Merge pull request #1 from mapbase-source/npc-animation-uprising

The "NPC Animation Uprising" (Model sources)
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Blixibon 2022-10-26 09:11:39 -05:00 committed by GitHub
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923 changed files with 1993107 additions and 6747 deletions

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@ -7,13 +7,13 @@ they were used during development and there may be a few areas which are messy o
As with the rest of Mapbase, **leaked content was NOT involved with the creation of these models or animations**.
This repository accepts pull requests for contributing models to Mapbase.
This repository accepts pull requests for contributing models or animations to Mapbase.
---
Most of these source files are derived from decompiled Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, or Half-Life 2: Deathmatch content.
Most of these source files are derived from decompiled Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life 2: Deathmatch, or Left 4 Dead 1 content. Crowbar was used to decompile the content involved.
Crowbar was used to decompile those models.
SMDs under `custom` subfolders (i.e. `combine_soldier_anims_anims/custom/Idle1_Pistol.smd`) are custom animations or modifications of decompiled animations created by Blixibon.
The following model sources or directories are from other external sources:

78
modelsrc/AlyxHolster.qci Normal file
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@ -0,0 +1,78 @@
$animation "@weapon_draw_spine_corrective_animation" "alyx_animations_hl2\@weapon_draw_spine_corrective_animation.smd" {
}
$animation "@weapon_holster_spine_corrective_animation" "alyx_animations_hl2\@weapon_holster_spine_corrective_animation.smd" {
}
$sequence "weapon_draw_spine" {
"alyx_animations_hl2\weapon_draw_spine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@weapon_draw_spine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weapongesture_justspine"
}
$sequence "weapon_draw_arms" {
"alyx_animations_hl2\weapon_draw_arms.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weapongesture_armsonly"
}
$sequence "weapon_draw_gesture" {
"alyx_animations_hl2\weapon_draw_gesture.smd"
activity "ACT_ARM" 1
{ event AE_NPC_DRAW 10 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "weapon_draw_arms" 0 10 26 40 spline
blendlayer "weapon_draw_spine" 0 10 26 40 spline
fps 30
ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 10 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 10 26 1 target 0 usesequence
noanimation numframes 40
}
$sequence "weapon_holster_spine" {
"alyx_animations_hl2\weapon_holster_spine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@weapon_holster_spine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weapongesture_justspine"
}
$sequence "weapon_holster_arms" {
"alyx_animations_hl2\weapon_holster_arms.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weapongesture_armsonly"
}
$sequence "weapon_holster_gesture" {
"alyx_animations_hl2\weapon_holster_gesture.smd"
activity "ACT_DISARM" 1
{ event AE_NPC_HOLSTER 33 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "weapon_holster_arms" 0 21 40 45 spline
blendlayer "weapon_holster_spine" 0 21 30 45 spline
fps 30
ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 21 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 21 40 1 target 0 usesequence
noanimation numframes 45
}

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@ -0,0 +1,105 @@
$weightlist "weights_weapon_holster_gesturespine" {
"ValveBiped.Bip01_Pelvis" 0.9
"ValveBiped.Bip01_Spine" 0.8
"ValveBiped.Bip01_Spine1" 0.6
"ValveBiped.Bip01_Spine2" 0.4
"ValveBiped.Bip01_Spine4" 0
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
}
$weightlist "weights_layer_run_holding_Shotgun_Relaxed" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
}
$animation "@weapon_draw_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_draw_gesturespine_corrective_animation.smd" {
}
$animation "@weapon_holster_gesturespine_corrective_animation" "alyx_animations_ep2\@weapon_holster_gesturespine_corrective_animation.smd" {
}
$sequence "weapon_draw_gesturespine" {
"alyx_animations_ep2\weapon_draw_gesturespine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@weapon_draw_gesturespine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weapongesture_justspine"
}
$sequence "weapon_draw_gesturearms" {
"alyx_animations_ep2\weapon_draw_gesturearms.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
weightlist "weapongesture_armsonly"
}
$sequence "weapon_draw_gesture" {
"alyx_animations_ep2\weapon_draw_gesture.smd"
activity "ACT_ARM" 1
{ event AE_NPC_DRAW 32 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "weapon_draw_gesturearms" 0 10 26 45 spline
blendlayer "weapon_draw_gesturespine" 0 10 26 45 spline
fps 30
ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 10 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 10 26 40 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence
noanimation
}
$sequence "weapon_holster_gesturespine" {
"alyx_animations_ep2\weapon_holster_gesturespine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@weapon_holster_gesturespine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weights_weapon_holster_gesturespine"
}
$sequence "weapon_holster_gestureworld" {
"alyx_animations_ep2\weapon_holster_gestureworld.smd"
fadein 0.2
fadeout 0.2
hidden
worldspace
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 45 45 target 1
weightlist "weights_layer_run_holding_Shotgun_Relaxed"
}
$sequence "weapon_holster_gesture" {
"alyx_animations_ep2\weapon_holster_gesture.smd"
activity "ACT_DISARM" 1
{ event AE_NPC_HOLSTER 22 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "weapon_holster_gestureworld" 0 15 30 45 spline
blendlayer "weapon_holster_gesturespine" 0 0 30 45
fps 30
ikrule "rhand" touch "ValveBiped.Bip01_Spine" contact 15 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 15 30 1 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 44 44 target 1 usesequence
noanimation
}

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@ -0,0 +1,25 @@
// ================================================================
//
// Simple annabelle animations for all NPCs
//
// ================================================================
$animation "@gesture_shoot_annabelle_corrective_animation" "monk_animations_anims/@gesture_shoot_shotgun_corrective_animation.smd"
$sequence "gesture_shoot_annabelle" "monk_animations_anims/gesture_shoot_shotgun.smd" {
activity "ACT_GESTURE_RANGE_ATTACK_ANNABELLE" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_annabelle_corrective_animation" 0
}
$GenericShootFromIdle "shoot_annabelle" $Blend_SMD_Annabelle$ "ACT_RANGE_ATTACK_ANNABELLE" $Blend_Aim_Rifle$ "gesture_shoot_annabelle" 36 node $Blend_Node_Rifle$
$GenericShootFromIdle "shoot_annabelle_low" $Blend_SMD_Annabelle_Crouch$ "ACT_RANGE_ATTACK_ANNABELLE_LOW" $Blend_Aim_Rifle$ "gesture_shoot_annabelle" 36 node $Blend_Node_Rifle$
// ----------------------------------------------------------------
// Reload blend was 20 80 119
$makeweapongesturep gesture_reload_annabelle "monk_animations_anims/reload_smg1.smd" 20 80 119 "ACT_GESTURE_RELOAD_ANNABELLE" 1
$append gesture_reload_annabelle { { event 3015 60 "" } }
$GenericReloadFromIdle "reload_annabelle" $Blend_SMD_Annabelle$ "ACT_RELOAD_ANNABELLE" $Blend_Aim_Rifle$ "gesture_reload_annabelle" 20 80 119 60 node $Blend_Node_Rifle$
$GenericReloadFromIdle "reload_annabelle_low" $Blend_SMD_Annabelle_Crouch$ "ACT_RELOAD_ANNABELLE_LOW" $Blend_Aim_Rifle$ "gesture_reload_annabelle" 20 80 119 60 node $Blend_Node_Rifle$

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@ -1,7 +1,8 @@
// ================================================================
//
// Arrest animations experiment
//
// ================================================================
$sequence "arrest_act_floor" {
"arrestidle.smd"
@ -13,15 +14,13 @@ $sequence "arrest_act_floor_curious" {
activity "ACT_ARREST_FLOOR_CURIOUS" 1
}
$weightlist "ArmsOnly" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Clavicle" 1 }
$sequence "arrest_act_standing_gesture" {
"apcarrestidle.smd"
activity "ACT_ARREST_STANDING_GESTURE" 1
fadein 0.2
fadeout 0.2
fps 20
weightlist "ArmsOnly"
weightlist "weapongesture_armsonly"
loop
}
@ -32,14 +31,12 @@ $sequence "arrest_act_standing_gesture" {
// loop
//}
$weightlist "NoHands" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_L_Hand" 0 }
$sequence "arrest_act_floor_enter" {
"slumpenter_b.smd"
frame 5 97
activity "ACT_ARREST_FLOOR_ENTER" 1
weightlist "NoHands"
blendlayer "idle_subtle" 0 0 1 26 // arrest_act_standing
blendlayer $Blend_Idle_Unarmed$ 0 0 1 26 // arrest_act_standing
blendlayer "arrest_act_floor" 71 96 102 102 spline
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
@ -53,7 +50,7 @@ $sequence "arrest_act_floor_enter_panicked" {
frame 5 97
activity "ACT_ARREST_FLOOR_ENTER_PANICKED" 1
weightlist "NoHands"
blendlayer $PanickedIdle$ 0 0 5 26 // arrest_act_standing
blendlayer $Blend_Idle_Panicked$ 0 0 5 26 // arrest_act_standing
blendlayer "arrest_act_floor" 71 96 102 102 spline
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
@ -68,7 +65,7 @@ $sequence "arrest_act_floor_exit" {
activity "ACT_ARREST_FLOOR_EXIT" 1
weightlist "NoHands"
blendlayer "arrest_act_floor" 0 0 9 28
blendlayer "idle_subtle" 69 88 102 102 xfade
blendlayer $Blend_Idle_Unarmed$ 69 88 102 102 xfade
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 2 usesequence

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@ -0,0 +1,27 @@
// ================================================================
//
// Citizen Activity Fixes
//
// This overwrites existing citizen sequences
// (note: both male_shared and female_shared include this and should $pushd before including)
//
// ================================================================
// ----------------------------------------------------------------
//
// REPLACEMENTS
//
// ----------------------------------------------------------------
// Crouch_idleD holds a SMG while crouchidlehide holds nothing, but the former used ACT_COVER_LOW instead of ACT_COVER_SMG1_LOW and crouchidlehide
// did not have an activity at all, despite having its own transitions.
// This has been changed so that Crouch_idleD uses ACT_COVER_LOW_SMG1 and crouchidlehide uses ACT_COVER_LOW.
$sequence "Crouch_idleD" { "Crouch_idleD.smd" activity "ACT_COVER_SMG1_LOW" 1 node "crouching" loop cmdlist lockfeetandlefthand }
$sequence "crouchidlehide" { "crouchidlehide.smd" activity "ACT_COVER_LOW" 1 node "crouchhide" loop cmdlist lockfeet }
// These transitions do not match any existing animations. The "crouching" node contains crouching combat animations, but these transitions make
// that look weird when they're standing up and down. There's also already a transition for going from crouching to standing in combat, which happen
// to use the same nodes as these.
// In order to give that transition precedent, these transitions no longer transition any nodes.
$sequence "Stand_to_crouch" { "Stand_to_crouch.smd" } // activity "ACT_TRANSITION" 1 transition "standing" "crouching"
$sequence "Crouch_to_stand" { "Crouch_to_stand.smd" } // activity "ACT_TRANSITION" 1 transition "crouching" "standing"

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@ -0,0 +1,149 @@
// ================================================================
//
// New Citizen Crouch Movement Animations
//
// ================================================================
$weightlist "weights_layer_walk_aiming" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_crouch_run_holding_pistol" {
"layer_crouch_run_holding.smd"
fadein 0.2
fadeout 0.2
hidden
addlayer $PistolIdleLowLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "layer_crouch_run_aiming_pistol" {
"layer_crouch_run_aiming.smd"
fadein 0.2
fadeout 0.2
hidden
blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
addlayer $PistolAimLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "crouchRUNHOLDINGALL1_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenCrouch_runN"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_run_holding_pistol" 0 0 0 0 local
node "run_crouching"
}
$sequence "crouchRUNAIMINGALL1_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenCrouch_runN"
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_run_aiming_pistol" 0 0 0 0 local
node "run_crouching"
}
$sequence "layer_crouch_walk_holding_pistol" {
"layer_crouch_walk_holding.smd"
fadein 0.2
fadeout 0.2
hidden
addlayer $PistolIdleLowLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "layer_crouch_walk_aiming_pistol" {
"layer_crouch_walk_aiming.smd"
fadein 0.2
fadeout 0.2
hidden
blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local
addlayer $PistolAimLayer$
worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
weightlist "weights_layer_walk_aiming"
}
$sequence "Crouch_walk_holding_pistol_all" {
"a_CitizenCrouch_walkS"
"a_CitizenCrouch_walkSE"
"a_CitizenCrouch_walkE"
"a_CitizenCrouch_walkNE"
"a_CitizenCrouch_walkN"
"a_CitizenCrouch_walkNW"
"a_CitizenCrouch_walkW"
"a_CitizenCrouch_walkSW"
"a_CitizenCrouch_walkS"
activity "ACT_WALK_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_walk_holding_pistol" 0 0 0 0 local
node "walk_crouching"
}
$sequence "Crouch_walk_aiming_pistol_all" {
"a_CitizenCrouch_walkS"
"a_CitizenCrouch_walkSE"
"a_CitizenCrouch_walkE"
"a_CitizenCrouch_walkNE"
"a_CitizenCrouch_walkN"
"a_CitizenCrouch_walkNW"
"a_CitizenCrouch_walkW"
"a_CitizenCrouch_walkSW"
"a_CitizenCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
blendlayer "layer_crouch_walk_aiming_pistol" 0 0 0 0 local
node "walk_crouching"
}

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@ -0,0 +1,58 @@
// ================================================================
//
// Citizen New Weapon Activities
//
// ================================================================
// ----------------------------------------------------------------
$weightlist "weights_stimulated_aim" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.2
"ValveBiped.Bip01_Spine2" 0.3
"ValveBiped.Bip01_Spine4" 0.4
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// Stronger and doesn't care about the pelvis (for non-worldspace layers)
$weightlist "weights_stimulated_aim_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// Stronger worldspace blend (for keeping citizen posture)
$weightlist "weights_stimulated_aim_3" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_walk_alert_aim_noise" { "layer_walk_alert_aiming.smd" weightlist "weights_stimulated_aim_2" subtract "layer_walk_alert_aim_noise" 0 delta hidden }
// ----------------------------------------------------------------
$sequence "layer_relaxed_smg1" { "Idle_SMG1_Relaxed.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_relaxed_ar2" { "Idle_AR2_Relaxed.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
// ----------------------------------------------------------------
$include "CitizenNewWeaponActivities_Crossbow.qci"
$include "CitizenNewWeaponActivities_AR1.qci"
$include "CitizenNewWeaponActivities_SMG2.qci"

