "walk_aiming_stimulated_all_SMG1" { @@ -253,7 +253,7 @@ $sequence "walk_aiming_stimulated_all_SMG1" { } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local - blendlayer "layer_stimulated_aim_walk_smg1" 0 0 0 0 local + addlayer "layer_stimulated_aim_walk_smg1" } $sequence "walk_aiming_stimulated_all_SG" { @@ -266,7 +266,7 @@ $sequence "walk_aiming_stimulated_all_SG" { } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local - blendlayer "layer_stimulated_aim_walk_shotgun" 0 0 0 0 local + addlayer "layer_stimulated_aim_walk_shotgun" } $sequence "walk_aiming_stimulated_all_Pistol" { @@ -279,7 +279,7 @@ $sequence "walk_aiming_stimulated_all_Pistol" { } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local - blendlayer "layer_stimulated_aim_walk_pistol" 0 0 0 0 local + addlayer "layer_stimulated_aim_walk_pistol" } $sequence "run_aiming_stimulated_all_AR2" { @@ -291,7 +291,7 @@ $sequence "run_aiming_stimulated_all_AR2" { interior ACT_IDLE_AR2_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local - blendlayer "layer_stimulated_aim_run_ar2" 0 0 0 0 local + addlayer "layer_stimulated_aim_run_ar2" } $sequence "run_aiming_stimulated_all_SMG1" { @@ -303,7 +303,7 @@ $sequence "run_aiming_stimulated_all_SMG1" { interior ACT_IDLE_RIFLE_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local - blendlayer "layer_stimulated_aim_run_smg1" 0 0 0 0 local + addlayer "layer_stimulated_aim_run_smg1" } $sequence "run_aiming_stimulated_all_SG" { @@ -315,7 +315,7 @@ $sequence "run_aiming_stimulated_all_SG" { interior ACT_IDLE_SHOTGUN_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local - blendlayer "layer_stimulated_aim_run_shotgun" 0 0 0 0 local + addlayer "layer_stimulated_aim_run_shotgun" } $sequence "run_aiming_stimulated_all_pistol" { @@ -327,7 +327,7 @@ $sequence "run_aiming_stimulated_all_pistol" { interior ACT_IDLE_PISTOL_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local - blendlayer "layer_stimulated_aim_run_pistol" 0 0 0 0 local + addlayer "layer_stimulated_aim_run_pistol" } // ----------------------------------------------------------------