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@ -0,0 +1,123 @@
// ================================================================
//
// Citizen AR1 Activities
//
// ================================================================
// New Idles
$GenericIdle "idle_angry_ar1" "custom\idle_angry_ar1.smd" "ACT_IDLE_AR1"
$GenericCombatIdle "idle_ar1_aim" "custom\idle_ar1_aim.smd" "ACT_IDLE_ANGRY_AR1" "soldier_Aim_9_directions"
$GenericShoot "shoot_ar1" "shoot_ar2.smd" "ACT_RANGE_ATTACK_AR1" "soldier_Aim_9_directions" match "idle_ar1_aim"
$GenericReloadNoAim "reload_ar1" "custom\reload_ar1.smd" "ACT_RELOAD_AR1" 60 fps 35
$sequence "gesture_shoot_ar1" "shoot_ar2.smd" subtract "shoot_ar1" 0 delta activity "ACT_GESTURE_RANGE_ATTACK_AR1" 1
$makeweapongesturep "gesture_reload_ar1" "custom\reload_ar1.smd" 16 90 105
$append gesture_reload_ar1 { fps 40 activity "ACT_GESTURE_RELOAD_AR1" 1 { event 3015 60 "" } }
// ----------------------------------------------------------------
$sequence "relaxed_ar2_to_ar1" "custom\Idle_AR1_Relaxed.smd" frame 0 0 subtract "layer_relaxed_ar2" 0 delta hidden
$sequence "relaxed_ar1_full_arms" "custom\Idle_AR1_Relaxed.smd" frame 0 0 weightlist "weapongesture_armsonly" hidden
// ----------------------------------------------------------------
$GenericIdle "Idle_AR1_Relaxed" "custom\Idle_AR1_Relaxed.smd" "ACT_NEUTRAL_AR1_RELAXED"
// ----------------------------------------------------------------
$GenericIdleHands "Idle_Relaxed_AR1_1" "Idle_Relaxed_AR2_1.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_2" "Idle_Relaxed_AR2_2.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_3" "Idle_Relaxed_AR2_3.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_4" "Idle_Relaxed_AR2_4.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_5" "Idle_Relaxed_AR2_5.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_6" "Idle_Relaxed_AR2_6.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_7" "Idle_Relaxed_AR2_7.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_8" "Idle_Relaxed_AR2_8.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Relaxed_AR1_9" "Idle_Relaxed_AR2_9.smd" "ACT_IDLE_AR1_RELAXED" "relaxed_ar1_full_arms"
$GenericIdleHands "Idle_Alert_AR1_1" "Idle_Alert_AR2_1.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Alert_AR1_2" "Idle_Alert_AR2_2.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Alert_AR1_3" "Idle_Alert_AR2_3.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Alert_AR1_4" "Idle_Alert_AR2_4.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Alert_AR1_5" "Idle_Alert_AR2_5.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar1_full_arms"
$GenericIdleHands "Idle_Alert_AR1_6" "Idle_Alert_AR2_6.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Alert_AR1_7" "Idle_Alert_AR2_7.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar2_to_ar1"
$GenericIdleHands "Idle_Alert_AR1_8" "Idle_Alert_AR2_8.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar1_full_arms"
$GenericIdleHands "Idle_Alert_AR1_9" "Idle_Alert_AR2_9.smd" "ACT_IDLE_AR1_STIMULATED" "relaxed_ar1_full_arms"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_walk_holding_ar1_relaxed" "layer_walk_holding_AR2_Relaxed.smd" blendlayer "relaxed_ar2_to_ar1" 0 0 0 0 local
$GenericWalkLayered "walk_ar1_relaxed_all" "ACT_WALK_AR1_RELAXED" "layer_walk_holding_ar1_relaxed" "ACT_NEUTRAL_AR1_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_run_holding_ar1_relaxed" "layer_run_holding_AR2_Relaxed.smd" blendlayer "relaxed_ar2_to_ar1" 0 0 0 0 local
$GenericRunLayered "run_ar1_relaxed_all" "ACT_RUN_AR1_RELAXED" "layer_run_holding_ar1_relaxed" "ACT_NEUTRAL_AR1_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_walk_holding_ar1" "layer_walk_AR2_holding.smd" blendlayer "relaxed_ar2_to_ar1" 0 0 0 0 local
$ReadinessMoveLayer "layer_walk_alert_holding_ar1" "layer_walk_alert_holding_AR2.smd" blendlayer "relaxed_ar2_to_ar1" 0 0 0 0 local
$GenericWalkLayered "walk_hold_ar1" "ACT_WALK_AR1" "layer_walk_holding_ar1" "ACT_NEUTRAL_AR1_RELAXED"
$GenericWalkLayered "walk_alert_hold_ar1" "ACT_WALK_AR1_STIMULATED" "layer_walk_holding_ar1" "ACT_NEUTRAL_AR1_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_run_holding_ar1" "layer_run_holding_ar2.smd" blendlayer "relaxed_ar2_to_ar1" 0 0 0 0 local
$ReadinessMoveLayer "layer_run_alert_holding_ar1" "layer_run_alert_holding_AR2.smd" blendlayer "relaxed_ar2_to_ar1" 0 0 0 0 local
$GenericRunLayered "run_hold_ar1" "ACT_RUN_AR2" "layer_run_holding_ar1" "ACT_NEUTRAL_AR1_RELAXED"
$GenericRunLayered "run_alert_hold_ar1" "ACT_RUN_AR1_STIMULATED" "layer_run_alert_holding_ar1" "ACT_NEUTRAL_AR1_RELAXED"
// ----------------------------------------------------------------
//
// Nodes for all of the above animations
//
// ----------------------------------------------------------------
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$AddNodeToSequence "Idle_AR1_Relaxed" "standing"
$AddNodeToSequence "idle_angry_ar1" "standing"
$AddNodeToSequence "idle_ar1_aim" "shooting"
$AddNodeToSequence "shoot_ar1" "shooting"
$AddNodeToSequence "reload_ar1" "standing"
//$AddNodeToSequence "crouch_reload_ar1" "crouching"
//$AddNodeToSequence "crouch_idle_ar1" "crouching"
//$AddNodeToSequence "crouch_shoot_ar1" "crouchShooting"
$AddNodeToSequence "walk_ar1_relaxed_all" "walking"
$AddNodeToSequence "walk_hold_ar1" "walking"
$AddNodeToSequence "walk_alert_hold_ar1" "walking"
$AddNodeToSequence "run_ar1_relaxed_all" "running"
$AddNodeToSequence "run_hold_ar1" "running"
$AddNodeToSequence "run_alert_hold_ar1" "running"
$AddNodeToSequence "Idle_Relaxed_AR1_1" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_2" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_3" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_4" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_5" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_6" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_7" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_8" "standing"
$AddNodeToSequence "Idle_Relaxed_AR1_9" "standing"
$AddNodeToSequence "Idle_Alert_AR1_1" "standing"
$AddNodeToSequence "Idle_Alert_AR1_2" "standing"
$AddNodeToSequence "Idle_Alert_AR1_3" "standing"
$AddNodeToSequence "Idle_Alert_AR1_4" "standing"
$AddNodeToSequence "Idle_Alert_AR1_5" "standing"
$AddNodeToSequence "Idle_Alert_AR1_6" "standing"
$AddNodeToSequence "Idle_Alert_AR1_7" "standing"
$AddNodeToSequence "Idle_Alert_AR1_8" "standing"
$AddNodeToSequence "Idle_Alert_AR1_9" "standing"

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// ================================================================
//
// Citizen Crossbow Activities
//
// ================================================================
// New Idles
$GenericIdle "Idle_Angry_Crossbow" "custom\Idle_Angry_Crossbow.smd" "ACT_IDLE_CROSSBOW"
$GenericCombatIdle "Idle_Crossbow_Aim" "custom\Idle_Crossbow_Aim.smd" "ACT_IDLE_ANGRY_CROSSBOW" "soldier_Aim_9_directions"
$GenericShoot "shoot_crossbow" "custom\shoot_crossbow.smd" "ACT_RANGE_ATTACK_CROSSBOW" "soldier_Aim_9_directions"
$GenericShootFromIdle "crouch_shoot_crossbow" "crouch_shoot_smg1.smd" "ACT_RANGE_ATTACK_CROSSBOW_LOW" "soldier_Aim_9_directions" "gesture_shoot_crossbow" 10
$GenericReloadSoundMatched "reload_crossbow" "custom\reload_crossbow.smd" "ACT_RELOAD_CROSSBOW" "soldier_Aim_9_directions" 10 25 40 20
$append reload_crossbow { fps 25 { event AE_CL_PLAYSOUND 20 "Weapon_Crossbow.BoltElectrify" } }
$GenericReloadFromIdle "crouch_reload_crossbow" "Crouch_idleD.smd" "ACT_RELOAD_CROSSBOW_LOW" "soldier_Aim_9_directions" "gesture_reload_crossbow" 10 25 40 20 fps 25
$GenericIdle "crouch_idle_crossbow" "Crouch_idleD.smd" "ACT_COVER_CROSSBOW_LOW" blendlayer "relaxed_smg1_to_crossbow" 0 0 0 0 local
$sequence "gesture_shoot_crossbow" "custom\shoot_crossbow.smd" subtract "gesture_shoot_crossbow" 0 delta activity "ACT_GESTURE_RANGE_ATTACK_CROSSBOW" 1
$makeweapongesturep "gesture_reload_crossbow" "custom\reload_crossbow.smd" 10 25 40
$append gesture_reload_crossbow { fps 25 activity "ACT_GESTURE_RELOAD_CROSSBOW" 1 { event 3015 20 "" } { event AE_CL_PLAYSOUND 20 "Weapon_Crossbow.BoltElectrify" } }
$sequence "relaxed_smg1_to_crossbow" "custom\Idle_Crossbow_Relaxed.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden
$sequence "relaxed_crossbow_full_arms" "custom\Idle_Crossbow_Relaxed.smd" frame 0 0 weightlist "weapongesture_armsonly" hidden
$GenericIdleHands "Idle_Relaxed_Crossbow_1" "Idle_Relaxed_SMG1_1.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
$GenericIdleHands "Idle_Relaxed_Crossbow_2" "Idle_Relaxed_SMG1_2.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_smg1_to_crossbow"
$GenericIdleHands "Idle_Relaxed_Crossbow_3" "Idle_Relaxed_SMG1_3.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
$GenericIdleHands "Idle_Relaxed_Crossbow_4" "Idle_Relaxed_SMG1_4.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
$GenericIdleHands "Idle_Relaxed_Crossbow_5" "Idle_Relaxed_SMG1_5.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
//$GenericIdleHands "Idle_Relaxed_Crossbow_6" "Idle_Relaxed_SMG1_6.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
//$GenericIdleHands "Idle_Relaxed_Crossbow_7" "Idle_Relaxed_SMG1_7.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
//$GenericIdleHands "Idle_Relaxed_Crossbow_8" "Idle_Relaxed_SMG1_8.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
//$GenericIdleHands "Idle_Relaxed_Crossbow_9" "Idle_Relaxed_SMG1_9.smd" "ACT_IDLE_CROSSBOW_RELAXED" "relaxed_crossbow_full_arms"
$GenericIdle "Idle_Relaxed_Crossbow_6" "..\male_shared_anims\custom\Idle_Relaxed_Crossbow_1.smd" "ACT_IDLE_CROSSBOW_RELAXED"
$GenericIdle "Idle_Relaxed_Crossbow_7" "..\male_shared_anims\custom\Idle_Relaxed_Crossbow_2.smd" "ACT_IDLE_CROSSBOW_RELAXED"
$GenericIdleHands "Idle_Alert_Crossbow_1" "Idle_Alert_SMG1_1.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
$GenericIdleHands "Idle_Alert_Crossbow_2" "Idle_Alert_SMG1_2.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
$GenericIdleHands "Idle_Alert_Crossbow_3" "Idle_Alert_SMG1_3.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
$GenericIdleHands "Idle_Alert_Crossbow_4" "Idle_Alert_SMG1_4.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
$GenericIdleHands "Idle_Alert_Crossbow_5" "Idle_Alert_SMG1_5.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
$GenericIdleHands "Idle_Alert_Crossbow_6" "Idle_Alert_SMG1_6.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
//$GenericIdleHands "Idle_Alert_Crossbow_7" "Idle_Alert_SMG1_7.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
//$GenericIdleHands "Idle_Alert_Crossbow_8" "Idle_Alert_SMG1_8.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
//$GenericIdleHands "Idle_Alert_Crossbow_9" "Idle_Alert_SMG1_9.smd" "ACT_IDLE_CROSSBOW_STIMULATED" "relaxed_smg1_to_crossbow"
$GenericIdle "Idle_Alert_Crossbow_7" "..\male_shared_anims\custom\Idle_Alert_Crossbow_1.smd" "ACT_IDLE_CROSSBOW_STIMULATED"
$GenericIdle "Idle_Alert_Crossbow_8" "..\male_shared_anims\custom\Idle_Alert_Crossbow_2.smd" "ACT_IDLE_CROSSBOW_STIMULATED"
// ----------------------------------------------------------------
$definemacro ReadinessMoveLayer LayerName FileName \\
$GenericMoveLayer $LayerName$ $FileName$ "weights_relaxed_1" \\
$weightlist "weights_relaxed_1" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$GenericIdle "Idle_Crossbow_Relaxed" "custom\Idle_Crossbow_Relaxed.smd" "ACT_NEUTRAL_CROSSBOW_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_walk_holding_crossbow_relaxed" "layer_walk_holding_SMG1_Relaxed.smd" blendlayer "relaxed_smg1_to_crossbow" 0 0 0 0 local
$GenericWalkLayered "walk_crossbow_relaxed_all" "ACT_WALK_CROSSBOW_RELAXED" "layer_walk_holding_crossbow_relaxed" "ACT_NEUTRAL_CROSSBOW_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_run_holding_crossbow_relaxed" "layer_run_holding_SMG1_Relaxed.smd" blendlayer "relaxed_smg1_to_crossbow" 0 0 0 0 local
$GenericRunLayered "run_crossbow_relaxed_all" "ACT_RUN_CROSSBOW_RELAXED" "layer_run_holding_crossbow_relaxed" "ACT_NEUTRAL_CROSSBOW_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_walk_holding_crossbow" "layer_walk_holding.smd" blendlayer "relaxed_smg1_to_crossbow" 0 0 0 0 local
$ReadinessMoveLayer "layer_walk_alert_holding_crossbow" "layer_walk_alert_holding.smd" blendlayer "relaxed_smg1_to_crossbow" 0 0 0 0 local
$GenericWalkLayered "walk_hold_crossbow" "ACT_WALK_CROSSBOW" "layer_walk_holding_crossbow" "ACT_NEUTRAL_CROSSBOW_RELAXED"
$GenericWalkLayered "walk_alert_hold_crossbow" "ACT_WALK_CROSSBOW_STIMULATED" "layer_walk_holding_crossbow" "ACT_NEUTRAL_CROSSBOW_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_run_holding_crossbow" "layer_run_holding.smd" blendlayer "relaxed_smg1_to_crossbow" 0 0 0 0 local
$ReadinessMoveLayer "layer_run_alert_holding_crossbow" "layer_run_alert_holding.smd" blendlayer "relaxed_smg1_to_crossbow" 0 0 0 0 local
$GenericRunLayered "run_hold_crossbow" "ACT_RUN_CROSSBOW" "layer_run_holding_crossbow" "ACT_NEUTRAL_CROSSBOW_RELAXED"
$GenericRunLayered "run_alert_hold_crossbow" "ACT_RUN_CROSSBOW_STIMULATED" "layer_run_alert_holding_crossbow" "ACT_NEUTRAL_CROSSBOW_RELAXED"
// ----------------------------------------------------------------
$sequence "layer_walk_aim_crossbow" { "custom\Idle_Crossbow_Aim.smd" weightlist "weights_stimulated_aim_3" addlayer "soldier_Aim_9_directions" addlayer "layer_walk_alert_aim_noise" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_crossbow" { "custom\Idle_Crossbow_Aim.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_walk_alert_aim_crossbow" { "custom\Idle_Crossbow_Aim.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" addlayer "layer_walk_alert_aim_noise" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$GenericCombatIdle_NoHandIK "Idle_Crossbow_Aim_Alert" "Idle_SMG1_Aim_Alert.smd" "ACT_IDLE_AIM_CROSSBOW_STIMULATED" "soldier_Aim_9_directions" blendlayer "layer_stimulated_aim_crossbow" 0 0 0 0 local
$sequence "walk_aiming_crossbow_all" { $a_WalkBlends activity "ACT_WALK_AIM_CROSSBOW" 1 addlayer "layer_walk_aim_crossbow" node "walking" }
$sequence "run_aiming_crossbow_all" { $a_RunBlends activity "ACT_RUN_AIM_CROSSBOW" 1 addlayer "layer_walk_aim_crossbow" node "running" }
$sequence "walk_aiming_crossbow_alert_all" { $a_WalkBlends activity "ACT_WALK_AIM_CROSSBOW_STIMULATED" 1 addlayer "layer_walk_alert_aim_crossbow" node "walking" }
$sequence "run_aiming_crossbow_alert_all" { $a_RunBlends activity "ACT_RUN_AIM_CROSSBOW_STIMULATED" 1 addlayer "layer_walk_alert_aim_crossbow" node "running" }
// ----------------------------------------------------------------
//
// Nodes for all of the above animations
//
// ----------------------------------------------------------------
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$AddNodeToSequence "Idle_Crossbow_Relaxed" "standing"
$AddNodeToSequence "Idle_Angry_Crossbow" "standing"
$AddNodeToSequence "Idle_Crossbow_Aim" "shooting"
$AddNodeToSequence "shoot_crossbow" "shooting"
$AddNodeToSequence "reload_crossbow" "shooting"
$AddNodeToSequence "crouch_reload_crossbow" "crouching"
$AddNodeToSequence "crouch_idle_crossbow" "crouching"
$AddNodeToSequence "crouch_shoot_crossbow" "crouchShooting"
$AddNodeToSequence "walk_crossbow_relaxed_all" "walking"
$AddNodeToSequence "walk_hold_crossbow" "walking"
$AddNodeToSequence "walk_alert_hold_crossbow" "walking"
$AddNodeToSequence "run_crossbow_relaxed_all" "running"
$AddNodeToSequence "run_hold_crossbow" "running"
$AddNodeToSequence "run_alert_hold_crossbow" "running"
//$AddNodeToSequence "Idle_Crossbow_Aim_Alert" "shooting"
$AddNodeToSequence "Idle_Relaxed_Crossbow_1" "standing"
$AddNodeToSequence "Idle_Relaxed_Crossbow_2" "standing"
$AddNodeToSequence "Idle_Relaxed_Crossbow_3" "standing"
$AddNodeToSequence "Idle_Relaxed_Crossbow_4" "standing"
$AddNodeToSequence "Idle_Relaxed_Crossbow_5" "standing"
$AddNodeToSequence "Idle_Alert_Crossbow_1" "standing"
$AddNodeToSequence "Idle_Alert_Crossbow_2" "standing"
$AddNodeToSequence "Idle_Alert_Crossbow_3" "standing"
$AddNodeToSequence "Idle_Alert_Crossbow_4" "standing"
$AddNodeToSequence "Idle_Alert_Crossbow_5" "standing"
$AddNodeToSequence "Idle_Alert_Crossbow_6" "standing"

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// ================================================================
//
// Citizen SMG2 Activities
//
// ================================================================
// New Idles
$GenericIdle "Idle_Angry_SMG2" "custom\Idle_Angry_SMG2.smd" "ACT_IDLE_SMG2"
$GenericCombatIdle "Idle_SMG2_Aim" "custom\Idle_SMG2_Aim.smd" "ACT_IDLE_ANGRY_SMG2" "soldier_Aim_9_directions"
$GenericShoot "shoot_smg2" "shoot_smg1.smd" "ACT_RANGE_ATTACK_SMG2" "soldier_Aim_9_directions" match "idle_smg2_aim"
$GenericReloadNoAim "reload_smg2" "reload_smg1.smd" "ACT_RELOAD_SMG2" 60 fps 35
$sequence "gesture_shoot_smg2" "shoot_smg1.smd" subtract "shoot_smg2" 0 delta activity "ACT_GESTURE_RANGE_ATTACK_SMG2" 1
$makeweapongesturep "gesture_reload_smg2" "shoot_smg1.smd" 16 90 105
$append gesture_reload_smg2 { fps 40 activity "ACT_GESTURE_RELOAD_SMG2" 1 { event 3015 60 "" } }
// ----------------------------------------------------------------
$sequence "relaxed_smg1_to_smg2" "custom\Idle_SMG2_Relaxed.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden
$sequence "relaxed_smg2_full_arms" "custom\Idle_SMG2_Relaxed.smd" frame 0 0 weightlist "weapongesture_armsonly" hidden
// ----------------------------------------------------------------
$GenericIdle "Idle_SMG2_Relaxed" "custom\Idle_SMG2_Relaxed.smd" "ACT_NEUTRAL_SMG2_RELAXED"
// ----------------------------------------------------------------
$GenericIdleHands "Idle_Relaxed_SMG2_1" "Idle_Relaxed_SMG1_1.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Relaxed_SMG2_2" "Idle_Relaxed_SMG1_2.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Relaxed_SMG2_3" "Idle_Relaxed_SMG1_3.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Relaxed_SMG2_4" "Idle_Relaxed_SMG1_4.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Relaxed_SMG2_5" "Idle_Relaxed_SMG1_5.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Relaxed_SMG2_6" "Idle_Relaxed_SMG1_6.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
//$GenericIdleHands "Idle_Relaxed_SMG2_7" "Idle_Relaxed_SMG1_7.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
//$GenericIdleHands "Idle_Relaxed_SMG2_8" "Idle_Relaxed_SMG1_8.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2"
//$GenericIdleHands "Idle_Relaxed_SMG2_9" "Idle_Relaxed_SMG1_9.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg2_full_arms"
$GenericIdleHands "Idle_Alert_SMG2_1" "Idle_Alert_SMG1_1.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Alert_SMG2_2" "Idle_Alert_SMG1_2.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Alert_SMG2_3" "Idle_Alert_SMG1_3.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Alert_SMG2_4" "Idle_Alert_SMG1_4.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2"
$GenericIdleHands "Idle_Alert_SMG2_5" "Idle_Alert_SMG1_5.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg2_full_arms"
$GenericIdleHands "Idle_Alert_SMG2_6" "Idle_Alert_SMG1_6.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2"
//$GenericIdleHands "Idle_Alert_SMG2_7" "Idle_Alert_SMG1_7.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2"
//$GenericIdleHands "Idle_Alert_SMG2_8" "Idle_Alert_SMG1_8.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg2_full_arms"
//$GenericIdleHands "Idle_Alert_SMG2_9" "Idle_Alert_SMG1_9.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg2_full_arms"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_walk_holding_smg2_relaxed" "layer_walk_holding_SMG1_Relaxed.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local
$GenericWalkLayered "walk_smg2_relaxed_all" "ACT_WALK_SMG2_RELAXED" "layer_walk_holding_smg2_relaxed" "ACT_NEUTRAL_SMG2_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_run_holding_smg2_relaxed" "layer_run_holding_SMG1_Relaxed.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local
$GenericRunLayered "run_smg2_relaxed_all" "ACT_RUN_SMG2_RELAXED" "layer_run_holding_smg2_relaxed" "ACT_NEUTRAL_SMG2_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_walk_holding_smg2" "layer_walk_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local
$ReadinessMoveLayer "layer_walk_alert_holding_smg2" "layer_walk_alert_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local
$GenericWalkLayered "walk_hold_smg2" "ACT_WALK_SMG2" "layer_walk_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED"
$GenericWalkLayered "walk_alert_hold_smg2" "ACT_WALK_SMG2_STIMULATED" "layer_walk_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED"
// ----------------------------------------------------------------
$ReadinessMoveLayer "layer_run_holding_smg2" "layer_run_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local
$ReadinessMoveLayer "layer_run_alert_holding_smg2" "layer_run_alert_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local
$GenericRunLayered "run_hold_smg2" "ACT_RUN_AR2" "layer_run_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED"
$GenericRunLayered "run_alert_hold_smg2" "ACT_RUN_SMG2_STIMULATED" "layer_run_alert_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED"
// ----------------------------------------------------------------
//
// Nodes for all of the above animations
//
// ----------------------------------------------------------------
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$AddNodeToSequence "Idle_SMG2_Relaxed" "standing"
$AddNodeToSequence "idle_angry_smg2" "standing"
$AddNodeToSequence "idle_smg2_aim" "shooting"
$AddNodeToSequence "shoot_smg2" "shooting"
$AddNodeToSequence "reload_smg2" "standing"
//$AddNodeToSequence "crouch_reload_smg2" "crouching"
//$AddNodeToSequence "crouch_idle_smg2" "crouching"
//$AddNodeToSequence "crouch_shoot_smg2" "crouchShooting"
$AddNodeToSequence "walk_smg2_relaxed_all" "walking"
$AddNodeToSequence "walk_hold_smg2" "walking"
$AddNodeToSequence "walk_alert_hold_smg2" "walking"
$AddNodeToSequence "run_smg2_relaxed_all" "running"
$AddNodeToSequence "run_hold_smg2" "running"
$AddNodeToSequence "run_alert_hold_smg2" "running"
$AddNodeToSequence "Idle_Relaxed_SMG2_1" "standing"
$AddNodeToSequence "Idle_Relaxed_SMG2_2" "standing"
$AddNodeToSequence "Idle_Relaxed_SMG2_3" "standing"
$AddNodeToSequence "Idle_Relaxed_SMG2_4" "standing"
$AddNodeToSequence "Idle_Relaxed_SMG2_5" "standing"
$AddNodeToSequence "Idle_Relaxed_SMG2_6" "standing"
//$AddNodeToSequence "Idle_Relaxed_SMG2_7" "standing"
//$AddNodeToSequence "Idle_Relaxed_SMG2_8" "standing"
//$AddNodeToSequence "Idle_Relaxed_SMG2_9" "standing"
$AddNodeToSequence "Idle_Alert_SMG2_1" "standing"
$AddNodeToSequence "Idle_Alert_SMG2_2" "standing"
$AddNodeToSequence "Idle_Alert_SMG2_3" "standing"
$AddNodeToSequence "Idle_Alert_SMG2_4" "standing"
$AddNodeToSequence "Idle_Alert_SMG2_5" "standing"
$AddNodeToSequence "Idle_Alert_SMG2_6" "standing"
//$AddNodeToSequence "Idle_Alert_SMG2_7" "standing"
//$AddNodeToSequence "Idle_Alert_SMG2_8" "standing"
//$AddNodeToSequence "Idle_Alert_SMG2_9" "standing"

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// ================================================================
//
// Shared weapon_citizenpackage running animation
//
// ================================================================
$weightlist "weights_layer_package_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.3
"ValveBiped.Bip01_Spine2" 0.4
"ValveBiped.Bip01_Spine4" 0.5
"ValveBiped.Bip01_Neck1" 0.5
"ValveBiped.Bip01_Head1" 0.5
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
}
$sequence "layer_run_holding_package" {
"layer_walk_holding_package.smd"
fadein 0.2
fadeout 0.2
hidden
//worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
weightlist "weights_layer_package_run"
}

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$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_WalkN_package
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

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$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_WalkN_package
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

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// ================================================================
//
// weapon_citizenpackage animations for metrocops
//
// ================================================================
$weightlist "weights_layer_package_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$sequence "layer_walk_holding_package" {
"layer_walk_holding_package.smd"
fadein 0.2
fadeout 0.2
hidden
//worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
weightlist "weights_layer_package_walk"
}
$sequence "walk_holding_package_all" {
"a_PoliceWalkS"
"a_PoliceWalkSE"
"a_PoliceWalkE"
"a_PoliceWalkNE"
"a_PoliceWalkN" // a_WalkN_package
"a_PoliceWalkNW"
"a_PoliceWalkW"
"a_PoliceWalkSW"
"a_PoliceWalkS"
activity "ACT_WALK_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 9 "NPC_MetroPolice" }
{ event 6005 25 "NPC_MetroPolice" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_walk_holding_package" 0 0 0 0 local
node "walking"
}
$sequence "idlepackage" {
"idlepackage.smd"
activity "ACT_IDLE_PACKAGE" 1
fadein 0.2
fadeout 0.2
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 0.48 4.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin 1.76 -4.89 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 1
}
$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceRunN" // a_WalkN_package
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 7 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

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// ================================================================
//
// weapon_citizenpackage animations for soldiers
//
// ================================================================
$weightlist "weights_layer_package_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$sequence "layer_walk_holding_package" {
"layer_walk_holding_package.smd"
fadein 0.2
fadeout 0.2
hidden
//worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
weightlist "weights_layer_package_walk"
}
$sequence "walk_holding_package_all" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN" // a_WalkN_package
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_WALK_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_walk_holding_package" 0 0 0 0 local
node "walking"
}
$sequence "idlepackage" {
"idlepackage.smd"
activity "ACT_IDLE_PACKAGE" 1
fadein 0.2
fadeout 0.2
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 0.48 4.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin 1.76 -4.89 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 1
}
$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN" // a_WalkN_package
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

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// ================================================================
//
// RPG Animations for Metrocops/Soldiers
//
// ================================================================
$weightlist "weights_layer_Aim_all" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "@gesture_shoot_rpg_corrective_animation" "male_shared_anims\@gesture_shoot_rpg_corrective_animation.smd" {
}
$animation "a_RPG_aim_straight_up_corrective_animation" "male_shared_anims\a_RPG_aim_straight_up_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_right_corrective_animation" "male_shared_anims\a_RPG_aim_up_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_center_corrective_animation" "male_shared_anims\a_RPG_aim_up_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_left_corrective_animation" "male_shared_anims\a_RPG_aim_up_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_right_corrective_animation" "male_shared_anims\a_RPG_aim_mid_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_center_corrective_animation" "male_shared_anims\a_RPG_aim_mid_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_left_corrective_animation" "male_shared_anims\a_RPG_aim_mid_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_right_corrective_animation" "male_shared_anims\a_RPG_aim_down_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_center_corrective_animation" "male_shared_anims\a_RPG_aim_down_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_left_corrective_animation" "male_shared_anims\a_RPG_aim_down_left_corrective_animation.smd" {
}
$animation "a_aim_RPG_neutral" "male_shared_anims\a_aim_RPG_neutral.smd" {
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
}
$animation "a_RPG_aim_down_left" "male_shared_anims\a_RPG_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_center" "male_shared_anims\a_RPG_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_right" "male_shared_anims\a_RPG_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_left" "male_shared_anims\a_RPG_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_center" "male_shared_anims\a_RPG_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_right" "male_shared_anims\a_RPG_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_left" "male_shared_anims\a_RPG_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_center" "male_shared_anims\a_RPG_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_right" "male_shared_anims\a_RPG_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_straight_up" "male_shared_anims\a_RPG_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_straight_up_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$weightlist "weights_layer_rpg" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_RH" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_rpg_aim" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "layer_rpg_aim_crouch" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "gesture_shoot_rpg" {
"male_shared_anims\gesture_shoot_rpg.smd"
activity "ACT_GESTURE_RANGE_ATTACK_RPG" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_rpg_corrective_animation" 0
fadein 0.2
fadeout 0.2
fps 30
}
$sequence "layer_Aim_RPG_all" {
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_up_right"
"a_RPG_aim_up_center"
"a_RPG_aim_up_left"
"a_RPG_aim_mid_right"
"a_RPG_aim_mid_center"
"a_RPG_aim_mid_left"
"a_RPG_aim_down_right"
"a_RPG_aim_down_center"
"a_RPG_aim_down_left"
blend "aim_yaw" -48.5701 48.5905
blend "aim_pitch" -88.88165 49.98479
blendwidth 3
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "shoot_rpg" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_RANGE_ATTACK_RPG" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
}
$sequence "rpgangryidle1" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_IDLE_ANGRY_RPG" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 11.23 7.33 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -5.86 -5.69 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1
}
$sequence "lowcover_shoot_rpg" {
"police_animations_anims\lowcover_aim_smg1.smd"
activity "ACT_RANGE_ATTACK_RPG_LOW" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
}
$sequence "lowcover_aim_rpg" {
"police_animations_anims\lowcover_aim_smg1.smd"
activity "ACT_RANGE_AIM_RPG_LOW" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 1
}

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// ================================================================
//
// RPG Animations for Metrocops/Soldiers
//
// ================================================================
$weightlist "weights_layer_Aim_all" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "@gesture_shoot_rpg_corrective_animation" "male_shared_anims\@gesture_shoot_rpg_corrective_animation.smd" {
}
$animation "a_RPG_aim_straight_up_corrective_animation" "male_shared_anims\a_RPG_aim_straight_up_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_right_corrective_animation" "male_shared_anims\a_RPG_aim_up_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_center_corrective_animation" "male_shared_anims\a_RPG_aim_up_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_left_corrective_animation" "male_shared_anims\a_RPG_aim_up_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_right_corrective_animation" "male_shared_anims\a_RPG_aim_mid_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_center_corrective_animation" "male_shared_anims\a_RPG_aim_mid_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_left_corrective_animation" "male_shared_anims\a_RPG_aim_mid_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_right_corrective_animation" "male_shared_anims\a_RPG_aim_down_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_center_corrective_animation" "male_shared_anims\a_RPG_aim_down_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_left_corrective_animation" "male_shared_anims\a_RPG_aim_down_left_corrective_animation.smd" {
}
$animation "a_aim_RPG_neutral" "male_shared_anims\a_aim_RPG_neutral.smd" {
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
}
$animation "a_RPG_aim_down_left" "male_shared_anims\a_RPG_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_center" "male_shared_anims\a_RPG_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_right" "male_shared_anims\a_RPG_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_left" "male_shared_anims\a_RPG_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_center" "male_shared_anims\a_RPG_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_right" "male_shared_anims\a_RPG_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_left" "male_shared_anims\a_RPG_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_center" "male_shared_anims\a_RPG_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_right" "male_shared_anims\a_RPG_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_straight_up" "male_shared_anims\a_RPG_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_straight_up_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$weightlist "weights_layer_rpg" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_RH" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_layer_Aim_weak" {
"ValveBiped.Bip01_Pelvis" 0.6
"ValveBiped.Bip01_Spine" 0.6
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_layer_Aim_weaker" {
"ValveBiped.Bip01_Pelvis" 0.2
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_Aim_RPG_mid_left" {
"a_RPG_aim_mid_left"
weightlist "weights_layer_Aim_weak"
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "layer_Aim_RPG_up_center" {
"a_RPG_aim_up_center"
weightlist "weights_layer_Aim_weaker"
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "layer_rpg_aim" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_mid_left"
addlayer "layer_Aim_RPG_up_center"
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "layer_rpg_aim_crouch" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
//addlayer "layer_Aim_RPG_mid_left"
addlayer "layer_Aim_RPG_up_center"
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "gesture_shoot_rpg" {
"male_shared_anims\gesture_shoot_rpg.smd"
activity "ACT_GESTURE_RANGE_ATTACK_RPG" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_rpg_corrective_animation" 0
fadein 0.2
fadeout 0.2
fps 30
}
$sequence "layer_Aim_RPG_all" {
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_up_right"
"a_RPG_aim_up_center"
"a_RPG_aim_up_left"
"a_RPG_aim_mid_right"
"a_RPG_aim_mid_center"
"a_RPG_aim_mid_left"
"a_RPG_aim_down_right"
"a_RPG_aim_down_center"
"a_RPG_aim_down_left"
blend "aim_yaw" -48.5701 48.5905
blend "aim_pitch" -88.88165 49.98479
blendwidth 3
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "shootRPG" {
"combine_soldier_anims_anims\CombatIdle1.smd"
activity "ACT_RANGE_ATTACK_RPG" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
}
$sequence "CombatIdle1_RPG" {
"combine_soldier_anims_anims\CombatIdle1.smd"
activity "ACT_IDLE_ANGRY_RPG" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
}
$sequence "shootRPGc" {
"combine_soldier_anims_anims\crouch_aim_sm1.smd"
activity "ACT_RANGE_ATTACK_RPG_LOW" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
}
$sequence "crouch_aim_rpg" {
"combine_soldier_anims_anims\crouch_aim_sm1.smd"
activity "ACT_RANGE_AIM_RPG_LOW" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
}

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// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$sequence "layer_luggage_idle" {
"..\male_shared_anims\d1_t01_Luggage_Idle.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_idle"
}
$sequence "layer_luggage_drop" {
"..\male_shared_anims\d1_t01_Luggage_Drop.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
//weightlist "weights_layer_luggage_drop"
}
$sequence "d1_t01_Luggage_Idle" {
"idle_subtle.smd"
activity "ACT_IDLE_SUITCASE" 1
fadein 0.2
fadeout 0.2
fps 30
loop
blendlayer "layer_luggage_idle" 0 0 0 0 local
ikrule "lfoot" footstep contact 0 fakeorigin 4.89 7.83 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin 5.79 -6.25 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
}
$sequence "d1_t01_Luggage_Drop" {
"idle_subtle.smd"
{ event 1003 35 "1" }
fadein 0.2
fadeout 0.2
fps 30
numframes 74
blendlayer "layer_luggage_idle" 0 0 0 0 local
blendlayer "layer_luggage_drop" 0 20 48 74
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 3 usesequence
walkframe 65 LX LY LZR
}
$sequence "layer_luggage_walk" {
"..\male_shared_anims\layer_luggage_walk.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_walk"
}
$sequence "layer_luggage_run" {
"..\male_shared_anims\layer_luggage_walk.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_run"
}

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@ -0,0 +1,106 @@
// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$weightlist "weights_layer_luggage_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_drop" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Clavicle" 0.5
"ValveBiped.Bip01_R_UpperArm" 0.5
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_L_Clavicle" 0
}
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$include "CitizenSuitcase.qci"
$sequence "luggage_walk_all" {
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_luggage_walk
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6006 8 "NPC_Citizen" }
{ event 6007 23 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_walk" 0 0 0 0 local
node "walking"
}
$sequence "luggage_run_all" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_luggage_walk
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_run" 0 0 0 0 local
node "running"
}

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// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$weightlist "weights_layer_luggage_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 3
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_drop" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_L_Clavicle" 0
}
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$include "CitizenSuitcase.qci"
$sequence "luggage_walk_all" {
"a_PoliceWalkS"
"a_PoliceWalkSE"
"a_PoliceWalkE"
"a_PoliceWalkNE"
"a_PoliceWalkN" // a_luggage_walk
"a_PoliceWalkNW"
"a_PoliceWalkW"
"a_PoliceWalkSW"
"a_PoliceWalkS"
activity "ACT_WALK_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_MetroPolice" }
{ event 6005 25 "NPC_MetroPolice" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_walk" 0 0 0 0 local
node "walking"
}
$sequence "luggage_run_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceRunN" // a_luggage_walk
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_run" 0 0 0 0 local
node "running"
}

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// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$weightlist "weights_layer_luggage_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 3
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_drop" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_L_Clavicle" 0
}
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$include "CitizenSuitcase.qci"
$weightlist "weights_luggage_larm_only" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 0.4
"ValveBiped.Bip01_L_UpperArm" 0.6
"ValveBiped.Bip01_L_Forearm" 0.8
"ValveBiped.Bip01_L_Hand" 1
}
$sequence "layer_luggage_larm" {
"..\combine_soldier_anims_anims\Idle_Unarmed.smd"
fadein 0.2
fadeout 0.2
fps 30
loop
weightlist "weights_luggage_larm_only"
}
$sequence "luggage_walk_all" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN" // a_luggage_walk
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_WALK_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_walk" 0 0 0 0 local
blendlayer "layer_luggage_larm" 0 0 0 0 local
node "walking"
}
$sequence "layer_luggage_run_larm" {
"a_RunN.smd"
fadein 0.2
fadeout 0.2
fps 30
loop
weightlist "weights_luggage_larm_only"
}
$sequence "luggage_run_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN" // a_luggage_walk
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_run" 0 0 0 0 local
blendlayer "layer_luggage_run_larm" 0 0 0 0 local
node "running"
}

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// ================================================================
//
// Reimplements wall cover animations with new activities.
// Also adds pistol and unarmed variants.
// "PistolIdleLayer" and "PistolIdleLowLayer" MUST be declared as variables!
//
// (See SoldierWallCover.qci for soldier equivalent)
//
// ================================================================
// Using idle_noise as it is causes an exception
$sequence "cover_noise" "idle_subtle.smd" subtract "cover_noise" 0 delta hidden
// ----------------------------------------------------------------
// The unarmed idle layer
// WeightsUnarmedCover_R has more weight on the left clavicle and WeightsUnarmedCover_L is the other way around
$weightlist "WeightsUnarmedCover" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_R" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_L" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$sequence "cover_unarmed_r" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_R" loop hidden
$sequence "cover_unarmed_l" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_L" loop hidden
$sequence "cover_unarmed_low" "crouchidlehide.smd" {
frame 0 0
numframes 30
weightlist "WeightsUnarmedCover"
loop
hidden
}
// ----------------------------------------------------------------
$definemacro MakeCoverAnim SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
loop \\
ikrule "lfoot" footstep usesource \\
ikrule "rfoot" footstep usesource \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
ikrule "rhand" release usesource \\
}
$definemacro MakeCoverAnimWithNoise SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
addlayer "cover_noise" \\
loop \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
ikrule "rhand" release usesequence \\
}
$definemacro MakeCoverAnim_NoHandIK SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
loop \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
}
$definemacro MakeCoverAnimWithNoise_NoHandIK SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
addlayer "cover_noise" \\
loop \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
}
// ================================================================
$MakeCoverAnim "Cover_R" "Cover_R.smd" "ACT_COVER_WALL_R_RIFLE"
$MakeCoverAnimWithNoise "Cover_L" "Cover_L.smd" "ACT_COVER_WALL_L_RIFLE"
$MakeCoverAnim "CoverLow_R" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_RIFLE"
$MakeCoverAnimWithNoise "CoverLow_L" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
// ================================================================
// New
$MakeCoverAnim_NoHandIK "Cover_R_pistol" "Cover_R.smd" "ACT_COVER_WALL_R_PISTOL"
$append Cover_R_pistol {
blendlayer $PistolIdleLayer$ 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "Cover_L_pistol" "Cover_L.smd" "ACT_COVER_WALL_L_PISTOL"
$append Cover_L_pistol {
blendlayer $PistolIdleLayer$ 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "CoverLow_R_pistol" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_PISTOL"
$append CoverLow_R_pistol {
blendlayer $PistolIdleLowLayer$ 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_pistol" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$append CoverLow_L_pistol {
blendlayer $PistolIdleLowLayer$ 0 0 0 0 local
}
// ----------------------------------------------------------------
$MakeCoverAnim_NoHandIK "Cover_R_unarmed" "Cover_R.smd" "ACT_COVER_WALL_R"
$append Cover_R_unarmed {
blendlayer "cover_unarmed_r" 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "Cover_L_unarmed" "Cover_L.smd" "ACT_COVER_WALL_L"
$append Cover_L_unarmed {
blendlayer "cover_unarmed_l" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "CoverLow_R_unarmed" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R"
$append CoverLow_R_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_unarmed" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L"
$append CoverLow_L_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}

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@ -5,26 +5,24 @@
// This file should be included while in the desired animation folder via $pushd
// These animations must also be the same name as Alyx's sequences so they override them.
$makeweapongesturep weapon_draw_gesture "weapon_draw_gesture.smd" 5 20 35
$append weapon_draw_gesture {
$makeweapongesturep weapon_draw_rifle_gesture "weapon_draw_gesture.smd" 5 20 35
$append weapon_draw_rifle_gesture {
fps 45
activity "ACT_ARM" 1
activity "ACT_ARM_RIFLE" 1
{ event AE_NPC_DRAW 14 "" }
}
$append weapon_draw_gesturearms {
$append weapon_draw_rifle_gesturearms {
// This is needed for some reason
rotateto -90
}
$makeweapongesturep weapon_holster_gesture "weapon_holster_gesture.smd" 10 25 40
$append weapon_holster_gesture {
$makeweapongesturep weapon_holster_rifle_gesture "weapon_holster_gesture.smd" 10 25 40
$append weapon_holster_rifle_gesture {
fps 45
activity "ACT_DISARM" 1
activity "ACT_DISARM_RIFLE" 1
{ event AE_NPC_HOLSTER 23 "" }
}
$append weapon_holster_gesturearms {
$append weapon_holster_rifle_gesturearms {
// This is needed for some reason
rotateto -90
}

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// ================================================================
// Female Citizen Movement Animations
// ================================================================
$definemacro a_WalkBlends \\
"a_CitizenWalkS" \\
"a_CitizenWalkSE" \\
"a_CitizenWalkE" \\
"a_CitizenWalkNE" \\
"a_CitizenWalkN" \\
"a_CitizenWalkNW" \\
"a_CitizenWalkW" \\
"a_CitizenWalkSW" \\
"a_CitizenWalkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 8 "NPC_Citizen" } \\
{ event 6005 23 "NPC_Citizen" } \\
$definemacro a_RunBlends \\
"a_CitizenRunS" \\
"a_CitizenRunSE" \\
"a_CitizenRunE" \\
"a_CitizenRunNE" \\
"a_CitizenRunN" \\
"a_CitizenRunNW" \\
"a_CitizenRunW" \\
"a_CitizenRunSW" \\
"a_CitizenRunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\
{ event 6005 15 "NPC_Citizen" } \\
$definemacro a_CrouchWalkBlends \\
"a_CitizenCrouch_walkS" \\
"a_CitizenCrouch_walkSE" \\
"a_CitizenCrouch_walkE" \\
"a_CitizenCrouch_walkNE" \\
"a_CitizenCrouch_walkN" \\
"a_CitizenCrouch_walkNW" \\
"a_CitizenCrouch_walkW" \\
"a_CitizenCrouch_walkSW" \\
"a_CitizenCrouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
$definemacro a_CrouchRunBlends \\
"a_CitizenRunS" \\
"a_CitizenRunSE" \\
"a_CitizenRunE" \\
"a_CitizenRunNE" \\
"a_CitizenCrouch_runN" \\
"a_CitizenRunNW" \\
"a_CitizenRunW" \\
"a_CitizenRunSW" \\
"a_CitizenRunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\ // This is new
{ event 6005 15 "NPC_Citizen" } \\ // This is new
// ----------------------------------------------------------------
$animation "a_CitizenWalkS" "female_shared_anims\a_WalkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 28 LX LY
}
$animation "a_CitizenWalkSE" "female_shared_anims\a_WalkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 28 LX LY
}
$animation "a_CitizenWalkE" "female_shared_anims\a_WalkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkNE" "female_shared_anims\a_WalkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkN" "female_shared_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 30 LX LY
}
$animation "a_CitizenWalkNW" "female_shared_anims\a_WalkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkW" "female_shared_anims\a_WalkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkSW" "female_shared_anims\a_WalkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 28 LX LY
}
$animation "a_CitizenRunS" "female_shared_anims\a_RunS.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunSE" "female_shared_anims\a_RunSE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunE" "female_shared_anims\a_RunE.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunNE" "female_shared_anims\a_RunNE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunN" "female_shared_anims\a_RunN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunNW" "female_shared_anims\a_RunNW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunW" "female_shared_anims\a_RunW.smd" {
fps 32
loop
ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunSW" "female_shared_anims\a_RunSW.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
walkframe 18 LX LY
}
// ----------------------------------------------------------------
$animation "a_CitizenCrouch_runS_delta_corrective_animation" "female_shared_anims\a_crouch_runS_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runSE_delta_corrective_animation" "female_shared_anims\a_crouch_runSE_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runE_delta_corrective_animation" "female_shared_anims\a_crouch_runE_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runNE_delta_corrective_animation" "female_shared_anims\a_crouch_runNE_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runN_delta_corrective_animation" "female_shared_anims\a_crouch_runN_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runNW_delta_corrective_animation" "female_shared_anims\a_crouch_runNW_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runW_delta_corrective_animation" "female_shared_anims\a_crouch_runW_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runSW_delta_corrective_animation" "female_shared_anims\a_crouch_runSW_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_walkS" "female_shared_anims\a_Crouch_walkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkSE" "female_shared_anims\a_Crouch_walkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkE" "female_shared_anims\a_Crouch_walkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkNE" "female_shared_anims\a_Crouch_walkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkN" "female_shared_anims\a_Crouch_walkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkNW" "female_shared_anims\a_Crouch_walkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkW" "female_shared_anims\a_Crouch_walkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkSW" "female_shared_anims\a_Crouch_walkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_runN" "female_shared_anims\a_Crouch_runN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 6 fakeorigin 16.54 2.93 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 6 10 17 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 16.52 -0.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 15 1 8 target 2
walkframe 18 LX LY
}
$weightlist "weights_crouch_run_all_delta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
}
$animation "a_CitizenCrouch_runS_delta" "female_shared_anims\a_crouch_runS_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runS_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runSE_delta" "female_shared_anims\a_crouch_runSE_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runSE_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runE_delta" "female_shared_anims\a_crouch_runE_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runE_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runNE_delta" "female_shared_anims\a_crouch_runNE_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runNE_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runN_delta" "female_shared_anims\a_crouch_runN_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runN_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runNW_delta" "female_shared_anims\a_crouch_runNW_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runNW_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runW_delta" "female_shared_anims\a_crouch_runW_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runW_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runSW_delta" "female_shared_anims\a_crouch_runSW_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runSW_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}

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@ -1,3 +1,236 @@
// ================================================================
//
// Generic Animation Macros
//
// ================================================================
$definemacro GenericIdle IdleName IdleSeq IdleAct \\
$sequence $IdleName$ { $IdleSeq$ activity $IdleAct$ 1 loop \\
cmdlist lockfeetandlefthand \\
} \\
$continue $IdleName$
$definemacro GenericIdleWeight IdleName IdleSeq IdleAct ActWeight \\
$sequence $IdleName$ { $IdleSeq$ activity $IdleAct$ $ActWeight$ loop \\
cmdlist lockfeetandlefthand \\
} \\
$continue $IdleName$
$definemacro GenericIdleHands IdleName IdleSeq IdleAct HandsLayer \\
$sequence $IdleName$ { $IdleSeq$ activity $IdleAct$ 1 loop \\
cmdlist lockfeet \\
blendlayer $HandsLayer$ 0 0 0 0 local \\
} \\
$continue $IdleName$
$definemacro GenericCombatIdle IdleName IdleSeq IdleAct AimLayer \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
addlayer $AimLayer$ \\
loop \\
cmdlist lockfeetandlefthand \\
} \\
$continue $IdleName$
$definemacro GenericCombatIdle_NoHandIK IdleName IdleSeq IdleAct AimLayer \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
addlayer $AimLayer$ \\
loop \\
cmdlist lockfeet \\
} \\
$continue $IdleName$
$definemacro GenericShoot SeqName FileName ActName AimLayer \\
$sequence $SeqName$ { \\
$FileName$ \\
{ event 3014 0 "" } \\ // { event 3014 1 "" }?
addlayer $AimLayer$ \\
activity $ActName$ 1 \\
cmdlist lockfeetandlefthand \\
} \\
$continue $SeqName$
$definemacro GenericReload SeqName FileName ActName AimLayer AimFadeOut AimFadeIn NumFrames EventFrame \\
$sequence $SeqName$ { \\
$FileName$ \\
{ event 3017 0 "" } \\
{ event 3018 $EventFrame$ "" } \\
blendlayer $AimLayer$ 0 0 0 $AimFadeOut$ spline \\
blendlayer $AimLayer$ $AimFadeIn$ $NumFrames$ $NumFrames$ $NumFrames$ spline \\
activity $ActName$ 1 \\
cmdlist lockfeet \\
ikrule "rhand" release \\
ikrule "lhand" release \\
} \\
$continue $SeqName$
$definemacro GenericReloadSoundMatched SeqName FileName ActName AimLayer AimFadeOut AimFadeIn NumFrames EventFrame \\
$sequence $SeqName$ { \\
$FileName$ \\
{ event 3015 $EventFrame$ "" } \\
blendlayer $AimLayer$ 0 0 0 $AimFadeOut$ spline \\
blendlayer $AimLayer$ $AimFadeIn$ $NumFrames$ $NumFrames$ $NumFrames$ spline \\
activity $ActName$ 1 \\
cmdlist lockfeet \\
ikrule "rhand" release \\
ikrule "lhand" release \\
} \\
$continue $SeqName$
$definemacro GenericReloadNoAim SeqName FileName ActName EventFrame \\
$sequence $SeqName$ { \\
$FileName$ \\
{ event 3017 0 "" } \\
{ event 3018 $EventFrame$ "" } \\
activity $ActName$ 1 \\
cmdlist lockfeet \\
ikrule "rhand" release \\
ikrule "lhand" release \\
} \\
$continue $SeqName$
$definemacro GenericAimMoveLayer SeqName FileName HandsLayer AimLayer \\
$sequence $SeqName$ { $FileName$ hidden addlayer $AimLayer$ loop \\
ikrule "rhand" release \\
ikrule "lhand" release \\
blendlayer $HandsLayer$ 0 0 0 0 local \\
weightlist "weights_layer_walk_ar2" \\
} \\
$continue $SeqName$
$definemacro GenericMoveLayer LayerName FileName WeightList \\
$sequence $LayerName$ { \\
$FileName$ \\
hidden \\
worldspace \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
ikrule "rhand" release \\
weightlist $WeightList$ \\
} \\
$continue $LayerName$
// ----------------------------------------------------------------
$definemacro GenericWalkLayered SeqName ActivityName LayerName InteriorAct \\
$sequence $SeqName$ { \\
$a_WalkBlends \\
activity $ActivityName$ 1 \\
keyvalues \\
{ \\
interior $InteriorAct$ \\
} \\
addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK
} \\
$continue $SeqName$
$definemacro GenericRunLayered SeqName ActivityName LayerName InteriorAct \\
$sequence $SeqName$ { \\
$a_RunBlends \\
activity $ActivityName$ 1 \\
keyvalues \\
{ \\
interior $InteriorAct$ \\
} \\
addlayer $LayerName$ \\ // "blendlayer $LayerName$ 0 0 0 0 local" apparently doesn't keep IK
} \\
$continue $SeqName$
// ----------------------------------------------------------------
$definemacro GenericShootFromIdle SeqName FileName ActName AimLayer GestureLayer NumFrames \\
$sequence $SeqName$ { \\
$FileName$ \\
numframes $NumFrames$ \\
{ event 3014 1 "" } \\
blendlayer $GestureLayer$ 0 0 0 0 local \\
addlayer $AimLayer$ \\
activity $ActName$ 1 \\
cmdlist lockfeetandlefthand \\
} \\
$continue $SeqName$
$definemacro GenericShootFromIdle_NoHandIK SeqName FileName ActName AimLayer GestureLayer NumFrames \\
$sequence $SeqName$ { \\
$FileName$ \\
numframes $NumFrames$ \\
{ event 3014 1 "" } \\
blendlayer $GestureLayer$ 0 0 0 0 local \\
addlayer $AimLayer$ \\
activity $ActName$ 1 \\
cmdlist lockfeet \\
} \\
$continue $SeqName$
$definemacro GenericReloadFromIdle SeqName FileName ActName AimLayer GestureLayer AimFadeOut AimFadeIn NumFrames EventFrame \\
$sequence $SeqName$legs $FileName$ weightlist "LegsAndPelvis" hidden \\
$sequence $SeqName$ { \\
$FileName$ \\
numframes $NumFrames$ \\
{ event 3015 $EventFrame$ "" } \\
blendlayer $GestureLayer$ 0 0 0 0 local \\
blendlayer $AimLayer$ 0 0 0 $AimFadeOut$ spline \\
blendlayer $AimLayer$ $AimFadeIn$ $NumFrames$ $NumFrames$ $NumFrames$ spline \\
activity $ActName$ 1 \\
cmdlist lockfeet \\
ikrule "rhand" release \\
ikrule "lhand" release \\
} \\
$continue $SeqName$
$definemacro GenericReloadFromIdle_NoAim SeqName FileName ActName GestureLayer NumFrames EventFrame \\
$sequence $SeqName$legs $FileName$ weightlist "LegsAndPelvis" hidden \\
$sequence $SeqName$ { \\
$FileName$ \\
numframes $NumFrames$ \\
{ event 3015 $EventFrame$ "" } \\
blendlayer $GestureLayer$ 0 0 0 0 local \\
activity $ActName$ 1 \\
cmdlist lockfeet \\
ikrule "rhand" release \\
ikrule "lhand" release \\
} \\
$continue $SeqName$
// ================================================================
$definemacro makenpcmatchrun runname filename frame aimlayer runn blendweights walkframe \\
$animation a_$runname$_base $filename$ frame $frame$ $frame$ \\
$sequence $runname$_mod $runn$ { \\
walkframe $walkframe$ LX LY rotateto 0 \\
weightlist $blendweights$ \\
worldspaceblend a_$runname$_base \\
weightlist HipsUpperbodyReplace \\
hidden \\
iklock lfoot 1 0 iklock rfoot 1 0 \\
} \\
$sequence $runname$ { \\
$a_RunBlends \\
addlayer $runname$_mod \\
addlayer $aimlayer$ \\
} \\
$continue $runname$
$definemacro makenpcmatchwalk walkname filename frame aimlayer walkn blendweights walkframe \\
$animation a_$walkname$_base $filename$ frame $frame$ $frame$ \\
$sequence $walkname$_mod $walkn$ { \\
walkframe $walkframe$ LX LY rotateto 0 \\
weightlist $blendweights$ \\
worldspaceblend a_$walkname$_base \\
weightlist HipsUpperbodyReplace \\
hidden \\
iklock lfoot 1 0 iklock rfoot 1 0 \\
} \\
$sequence $walkname$ { \\
$a_WalkBlends \\
addlayer $walkname$_mod \\
addlayer $aimlayer$ \\
} \\
$continue $walkname$
// =============================================================================================
//
// Generic macros for overlaying animations.

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@ -0,0 +1,14 @@
// ================================================================
//
// Generic Weightlists
//
// ================================================================
$weightlist "NoHands" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_R_Hand" 0 "ValveBiped.Bip01_L_Hand" 0 }
$weightlist "LegsAndPelvis" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_Spine" 0 }
$weightlist "weights_layer_walk_ar2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_Neck1" 0
}

228
modelsrc/HL2MPMoveAnims.qci Normal file
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@ -0,0 +1,228 @@
// ================================================================
// HL2MP Player Movement Animations
// ================================================================
$definemacro a_WalkBlends \\
"a_WalkS" \\
"a_WalkSE" \\
"a_WalkE" \\
"a_WalkNE" \\
"a_WalkN" \\
"a_WalkNW" \\
"a_WalkW" \\
"a_WalkSW" \\
"a_WalkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 8 "NPC_Citizen" } \\
{ event 6005 23 "NPC_Citizen" } \\
$definemacro a_RunBlends \\
"a_RunS" \\
"a_RunSE" \\
"a_RunE" \\
"a_RunNE" \\
"a_RunN" \\
"a_RunNW" \\
"a_RunW" \\
"a_RunSW" \\
"a_RunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\
{ event 6005 15 "NPC_Citizen" } \\
$definemacro a_CrouchWalkBlends \\
"a_Crouch_walkS" \\
"a_Crouch_walkSE" \\
"a_Crouch_walkE" \\
"a_Crouch_walkNE" \\
"a_Crouch_walkN" \\
"a_Crouch_walkNW" \\
"a_Crouch_walkW" \\
"a_Crouch_walkSW" \\
"a_Crouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
$definemacro a_CrouchRunBlends \\
"a_RunS" \\
"a_RunSE" \\
"a_RunE" \\
"a_RunNE" \\
"a_Crouch_runN" \\
"a_RunNW" \\
"a_RunW" \\
"a_RunSW" \\
"a_RunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\ // This is new
{ event 6005 15 "NPC_Citizen" } \\ // This is new
// ----------------------------------------------------------------
// These are based off of decompiled citizen anims
$animation "a_WalkS" "male_shared_anims\a_WalkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 28 LX LY
}
$animation "a_WalkSE" "male_shared_anims\a_WalkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 28 LX LY
}
$animation "a_WalkE" "male_shared_anims\a_WalkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 26 LX LY
}
$animation "a_WalkNE" "male_shared_anims\a_WalkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkN" "male_shared_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 30 LX LY
}
$animation "a_WalkNW" "male_shared_anims\a_WalkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkW" "male_shared_anims\a_WalkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
walkframe 26 LX LY
}
$animation "a_WalkSW" "male_shared_anims\a_WalkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 28 LX LY
}
$animation a_RunS "hl2mp_ported_anims\RunS" {
loop LX LY startloop 0 rotateto -180
ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
alignto reference
}
$animation a_RunSE "hl2mp_ported_anims\RunSE" {
loop LX LY startloop 0 rotateto -135
ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
alignto reference
}
$animation a_RunE "hl2mp_ported_anims\RunE" {
loop LX LY startloop 0 rotateto -90
ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
alignto reference
}
$animation a_RunNE "hl2mp_ported_anims\RunNE" {
loop LX LY startloop 0 rotateto -45
ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
alignto reference
}
$animation a_RunN "hl2mp_ported_anims\RunN" {
loop LX LY startloop 0 rotateto 0
ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
alignto reference
}
$animation a_RunNW "hl2mp_ported_anims\RunNW" {
loop LX LY startloop 0 rotateto 45
ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
alignto reference
}
$animation a_RunW "hl2mp_ported_anims\RunW" {
loop LX LY startloop 0 rotateto 90
ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
alignto reference
}
$animation a_RunSW "hl2mp_ported_anims\RunSW" {
loop LX LY startloop 0 rotateto 135
ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
alignto reference
}
// ----------------------------------------------------------------
$animation a_Crouch_walkS "hl2mp_ported_anims\Crouch_walkS" {
loop LX LY rotateto -180
ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
alignto reference
}
$animation a_Crouch_walkSE "hl2mp_ported_anims\Crouch_walkSE" {
loop LX LY rotateto -135
ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
alignto reference
}
$animation a_Crouch_walkE "hl2mp_ported_anims\Crouch_walkE" {
loop LX LY rotateto -90
ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2
alignto reference
}
$animation a_Crouch_walkNE "hl2mp_ported_anims\Crouch_walkNE" {
loop LX LY rotateto -45
ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2
alignto reference
}
$animation a_Crouch_walkN "hl2mp_ported_anims\crouch_walkN" {
loop LX LY rotateto 0
ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
alignto reference
}
$animation a_Crouch_walkNW "hl2mp_ported_anims\Crouch_walkNW" {
loop LX LY rotateto 45
ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2
alignto reference
}
$animation a_Crouch_walkW "hl2mp_ported_anims\Crouch_walkW" {
loop LX LY rotateto 90
ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2
alignto reference
}
$animation a_Crouch_walkSW "hl2mp_ported_anims\Crouch_walkSW" {
loop LX LY rotateto 135
ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2
alignto reference
}

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// ================================================================
// HL2MP Player Movement Animations
// ================================================================
$definemacro a_WalkBlends \\
"a_WalkS" \\
"a_WalkSE" \\
"a_WalkE" \\
"a_WalkNE" \\
"a_WalkN" \\
"a_WalkNW" \\
"a_WalkW" \\
"a_WalkSW" \\
"a_WalkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 8 "NPC_Citizen" } \\
{ event 6005 23 "NPC_Citizen" } \\
$definemacro a_RunBlends \\
"a_RunS" \\
"a_RunSE" \\
"a_RunE" \\
"a_RunNE" \\
"a_RunN" \\
"a_RunNW" \\
"a_RunW" \\
"a_RunSW" \\
"a_RunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\
{ event 6005 15 "NPC_Citizen" } \\
$definemacro a_CrouchWalkBlends \\
"a_Crouch_walkS" \\
"a_Crouch_walkSE" \\
"a_Crouch_walkE" \\
"a_Crouch_walkNE" \\
"a_Crouch_walkN" \\
"a_Crouch_walkNW" \\
"a_Crouch_walkW" \\
"a_Crouch_walkSW" \\
"a_Crouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
$definemacro a_CrouchRunBlends \\
"a_RunS" \\
"a_RunSE" \\
"a_RunE" \\
"a_RunNE" \\
"a_Crouch_runN" \\
"a_RunNW" \\
"a_RunW" \\
"a_RunSW" \\
"a_RunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\ // This is new
{ event 6005 15 "NPC_Citizen" } \\ // This is new
// ----------------------------------------------------------------
// These are based off of decompiled citizen anims
$animation "a_WalkS" "female_shared_anims\a_WalkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 28 LX LY
}
$animation "a_WalkSE" "female_shared_anims\a_WalkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 28 LX LY
}
$animation "a_WalkE" "female_shared_anims\a_WalkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 26 LX LY
}
$animation "a_WalkNE" "female_shared_anims\a_WalkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkN" "female_shared_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 30 LX LY
}
$animation "a_WalkNW" "female_shared_anims\a_WalkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_WalkW" "female_shared_anims\a_WalkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
walkframe 26 LX LY
}
$animation "a_WalkSW" "female_shared_anims\a_WalkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 28 LX LY
}
$animation "a_RunS" "female_shared_anims\a_RunS.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_RunSE" "female_shared_anims\a_RunSE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_RunE" "female_shared_anims\a_RunE.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
walkframe 18 LX LY
}
$animation "a_RunNE" "female_shared_anims\a_RunNE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
walkframe 18 LX LY
}
$animation "a_RunN" "female_shared_anims\a_RunN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
walkframe 18 LX LY
}
$animation "a_RunNW" "female_shared_anims\a_RunNW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
walkframe 18 LX LY
}
$animation "a_RunW" "female_shared_anims\a_RunW.smd" {
fps 32
loop
ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
walkframe 18 LX LY
}
$animation "a_RunSW" "female_shared_anims\a_RunSW.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
walkframe 18 LX LY
}
// ----------------------------------------------------------------
$animation "a_Crouch_walkS" "female_shared_anims\a_Crouch_walkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -6.56 4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -7.78 -4.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkSE" "female_shared_anims\a_Crouch_walkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -3.8 -5.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 22 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -3.66 -13.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkE" "female_shared_anims\a_Crouch_walkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 9.77 -16.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 2.56 -17.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkNE" "female_shared_anims\a_Crouch_walkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 14.03 -7.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.16 -14.96 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 22 8 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkN" "female_shared_anims\a_Crouch_walkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 19.26 4.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 8 23 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.37 -4.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkNW" "female_shared_anims\a_Crouch_walkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 12.16 13.87 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 7.71 -1.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkW" "female_shared_anims\a_Crouch_walkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 2.61 15.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 11.15 -1.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}
$animation "a_Crouch_walkSW" "female_shared_anims\a_Crouch_walkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin -2.91 13.99 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 24 8 11 24 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 2.58 -3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 30 8 target 2
walkframe 30 LX LY
}

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// ================================================================
// HL2MP Player Movement Animations
// ================================================================
$definemacro a_WalkBlends \\
"a_WalkS" \\
"a_WalkSE" \\
"a_WalkE" \\
"a_WalkNE" \\
"a_WalkN" \\
"a_WalkNW" \\
"a_WalkW" \\
"a_WalkSW" \\
"a_WalkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 8 "NPC_Citizen" } \\
{ event 6005 23 "NPC_Citizen" } \\
$definemacro a_RunBlends \\
"a_RunS" \\
"a_RunSE" \\
"a_RunE" \\
"a_RunNE" \\
"a_RunN" \\
"a_RunNW" \\
"a_RunW" \\
"a_RunSW" \\
"a_RunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\
{ event 6005 15 "NPC_Citizen" } \\
$definemacro a_CrouchWalkBlends \\
"a_Crouch_walkS" \\
"a_Crouch_walkSE" \\
"a_Crouch_walkE" \\
"a_Crouch_walkNE" \\
"a_Crouch_walkN" \\
"a_Crouch_walkNW" \\
"a_Crouch_walkW" \\
"a_Crouch_walkSW" \\
"a_Crouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
$definemacro a_CrouchRunBlends \\
"a_RunS" \\
"a_RunSE" \\
"a_RunE" \\
"a_RunNE" \\
"a_Crouch_runN" \\
"a_RunNW" \\
"a_RunW" \\
"a_RunSW" \\
"a_RunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\ // This is new
{ event 6005 15 "NPC_Citizen" } \\ // This is new
// ----------------------------------------------------------------
// These are based off of decompiled citizen anims
$animation "a_WalkS" "combine_soldier_anims_anims\a_WalkS.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin -11.12 1.89 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -15.11 -5.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_WalkSE" "combine_soldier_anims_anims\a_WalkSE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -7.5 -0.91 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -5.31 -12.15 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_WalkE" "combine_soldier_anims_anims\a_WalkE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 8.35 -8.88 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -3.31 -16.03 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_WalkNE" "combine_soldier_anims_anims\a_WalkNE.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 7 fakeorigin 14.35 -6.45 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 11.53 -11.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_WalkN" "combine_soldier_anims_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 22.33 3.45 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 17.89 -5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_WalkNW" "combine_soldier_anims_anims\a_WalkNW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 15.5 14.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 11.01 1.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_WalkW" "combine_soldier_anims_anims\a_WalkW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin 7.65 16.6 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -2.32 7.77 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_WalkSW" "combine_soldier_anims_anims\a_WalkSW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -3.84 10.93 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -7.1 3.06 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_RunS" "combine_soldier_anims_anims\a_RunS.smd" {
fps 27
loop
ikrule "lfoot" footstep contact 6 fakeorigin -12.02 4.13 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 6 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -9.23 -2.21 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_RunSE" "combine_soldier_anims_anims\a_RunSE.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin -3.49 -0.2 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -11.02 -12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_RunE" "combine_soldier_anims_anims\a_RunE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -6.58 7.31 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 8.4 -10.07 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_RunNE" "combine_soldier_anims_anims\a_RunNE.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 6 fakeorigin 5.18 3.5 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 6 10 17 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 12.65 -10.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 15 2 8 target 2
walkframe 18 LX LY
}
$animation "a_RunN" "combine_soldier_anims_anims\a_RunN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 5.14 4.19 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 13.92 -3.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 15 2 8 target 2
walkframe 18 LX LY
}
$animation "a_RunNW" "combine_soldier_anims_anims\a_RunNW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 7.44 9.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 11.74 1.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_RunW" "combine_soldier_anims_anims\a_RunW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin -3.72 9.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 7.01 2.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_RunSW" "combine_soldier_anims_anims\a_RunSW.smd" {
fps 27
loop
ikrule "lfoot" footstep contact 7 fakeorigin -6.88 15.88 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -7.09 1.19 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
// ----------------------------------------------------------------
$animation "a_Crouch_walkS" "combine_soldier_anims_anims\a_Crouch_walkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 2.52 3.66 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 15 1 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -0.4 -1.03 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 16 6 11 target 2
walkframe 20 LX LY
}
$animation "a_Crouch_walkSE" "combine_soldier_anims_anims\a_Crouch_walkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 6 fakeorigin 1.43 -0.17 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 17 23 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 2.39 -10.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 15 6 11 target 2
walkframe 23 LX LY
}
$animation "a_Crouch_walkE" "combine_soldier_anims_anims\a_Crouch_walkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 0.96 -4.07 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 16 1 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 6.64 -10.34 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 15 4 9 target 2
walkframe 20 LX LY
}
$animation "a_Crouch_walkNE" "combine_soldier_anims_anims\a_Crouch_walkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 18.73 -5.51 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 16 22 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 15.05 -12.09 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 17 3 10 target 2
walkframe 22 LX LY
}
$animation "a_Crouch_walkN" "combine_soldier_anims_anims\a_Crouch_walkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 5 fakeorigin 22.92 4.31 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 5 15 22 target 3
ikrule "rfoot" footstep contact 19 fakeorigin 15.7 -2.19 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 19 3 11 target 2
walkframe 23 LX LY
}
$animation "a_Crouch_walkNW" "combine_soldier_anims_anims\a_Crouch_walkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 14.22 11.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 15 22 target 3
ikrule "rfoot" footstep contact 19 fakeorigin 14.67 0.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 22 LX LY
}
$animation "a_Crouch_walkW" "combine_soldier_anims_anims\a_Crouch_walkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 2.56 14.46 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 15 1 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 10.72 9.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 16 6 11 target 2
walkframe 20 LX LY
}
$animation "a_Crouch_walkSW" "combine_soldier_anims_anims\a_Crouch_walkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 0.82 13.06 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 15 1 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -3.66 3.89 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 16 6 11 target 2
walkframe 20 LX LY
}

View File

@ -39,7 +39,7 @@ $append "hunter_cit_tackle_di" {
// { event 1004 21 "npc_citizen.pain03" }
// { event 1004 57 "npc_citizen.pain08" }
//
$MakeDynamicInteraction "hunter_cit_stomp" "female_shared_anims\hunter_cit_stomp.smd" $Blend_SMD_Rifle$ 22 91 91
$MakeDynamicInteraction "hunter_cit_stomp" "male_shared_anims\hunter_cit_stomp.smd" $Blend_SMD_Rifle$ 22 91 91
$append "hunter_cit_stomp" {
activity "ACT_DI_HUNTER_MELEE" 1
{ event 1004 59 "flesh.break" }

View File

@ -0,0 +1,352 @@
// ================================================================
// Male Citizen Movement Animations
// ================================================================
$definemacro a_WalkBlends \\
"a_CitizenWalkS" \\
"a_CitizenWalkSE" \\
"a_CitizenWalkE" \\
"a_CitizenWalkNE" \\
"a_CitizenWalkN" \\
"a_CitizenWalkNW" \\
"a_CitizenWalkW" \\
"a_CitizenWalkSW" \\
"a_CitizenWalkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 8 "NPC_Citizen" } \\
{ event 6005 23 "NPC_Citizen" } \\
$definemacro a_RunBlends \\
"a_CitizenRunS" \\
"a_CitizenRunSE" \\
"a_CitizenRunE" \\
"a_CitizenRunNE" \\
"a_CitizenRunN" \\
"a_CitizenRunNW" \\
"a_CitizenRunW" \\
"a_CitizenRunSW" \\
"a_CitizenRunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\
{ event 6005 15 "NPC_Citizen" } \\
$definemacro a_CrouchWalkBlends \\
"a_CitizenCrouch_walkS" \\
"a_CitizenCrouch_walkSE" \\
"a_CitizenCrouch_walkE" \\
"a_CitizenCrouch_walkNE" \\
"a_CitizenCrouch_walkN" \\
"a_CitizenCrouch_walkNW" \\
"a_CitizenCrouch_walkW" \\
"a_CitizenCrouch_walkSW" \\
"a_CitizenCrouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
$definemacro a_CrouchRunBlends \\
"a_CitizenRunS" \\
"a_CitizenRunSE" \\
"a_CitizenRunE" \\
"a_CitizenRunNE" \\
"a_CitizenCrouch_runN" \\
"a_CitizenRunNW" \\
"a_CitizenRunW" \\
"a_CitizenRunSW" \\
"a_CitizenRunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_Citizen" } \\ // This is new
{ event 6005 15 "NPC_Citizen" } \\ // This is new
// ----------------------------------------------------------------
$animation "a_CitizenWalkS" "male_shared_anims\a_WalkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -7.85 4.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 5 21 27 target 3
ikrule "rfoot" footstep contact 24 fakeorigin -7.32 -2.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 28 LX LY
}
$animation "a_CitizenWalkSE" "male_shared_anims\a_WalkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -4.59 0.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 27 6 21 27 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.36 -5.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 28 LX LY
}
$animation "a_CitizenWalkE" "male_shared_anims\a_WalkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.61 -4.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 6 22 1 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -2.65 -10.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkNE" "male_shared_anims\a_WalkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 7.33 -1.32 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 4.31 -9.39 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkN" "male_shared_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 10.25 4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 21 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin 10.26 -2.65 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 30 LX LY
}
$animation "a_CitizenWalkNW" "male_shared_anims\a_WalkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin 4.17 11.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 19 25 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 5.76 1.71 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 18 7 12 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkW" "male_shared_anims\a_WalkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 9 fakeorigin -3.31 10.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 25 5 20 25 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 5.42 3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 9 14 target 2
walkframe 26 LX LY
}
$animation "a_CitizenWalkSW" "male_shared_anims\a_WalkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin -1.77 7 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 26 5 20 26 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -3.99 -0.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 6 13 target 2
walkframe 28 LX LY
}
$animation "a_CitizenRunS" "male_shared_anims\a_RunS.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 8 fakeorigin -1.67 4.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -2.19 -4.26 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunSE" "male_shared_anims\a_RunSE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 8 fakeorigin -6.04 4.12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 12 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 2.09 -6.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 14 3 8 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunE" "male_shared_anims\a_RunE.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 6 fakeorigin 4.24 -4.05 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 4 9 15 target 3
ikrule "rfoot" footstep contact 14 fakeorigin -2.39 -13.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 1 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunNE" "male_shared_anims\a_RunNE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 6 fakeorigin 8.14 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 9 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 3.03 -6.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 18 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunN" "male_shared_anims\a_RunN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 4.52 2.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 4.56 -1.62 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunNW" "male_shared_anims\a_RunNW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 8 fakeorigin 3.25 5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 6.76 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 15 18 7 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunW" "male_shared_anims\a_RunW.smd" {
fps 32
loop
ikrule "lfoot" footstep contact 6 fakeorigin -6.05 11.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 1.47 3.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 13 3 8 target 2
walkframe 18 LX LY
}
$animation "a_CitizenRunSW" "male_shared_anims\a_RunSW.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.87 -0.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 5 11 17 target 3
ikrule "rfoot" footstep contact 17 fakeorigin -1.3 -3.48 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 13 2 7 target 2
walkframe 18 LX LY
}
// ----------------------------------------------------------------
$animation "a_CitizenCrouch_runS_delta_corrective_animation" "male_shared_anims\a_crouch_runS_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runSE_delta_corrective_animation" "male_shared_anims\a_crouch_runSE_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runE_delta_corrective_animation" "male_shared_anims\a_crouch_runE_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runNE_delta_corrective_animation" "male_shared_anims\a_crouch_runNE_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runN_delta_corrective_animation" "male_shared_anims\a_crouch_runN_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runNW_delta_corrective_animation" "male_shared_anims\a_crouch_runNW_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runW_delta_corrective_animation" "male_shared_anims\a_crouch_runW_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_runSW_delta_corrective_animation" "male_shared_anims\a_crouch_runSW_delta_corrective_animation.smd" {
}
$animation "a_CitizenCrouch_walkS" "male_shared_anims\a_Crouch_walkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkSE" "male_shared_anims\a_Crouch_walkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkE" "male_shared_anims\a_Crouch_walkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkNE" "male_shared_anims\a_Crouch_walkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkN" "male_shared_anims\a_Crouch_walkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkNW" "male_shared_anims\a_Crouch_walkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkW" "male_shared_anims\a_Crouch_walkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_walkSW" "male_shared_anims\a_Crouch_walkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2
walkframe 30 LX LY
}
$animation "a_CitizenCrouch_runN" "male_shared_anims\a_Crouch_runN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 6 fakeorigin 16.28 4.3 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 16.26 -1.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
walkframe 18 LX LY
}
$weightlist "weights_crouch_run_all_delta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
}
$animation "a_CitizenCrouch_runS_delta" "male_shared_anims\a_crouch_runS_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runS_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runSE_delta" "male_shared_anims\a_crouch_runSE_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runSE_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runE_delta" "male_shared_anims\a_crouch_runE_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runE_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runNE_delta" "male_shared_anims\a_crouch_runNE_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runNE_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runN_delta" "male_shared_anims\a_crouch_runN_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runN_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runNW_delta" "male_shared_anims\a_crouch_runNW_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runNW_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runW_delta" "male_shared_anims\a_crouch_runW_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runW_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}
$animation "a_CitizenCrouch_runSW_delta" "male_shared_anims\a_crouch_runSW_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_CitizenCrouch_runSW_delta_corrective_animation" 0
weightlist "weights_crouch_run_all_delta"
}

74
modelsrc/NPCDoorAnims.qci Normal file
View File

@ -0,0 +1,74 @@
// ================================================================
//
//
//
// ================================================================
$weightlist weapongesture_open_door {
"ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine2" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0
"ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_Hand" 0 // Don't influence right hand
}
$definemacro makedooropengesture gesturename filename InFrame OutFrame LastFrame \\
$sequence $gesturename$spine $filename$ fps 30 weightlist weapongesture_noarms hidden worldspace \\
$sequence $gesturename$arms $filename$ fps 30 weightlist weapongesture_open_door hidden \\
$sequence $gesturename$ { \\
$filename$ noanimation numframes $LastFrame$ \\
blendlayer $gesturename$arms 0 $InFrame$ $outFrame$ $LastFrame$ spline \\
blendlayer $gesturename$spine 0 $InFrame$ $outFrame$ $LastFrame$ spline \\
iklock rfoot 1 0 iklock lfoot 1 0 \\
} \\
$continue $gesturename$
// ----------------------------------------------------------------
$makedooropengesture g_open_door_lever_back "combine_soldier_anims_anims/custom/g_open_door_left.smd" 8 20 35
$append g_open_door_lever_back {
activity "ACT_GESTURE_DOOR_LEVER_OPEN_BACK" 1
fps 25
{ event 2060 11 "" }
}
$append g_open_door_lever_backarms {
ikrule "lhand" attachment "lever_back" contact 9 radius 20 range 4 11 16 24
}
// ----------------------------------------------------------------
// TODO: Unique anim
$makedooropengesture g_open_door_lever_front "combine_soldier_anims_anims/custom/g_open_door_right.smd" 8 20 35
$append g_open_door_lever_front {
activity "ACT_GESTURE_DOOR_LEVER_OPEN_FRONT" 1
fps 25
{ event 2060 11 "" }
}
$append g_open_door_lever_frontarms {
ikrule "lhand" attachment "lever_front" contact 9 radius 20 range 4 11 16 24
}
// ----------------------------------------------------------------
// TODO: Unique anim
$makedooropengesture g_open_door_pushbar_back "combine_soldier_anims_anims/custom/g_open_door_left.smd" 8 20 35
$append g_open_door_pushbar_back {
activity "ACT_GESTURE_DOOR_PUSHBAR_OPEN_BACK" 1
fps 25
{ event 2060 11 "" }
}
$append g_open_door_pushbar_backarms {
ikrule "lhand" attachment "pushbar_back" contact 9 radius 20 range 4 11 16 24
}
// ----------------------------------------------------------------
// TODO: Unique anim
$makedooropengesture g_open_door_pushbar_front "combine_soldier_anims_anims/custom/g_open_door_pushbar.smd" 8 20 35
$append g_open_door_pushbar_front {
activity "ACT_GESTURE_DOOR_PUSHBAR_OPEN_FRONT" 1
fps 25
{ event 2060 11 "" }
}
$append g_open_door_pushbar_frontarms {
ikrule "lhand" attachment "pushbar_front" contact 9 radius 20 range 4 11 16 24
}
// ----------------------------------------------------------------

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// ================================================================
//
// Shared 357 Animations
//
// ================================================================
$definemacro 357ReloadSounds \\
{ event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\
{ event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\
{ event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\
{ event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin
$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
}

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// ================================================================
//
// 357 Animations for Female Citizens
//
// ================================================================
$definemacro 357ReloadSounds \\
{ event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\
{ event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\
{ event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\
{ event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin
$weightlist "weights_357_shoot" {
"ValveBiped.Bip01_Pelvis" 4
"ValveBiped.Bip01_R_Clavicle" 4
"ValveBiped.Bip01_R_UpperArm" 1.6
"ValveBiped.Bip01_R_Forearm" 4
"ValveBiped.Bip01_R_Hand" 4
"ValveBiped.Bip01_L_Clavicle" 4
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 8
"ValveBiped.Bip01_L_Hand" 4
}
$animation "@gesture_shootp1_corrective_animation" "female_shared_anims\@gesture_shootp1_corrective_animation.smd" {
}
$sequence "gesture_shoot_357_layer" {
"female_shared_anims\gesture_shootp1.smd"
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
frame 2 2
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shootp1_corrective_animation" 0
weightlist "weights_357_shoot"
hidden
}
$sequence "gesture_shoot_357" {
"female_shared_anims\gesture_shootp1.smd"
fps 30
noanimation
blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline
numframes 16
{ event 3014 1 "" }
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
fadein 0.2
fadeout 0.2
}
$sequence "shootp2" {
"female_shared_anims\shootp1.smd"
activity "ACT_RANGE_ATTACK_REVOLVER" 1
numframes 16
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "shooting_pistol"
blendlayer "gesture_shoot_357" 0 0 0 0 local
//weightlist "weights_357_shoot"
{ event 3014 1 "" }
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 15 15 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 15 15 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
$sequence "crouch_shoot_357" {
"alyx_animations_ep2\crouch_aim_pistol.smd"
activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1
//numframes 16
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
blendlayer "gesture_shoot_357" 0 0 0 0 local
//weightlist "weights_357_shoot"
{ event 3014 1 "" }
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
}
$sequence "idle_357_crouch" {
"alyx_animations_ep2\idle_p_crouch.smd"
activity "ACT_COVER_REVOLVER_LOW" 1
fadein 0.2
fadeout 0.2
node "crouching_pistol"
loop
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.09 -4.55 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 2
}
// ----------------------------------------------------------------
$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
$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
}
// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
$GenericReloadFromIdle "reload_357" "female_shared_anims\reloadpistol.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" "gesture_reload_357" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
node "shooting_pistol"
fps 30
}

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// ================================================================
//
// 357 Animations for Male Citizens
//
// ================================================================
$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" }
$GenericShootFromIdle "crouch_shoot_357" "male_shared_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_ATTACK_REVOLVER_LOW" "soldier_Aim_9_directions" "gesture_shoot_357" 16
$append crouch_shoot_357 { node "crouchShooting_pistol" }
$sequence "Crouch_idle_357" {
"police_animations_anims\Crouch_idle_pistol.smd"
activity "ACT_COVER_REVOLVER_LOW" 1
fadein 0.2
fadeout 0.2
node "crouching_pistol"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 5.77 8.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -11.36 9.68 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 2
}
// ----------------------------------------------------------------
// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
$GenericReload "reload_357" "police_animations_anims\custom\reload_357.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
node "shooting_pistol"
fps 30
}
$GenericReloadFromIdle_NoAim "crouch_reload_357" "police_animations_anims\crouch_reload_pistol.smd" "ACT_RELOAD_REVOLVER_LOW" "gesture_reload_357" 62 41
$append "crouch_reload_357" {
$357ReloadSounds
node "crouching_pistol"
}

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// ================================================================
//
// 357 Animations for Metrocops
//
// ================================================================
$include "NewPistolAnimations_357_NPC.qci"
$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
}
// ----------------------------------------------------------------
// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
$GenericReload "reload_357" "police_animations_anims\custom\reload_357.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
node "shooting_pistol"
fps 30
}
$GenericReloadFromIdle_NoAim "crouch_reload_357" "police_animations_anims\crouch_reload_pistol.smd" "ACT_RELOAD_REVOLVER_LOW" "gesture_reload_357" 62 41
$append "crouch_reload_357" {
$357ReloadSounds
node "crouching_pistol"
}

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// ================================================================
//
// 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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// ================================================================
//
// 357 Animations for Soldiers
//
// ================================================================
$definemacro 357ReloadSounds \\
{ event AE_CL_PLAYSOUND 10 "Weapon_357.OpenLoader" } \\
{ event AE_CL_PLAYSOUND 17 "Weapon_357.RemoveLoader" } \\
{ event AE_CL_PLAYSOUND 37 "Weapon_357.ReplaceLoader" } \\
{ event AE_CL_PLAYSOUND 47 "Weapon_357.Spin" } \\ // TODO: Not really a spin
$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
"ValveBiped.Cod" 0
}
$sequence "gesture_shoot_357_layer" {
"combine_soldier_anims_anims\custom\shootp1.smd"
subtract "shootp1" 4
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" {
"combine_soldier_anims_anims\custom\shootp1.smd"
noanimation
blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline
numframes 16
activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1
{ event 3014 1 "" }
}
$sequence "shootp2" {
$Blend_SMD_Pistol$
activity "ACT_RANGE_ATTACK_REVOLVER" 1
numframes 16
{ event 3014 1 "" }
addlayer "Aim_stand_delta_all"
blendlayer "gesture_shoot_357" 0 0 0 0 local
cmdlist lockfeet
}
$sequence "shootp2c" {
$Blend_SMD_Pistol_Crouched$
numframes 16
addlayer "gesture_shoot_357" //blendlayer "layer_shootp1" 0 2 4 4
addlayer "Aim_stand_delta_all" //addlayer "Aim_crouch_delta_all"
activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1
{ event 3014 1 "" }
cmdlist lockfeet
}
// ----------------------------------------------------------------
//$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
$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 "" }
}
$GenericReloadFromIdle "reload_357" $Blend_SMD_Pistol$ "ACT_RELOAD_REVOLVER" "Aim_stand_delta_all" "gesture_reload_357" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
fps 30
}
$GenericReloadFromIdle "reload_357_low" $Blend_SMD_Pistol_Crouched$ "ACT_RELOAD_REVOLVER_LOW" "Aim_crouch_delta_all" "gesture_reload_357" 15 51 62 41
$append "reload_357" {
$357ReloadSounds
fps 30
}

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// ================================================================
//
// New Pistol Animations for Female Citizens
//
// Author: Blixibon
//
// Metrocop animations were decompiled by Crowbar 0.71
//
// ================================================================
//
// This QCI file implements the following:
//
// 1. Full pistol walk, run, and crouch animations based on decompiled Alyx animations and decompiled metrocop animations.
// They use citizen walk/run blends and "NPC_Citizen" footstep animation events.
//
// 2. A near-complete set of pistol readiness activities. "Readiness" is a feature on citizens and
// other companions which changes their posture based on how "ready" they are for combat.
// For example, a "relaxed" citizen will stand up straight, but a "stimulated" citizen will be
// slightly ducked down and alert. This is purely visual and has no effect on gameplay.
//
// Due to the limitations of my animation skills, this uses no custom SMD animations.
// Instead, most of these sequences involve complex QC commands applied on directly decompiled
// animations. This can produce surprisingly good results, but it's still very crude and has a few caveats which require
// a lot of work to iron out. As a result, this technique didn't always turn out perfectly and there are a few flaws in these
// sequences if you look hard enough. Fortunately, the animations are mostly passable otherwise.
//
// Another limitation on female citizens in particular is the fact that we do not want to affect the animations of Alyx, which inherits from female_shared.mdl,
// but we still want the female citizen pistol animations to be congruent with the new male citizen pistol animations from metrocops.
// For some animations, we've had to resort to overriding them again in alyx_animations_ep2.qc or even modifying the npc_alyx code.
//
// If you would like to contribute actual animatons to replace some of these sequences, please contact Blixibon.
//
// ================================================================
$Weightlist PistolRelaxedAimUpperbodyBlend {
"valvebiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_L_Thigh" 0.0
"ValveBiped.Bip01_R_Thigh" 0.0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 0.5
"ValveBiped.Bip01_R_Clavicle" 1.0
"ValveBiped.Bip01_L_Clavicle" 0.25
}
// ================================================================
// Combat Animations
// ================================================================
$weightlist "weights_pistol_hands" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Layer_Pistol_Hands" {
"police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_hands"
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
hidden
}
$weightlist "weights_pistol_hand_r" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Hand" 0
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Layer_Pistol_Hand_R" {
"police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_hand_r"
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
hidden
}
$sequence "shootp1" {
"female_shared_anims\shootp1.smd"
activity "ACT_RANGE_ATTACK_PISTOL" 1
{ event 3014 1 "" }
fadein 0.2
fadeout 0.2
//blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
addlayer "layer_Aim_p_all"
node "shooting_pistol"
snap
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
}
$sequence "Pistol_idle" {
"female_shared_anims\Pistol_idle.smd"
activity "ACT_IDLE_PISTOL" 1
fadein 0.2
fadeout 0.2
blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
node "standing"
loop
ikrule "lfoot" footstep contact 0 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -3.39 -7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
}
$GenericCombatIdle "Pistol_idle_aim" "female_shared_anims\Pistol_idle_aim.smd" "ACT_IDLE_ANGRY_PISTOL" "layer_Aim_p_all" node "shooting_pistol" // shooting
// Re-use the regular metrocop animation as a readiness activity
$GenericCombatIdle "pistolangryidle2" "police_animations_anims\pistolangryidle2.smd" "ACT_IDLE_AIM_PISTOL_STIMULATED" "layer_Aim_p_all" node "shooting_pistol" fps 4
$GenericCombatIdle "Idle_Pistol_Aim_Relaxed" "male_shared_anims\custom\Idle_Pistol_Aim_Relaxed.smd" "ACT_IDLE_AIM_PISTOL_RELAXED" "soldier_Aim_9_directions" node "shooting_pistol"
// ================================================================
// Crouch Animations (largely from Alyx)
// ================================================================
$sequence "idle_p_crouch" { // crouch_idle_pistol
"alyx_animations_ep2\idle_p_crouch.smd"
activity "ACT_COVER_PISTOL_LOW" 1
fadein 0.2
fadeout 0.2
node "crouching_pistol"
loop
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.09 -4.55 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 2
}
$sequence "crouch_shoot_pistol" {
"alyx_animations_ep2\crouch_shoot_pistol.smd"
activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
{ event 3014 4 "" }
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
snap
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
}
$sequence "crouch_aim_pistol" {
"alyx_animations_ep2\crouch_aim_pistol.smd"
activity "ACT_RANGE_AIM_PISTOL_LOW" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_p_all"
node "crouchShooting_pistol"
loop
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.15 -4.51 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 16 16 target 2
}
$sequence "crouch_reload_pistol" {
"alyx_animations_ep2\crouch_reload_pistol.smd"
activity "ACT_RELOAD_PISTOL_LOW" 1
{ event 3015 35 "" }
fadein 0.2
fadeout 0.2
node "crouchShooting_pistol"
fps 25
ikrule "lfoot" footstep contact 0 fakeorigin 4.85 1.65 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -8.2 -4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 39 39 target 2
}
// ================================================================
// Transition Animations
// ================================================================
$sequence "Crouch_to_stand_pistol" {
"alyx_animations_ep2\Crouch_to_stand.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouching_pistol" "standing"
ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Stand_to_crouch_pistol" {
"alyx_animations_ep2\Stand_to_crouch.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "standing" "crouching_pistol"
ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouch_to_shoot_pistol" {
"alyx_animations_ep2\Crouch_to_shoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
blendlayer "Crouchshoot_to_standshoot_pistol" 1 25 26 26 // Alyx animation doesn't aim for some reason
transition "crouching_pistol" "shooting_pistol" // shooting
ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Shoot_to_crouch" {
"alyx_animations_ep2\Shoot_to_crouch.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
blendlayer "Pistol_idle_aim" 0 0 0 15 // Alyx animation doesn't aim for some reason
transition "shooting_pistol" "crouching_pistol" // shooting
ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouchshoot_to_stand_pistol" {
"alyx_animations_ep2\Crouchshoot_to_stand.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouchShooting_pistol" "standing"
ikrule "rfoot" footstep contact 1 fakeorigin -8.1 -4.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -2.93 -7.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Stand_to_crouchshoot_pistol" {
"alyx_animations_ep2\Stand_to_crouchshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "standing" "crouchShooting_pistol"
ikrule "rfoot" footstep contact 6 fakeorigin -7.59 -4.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 5.28 1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouchshoot_to_standshoot_pistol" {
"alyx_animations_ep2\Crouchshoot_to_standshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouchShooting_pistol" "shooting_pistol" // shooting
ikrule "rfoot" footstep contact 1 fakeorigin -7.76 -4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.02 -7.33 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
}
$sequence "Standshoot_to_crouchshoot_pistol" {
"alyx_animations_ep2\Standshoot_to_crouchshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "shooting_pistol" "crouchShooting_pistol" // shooting
ikrule "rfoot" footstep contact 6 fakeorigin -7.75 -4.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
}
$sequence "Crouchidle_to_crouchagitated_pistol" {
"alyx_animations_ep2\Crouchidle_to_crouchagitated.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
transition "crouching_pistol" "crouchShooting_pistol"
}
$sequence "crouchagitated_to_Crouchidle_pistol" {
"alyx_animations_ep2\crouchagitated_to_Crouchidle.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
transition "crouchShooting_pistol" "crouching_pistol"
}
// ================================================================
// Idle Animations
// ================================================================
$weightlist "weights_pistol_idle_layer_1" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Idle_Pistol_Layer_1" {
"female_shared_anims\Pistol_idle.smd"
weightlist "weights_pistol_idle_layer_1"
blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
hidden
}
$weightlist "weights_pistol_idle_layer_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0.2
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 0
"ValveBiped.Bip01_R_Forearm" 0
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Idle_Pistol_Layer_2" {
"police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_idle_layer_2"
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
hidden
}
$sequence "Idle_Pistol_Layer" {
"female_shared_anims\Pistol_idle.smd"
frame 0 0
numframes 30
noanimation
addlayer "Idle_Pistol_Layer_1"
addlayer "Idle_Pistol_Layer_2"
loop
hidden
}
//$sequence "Idle_Pistol_Layer2_1" {
// "alyx_animations_ep2\Idle_p_stimulated.smd"
// weightlist "weights_pistol_idle_layer_1"
// //blendlayer "Layer_Pistol_Hands" 0 0 0 0 local
// hidden
//}
$sequence "Idle_Pistol_Layer2" {
"alyx_animations_ep2\Idle_p_stimulated.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_idle_layer_1"
loop
hidden
}
$sequence "Idle_Pistol_Layer3" {
"alyx_animations_ep2\Idle_p_stimulated_fidget01.smd"
frame 50 50
numframes 30
weightlist "weights_pistol_idle_layer_1"
loop
hidden
}
$weightlist "weights_pistol_idle_layer_relaxed_1" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 0.5
"ValveBiped.Bip01_Neck1" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 0
"ValveBiped.Bip01_R_Forearm" 0
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "Idle_Pistol_Layer_Relaxed_1" {
"female_shared_anims\Pistol_idle.smd"
weightlist "weights_pistol_idle_layer_relaxed_1"
hidden
}
$weightlist "weights_pistol_idle_layer_relaxed_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 0
"ValveBiped.Bip01_L_Clavicle" 0.8
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 0
"ValveBiped.Bip01_R_Forearm" 0
"ValveBiped.Bip01_R_Hand" 0
}
$sequence "Idle_Pistol_Layer_Relaxed_2" {
"female_shared_anims\idle_subtle.smd"
frame 0 0
numframes 30
weightlist "weights_pistol_idle_layer_relaxed_2"
loop
hidden
}
$sequence "Idle_Pistol_Layer_Relaxed" {
"female_shared_anims\Pistol_idle.smd"
frame 0 0
numframes 30
noanimation
addlayer "Idle_Pistol_Layer_Relaxed_1"
addlayer "Idle_Pistol_Layer_Relaxed_2"
loop
hidden
}
//$sequence "Idle_Pistol" "male_shared_anims\idle_subtle.smd" {
// blendlayer "Idle_Pistol_Layer" 0 0 0 0 local
// activity "ACT_IDLE_PISTOL" 1
// cmdlist lockfeet
//}
$definemacro MakePistolIdle SeqName IdleAnim IdleLayer ActivityName ActivityWeight \\
$sequence $SeqName$ $IdleAnim$ { \\
blendlayer $IdleLayer$ 0 0 0 0 local \\
activity $ActivityName$ $ActivityWeight$ \\
node "standing" \\
cmdlist lockfeet \\
ikrule "lfoot" footstep contact 0 fakeorigin 9.42 6.98 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 3 usesequence \\
ikrule "rfoot" footstep contact 0 fakeorigin -5.12 -3.28 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 2 usesequence \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 1 usesequence \\
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 0 usesequence \\
}
// ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 1 \\
// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 0 \\
$MakePistolIdle "Idle_Relaxed_Pistol_1" "female_shared_anims\Idle_Relaxed_SMG1_1.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_2" "female_shared_anims\Idle_Relaxed_SMG1_2.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_3" "female_shared_anims\Idle_Relaxed_SMG1_3.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_4" "female_shared_anims\Idle_Relaxed_SMG1_4.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
$MakePistolIdle "Idle_Relaxed_Pistol_5" "female_shared_anims\Idle_Relaxed_SMG1_5.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed
$MakePistolIdle "Idle_Relaxed_Pistol_6" "female_shared_anims\Idle_Relaxed_SMG1_6.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed
$MakePistolIdle "Idle_Alert_Pistol_1" "female_shared_anims\Idle_Alert_SMG1_1.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_2" "female_shared_anims\Idle_Alert_SMG1_2.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_3" "female_shared_anims\Idle_Alert_SMG1_3.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_4" "female_shared_anims\Idle_Alert_SMG1_4.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_5" "female_shared_anims\Idle_Alert_SMG1_5.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_6" "female_shared_anims\Idle_Alert_SMG1_6.smd" "Idle_Pistol_Layer3" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_7" "female_shared_anims\Idle_Alert_SMG1_4.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_8" "female_shared_anims\Idle_Alert_SMG1_3.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1
$MakePistolIdle "Idle_Alert_Pistol_9" "female_shared_anims\Idle_Alert_SMG1_6.smd" "Idle_Pistol_Layer2" "ACT_IDLE_PISTOL_STIMULATED" -1
//$MakePistolIdle "Idle_Angry_Pistol" "female_shared_anims\Idle_Angry_SMG1.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL" 1
// ================================================================
// Walk Animations
// ================================================================
$sequence "walk_hold_pistol" {
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_Citizen" }
{ event 6005 25 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer2"
node "standing" // standing_pistol
}
$sequence "walk_hold_pistol2" {
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_Citizen" }
{ event 6005 25 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer3"
node "standing" // standing_pistol
}
$sequence "walk_hold_pistol_relaxed" {
"a_CitizenWalkS"
"a_CitizenWalkSE"
"a_CitizenWalkE"
"a_CitizenWalkNE"
"a_CitizenWalkN" // a_walkN_hold_pistol
"a_CitizenWalkNW"
"a_CitizenWalkW"
"a_CitizenWalkSW"
"a_CitizenWalkS"
activity "ACT_WALK_PISTOL_RELAXED" 1 // ACT_WALK_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_Citizen" }
{ event 6005 25 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
keyvalues
{
interior ACT_IDLE_PISTOL
}
addlayer "Idle_Pistol_Layer"
node "standing" // standing_pistol
}
$makenpcmatchwalk walk_aiming_pistol_relaxed_all "male_shared_anims\custom\Idle_Pistol_Aim_Relaxed.smd" 0 soldier_Aim_9_directions "male_shared_anims\a_WalkN.smd" PistolRelaxedAimUpperbodyBlend 30 ACT_WALK_AIM_PISTOL_RELAXED 1
// ================================================================
// Run Animations
// ================================================================
$sequence "run_hold_pistol" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer2"
node "standing" // standing_pistol
}
$sequence "run_hold_pistol2" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "Idle_Pistol_Layer3"
node "standing" // standing_pistol
}
$sequence "run_hold_pistol_relaxed" {
"a_CitizenRunS"
"a_CitizenRunSE"
"a_CitizenRunE"
"a_CitizenRunNE"
"a_CitizenRunN" // a_runN_hold_pistol
"a_CitizenRunNW"
"a_CitizenRunW"
"a_CitizenRunSW"
"a_CitizenRunS"
activity "ACT_RUN_PISTOL_RELAXED" 1 // ACT_RUN_PISTOL
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_Citizen" }
{ event 6005 16 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
keyvalues
{
interior ACT_IDLE_PISTOL
}
addlayer "Layer_Pistol_Hand_R"
node "standing" // standing_pistol
}
$makenpcmatchrun run_aiming_pistol_relaxed_all "male_shared_anims\custom\Idle_Pistol_Aim_Relaxed.smd" 0 soldier_Aim_9_directions "male_shared_anims\a_RunN.smd" PistolRelaxedAimUpperbodyBlend 18 ACT_RUN_AIM_PISTOL_RELAXED 1
// ================================================================
// Transition Animations
//
// For now, these are disabled to prevent them from affecting Alyx.
// (TODO: Can we just override them in the new alyx_animations_ep2.qc?)
// ================================================================
//$sequence "IdleAngryToShootPistol" {
// "male_shared_anims\IdleAngryToShoot.smd"
// activity "ACT_TRANSITION" 1
// fadein 0.2
// fadeout 0.2
// blendlayer "Idle_Angry_Pistol" 0 0 0 20 xfade spline
// blendlayer "Pistol_idle_aim" 0 20 20 20 spline
// blendlayer "IdleAngryToShootDelta" 0 0 20 20
// transition "standing" "shooting_pistol"
// fps 30
// noanimation //weightlist "weights_turnleft"
// numframes 20
//}
//
//$sequence "ShootToIdleAngryPistol" {
// "male_shared_anims\ShootToIdleAngry.smd"
// activity "ACT_TRANSITION" 1
// fadein 0.2
// fadeout 0.2
// blendlayer "Pistol_idle_aim" 0 0 0 20 xfade spline
// blendlayer "Idle_Angry_Pistol" 0 20 20 20 spline
// blendlayer "ShootToIdleAngryDelta" 0 0 20 20
// transition "shooting_pistol" "standing"
// fps 30
// noanimation //weightlist "weights_turnleft"
// numframes 20
//}

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// ================================================================
//
// Shared base QCI for new pistol animations utilizing metrocop animations.
//
// Metrocop animations were decompiled by Crowbar 0.71
//
// ================================================================
// ================================================================
// Metrocop Weightlists
// ================================================================
$weightlist "weights_neck_trans_x" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_gesture_reload_pistolarms" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$weightlist "weights_gesture_reload_pistol" {
"ValveBiped.Bip01_Pelvis" 0
}
$weightlist "weights_pistol_Aim_all" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_layer_walk_hold_baton_angry" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
}
$weightlist "weights_Pistol_aim_walk_all_delta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// ================================================================
// Corrective Animations
// ================================================================
$animation "@gesture_shoot_pistol_corrective_animation" "police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" {
}
$animation "@gesture_reload_pistolspine_corrective_animation" "police_animations_anims\@gesture_reload_pistolspine_corrective_animation.smd" {
}
$animation "a_pistol_aim_straight_up_corrective_animation" "police_animations_anims\a_pistol_aim_straight_up_corrective_animation.smd" {
}
$animation "a_pistol_aim_up_right_corrective_animation" "police_animations_anims\a_pistol_aim_up_right_corrective_animation.smd" {
}
$animation "a_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_pistol_aim_up_center_corrective_animation.smd" {
}
$animation "a_pistol_aim_up_left_corrective_animation" "police_animations_anims\a_pistol_aim_up_left_corrective_animation.smd" {
}
$animation "a_pistol_aim_mid_right_corrective_animation" "police_animations_anims\a_pistol_aim_mid_right_corrective_animation.smd" {
}
$animation "a_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_pistol_aim_mid_center_corrective_animation.smd" {
}
$animation "a_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_pistol_aim_mid_left_corrective_animation.smd" {
}
$animation "a_pistol_aim_down_right_corrective_animation" "police_animations_anims\a_pistol_aim_down_right_corrective_animation.smd" {
}
$animation "a_pistol_aim_down_center_corrective_animation" "police_animations_anims\a_pistol_aim_down_center_corrective_animation.smd" {
}
$animation "a_pistol_aim_down_left_corrective_animation" "police_animations_anims\a_pistol_aim_down_left_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_straight_up_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_straight_up_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_up_right_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_up_right_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_up_center_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_up_left_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_up_left_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_mid_right_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_mid_right_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_mid_center_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_mid_left_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_down_right_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_down_right_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_down_center_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_down_center_corrective_animation.smd" {
}
$animation "a_WalkN_pistol_aim_down_left_corrective_animation" "police_animations_anims\a_WalkN_pistol_aim_down_left_corrective_animation.smd" {
}
$animation "a_walkS_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkS_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkSE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkSE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkNE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkNE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkN_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkN_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkNW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkNW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_walkSW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_walkSW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runS_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runS_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runSE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runSE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runNE_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runNE_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runN_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runN_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runNW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runNW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runW_pistol_aim_delta_corrective_animation.smd" {
}
$animation "a_runSW_pistol_aim_delta_corrective_animation" "police_animations_anims\a_runSW_pistol_aim_delta_corrective_animation.smd" {
}
// ================================================================
// Aim Animations
// ================================================================
$animation "a_aim_pistol_neutral" "police_animations_anims\a_aim_pistol_neutral.smd" {
fps 30
ikrule "rhand" release
ikrule "lhand" release
}
$animation "a_pistol_aim_down_left" "police_animations_anims\a_pistol_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_left_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_center" "police_animations_anims\a_pistol_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_center_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_right" "police_animations_anims\a_pistol_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_down_right_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_left_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_center_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_right" "police_animations_anims\a_pistol_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_right_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_left" "police_animations_anims\a_pistol_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_left_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_center" "police_animations_anims\a_pistol_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_center_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_right" "police_animations_anims\a_pistol_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_right_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_straight_up" "police_animations_anims\a_pistol_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_straight_up_corrective_animation" 0
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
weightlist "weights_pistol_Aim_all"
}
$animation "a_walkn_aim_pistol_neutral" "police_animations_anims\a_walkn_aim_pistol_neutral.smd" {
fps 30
ikrule "rhand" release
ikrule "lhand" release
}
$animation "a_WalkN_pistol_aim_down_left" "police_animations_anims\a_WalkN_pistol_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_left_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_center" "police_animations_anims\a_WalkN_pistol_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_center_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_right" "police_animations_anims\a_WalkN_pistol_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_down_right_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_left" "police_animations_anims\a_WalkN_pistol_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_left_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_center" "police_animations_anims\a_WalkN_pistol_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_center_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_right" "police_animations_anims\a_WalkN_pistol_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_mid_right_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_left" "police_animations_anims\a_WalkN_pistol_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_left_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_center" "police_animations_anims\a_WalkN_pistol_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_center_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_right" "police_animations_anims\a_WalkN_pistol_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_up_right_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_straight_up" "police_animations_anims\a_WalkN_pistol_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_WalkN_pistol_aim_straight_up_corrective_animation" 0
weightlist "weights_pistol_Aim_all"
}
$animation "a_walkS_pistol_aim_delta" "police_animations_anims\a_walkS_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkS_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSE_pistol_aim_delta" "police_animations_anims\a_walkSE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkSE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkE_pistol_aim_delta" "police_animations_anims\a_walkE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNE_pistol_aim_delta" "police_animations_anims\a_walkNE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkNE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkN_pistol_aim_delta" "police_animations_anims\a_walkN_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkN_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNW_pistol_aim_delta" "police_animations_anims\a_walkNW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkNW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkW_pistol_aim_delta" "police_animations_anims\a_walkW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSW_pistol_aim_delta" "police_animations_anims\a_walkSW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_walkSW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_WalkN_aim_pistol" "police_animations_anims\a_WalkN_aim_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
walkframe 30 LX LY
}
$animation "a_walkN_hold_pistol" "police_animations_anims\a_walkN_hold_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
walkframe 30 LX LY
}
$animation "a_runS_pistol_aim_delta" "police_animations_anims\a_runS_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runS_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runSE_pistol_aim_delta" "police_animations_anims\a_runSE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runSE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runE_pistol_aim_delta" "police_animations_anims\a_runE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runNE_pistol_aim_delta" "police_animations_anims\a_runNE_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runNE_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runN_pistol_aim_delta" "police_animations_anims\a_runN_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runN_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runNW_pistol_aim_delta" "police_animations_anims\a_runNW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runNW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runW_pistol_aim_delta" "police_animations_anims\a_runW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runSW_pistol_aim_delta" "police_animations_anims\a_runSW_pistol_aim_delta.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_runSW_pistol_aim_delta_corrective_animation" 0
weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_runN_hold_pistol" "police_animations_anims\a_runN_hold_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 10.25 6.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 18 fakeorigin 11.04 -1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
walkframe 20 LX LY
}
$animation "a_runN_aim_pistol" "police_animations_anims\a_runN_aim_pistol.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 10.25 6.08 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 18 fakeorigin 11.04 -1.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
walkframe 20 LX LY
}

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// ================================================================
//
// New Pistol Animations for Combine Soldiers
//
// Author: Blixibon
//
// (Metrocop animations were decompiled by Crowbar 0.71)
//
// ================================================================
//
// This QCI file implements full pistol idle, walk, run, aim, and crouch animations based on decompiled metrocop animations
// and soldier animations modified in Blender.
//
// The adapated metrocop animations are combined with soldier animations using various QC commands to help make them fit in
// with the soldier's existing posture/animation set and differentiate them from metrocops. They also use soldier walk/run blends
// and "NPC_CombineS" footstep animation events.
//
// ================================================================
// ================================================================
// Metrocop Base Animations
// ================================================================
$include "NewPistolAnimations_MetrocopBase.qci"
// ================================================================
// New Weightlists
// ================================================================
$weightlist "weights_pistol_new_arms" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
}
$weightlist "weights_legs_only" { "ValveBiped.Bip01_Spine" 0 "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 1 "ValveBiped.Bip01_R_Thigh" 1 }
$sequence "layer_shootp1" "combine_soldier_anims_anims\custom\shootp1.smd" subtract "layer_shootp1" 4 delta hidden
$sequence "layer_reload_pistol" "police_animations_anims\reload_pistol.smd" weightlist "weights_pistol_new_arms" hidden
$sequence "layer_reload_combine" "combine_soldier_anims_anims\reload.smd" weightlist "weights_legs_only" hidden
$sequence "layer_reload_combine_low" "combine_soldier_anims_anims\reload_low.smd" weightlist "weights_legs_only" hidden
// ================================================================
// Combat Animations
// ================================================================
$sequence "CombatIdle1_Pistol" { // pistolangryidle2
$Blend_SMD_Pistol$
addlayer "Aim_stand_delta_all"
activity "ACT_IDLE_ANGRY_PISTOL" 1
loop
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "Crouch_idle_pistol" {
"police_animations_anims\Crouch_idle_pistol.smd"
activity "ACT_COVER_PISTOL_LOW" 1
//node "crouching_pistol"
loop
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "shootp1" {
"combine_soldier_anims_anims\custom\shootp1.smd"
addlayer "Aim_stand_delta_all"
activity "ACT_RANGE_ATTACK_PISTOL" 1
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "gesture_shoot_pistol" {
"combine_soldier_anims_anims\custom\shootp1.smd"
subtract "gesture_shoot_pistol" 4
activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_pistol_corrective_animation" 0
}
$sequence "reload_pistol" {
$Blend_SMD_Pistol$
blendlayer "Aim_stand_delta_all" 0 0 1 5 local
blendlayer "Aim_stand_delta_all" 33 39 41 41 local
blendlayer "layer_reload_pistol" 0 5 33 39
blendlayer "layer_reload_combine" 0 5 35 40
numframes 41
activity "ACT_RELOAD_PISTOL" 1
{ event 3017 0 "" }
{ event 3018 34 "" }
cmdlist lockfeet
ikrule "lhand" release
ikrule "rhand" release
}
$sequence "reload_pistol_low" { // crouch_reload_pistol
$Blend_SMD_Pistol_Crouched$
blendlayer "Aim_stand_delta_all" 0 0 1 5 local
blendlayer "Aim_stand_delta_all" 33 39 41 41 local
blendlayer "layer_reload_pistol" 0 8 33 39
blendlayer "layer_reload_combine_low" 0 5 35 40
numframes 41
activity "ACT_RELOAD_PISTOL_LOW" 1
{ event 3017 0 "" }
{ event 3018 34 "" }
cmdlist lockfeet
ikrule "lhand" release
ikrule "rhand" release
}
$sequence "gesture_reload_pistolspine" {
"police_animations_anims\gesture_reload_pistolspine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_reload_pistolspine_corrective_animation" 0
hidden
weightlist "weights_neck_trans_x"
}
$sequence "gesture_reload_pistolarms" {
"police_animations_anims\gesture_reload_pistolarms.smd"
hidden
//ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0
//ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 1
weightlist "weights_gesture_reload_pistolarms"
}
$sequence "gesture_reload_pistol" {
"police_animations_anims\gesture_reload_pistol.smd"
activity "ACT_GESTURE_RELOAD_PISTOL" 1
{ event 3017 0 "" }
{ event 3018 37 "" }
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "gesture_reload_pistolarms" 0 5 32 40 spline
blendlayer "gesture_reload_pistolspine" 0 5 32 40 spline
//node "standing_pistol"
//ikrule "lhand" touch "ValveBiped.Bip01_Pelvis" contact 8 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 1 8 16 20 target 1 usesequence
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 22 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 18 22 38 39 target 1 usesequence
weightlist "weights_gesture_reload_pistol"
}
$sequence "crouch_aim_pistol" {
$Blend_SMD_Pistol_Crouched$
addlayer "Aim_stand_delta_all"
activity "ACT_RANGE_AIM_PISTOL_LOW" 1
fps 18
loop
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "shootp1c" {
$Blend_SMD_Pistol_Crouched$
addlayer "layer_shootp1"
addlayer "Aim_stand_delta_all" //addlayer "Aim_crouch_delta_all"
numframes 5
activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
{ event 4 0 "" }
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
// ================================================================
// Aim Animations
// ================================================================
$sequence "pistol_Aim_all" {
"a_pistol_aim_straight_up"
"a_pistol_aim_straight_up"
"a_pistol_aim_straight_up"
"a_pistol_aim_up_right"
"a_pistol_aim_up_center"
"a_pistol_aim_up_left"
"a_pistol_aim_mid_right"
"a_pistol_aim_mid_center"
"a_pistol_aim_mid_left"
"a_pistol_aim_down_right"
"a_pistol_aim_down_center"
"a_pistol_aim_down_left"
blend "aim_yaw" -43.47391 45.51665
blend "aim_pitch" -82.85746 45.59517
blendwidth 3
delta
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "WalkN_pistol_Aim_all" {
"a_WalkN_pistol_aim_straight_up"
"a_WalkN_pistol_aim_straight_up"
"a_WalkN_pistol_aim_straight_up"
"a_WalkN_pistol_aim_up_right"
"a_WalkN_pistol_aim_up_center"
"a_WalkN_pistol_aim_up_left"
"a_WalkN_pistol_aim_mid_right"
"a_WalkN_pistol_aim_mid_center"
"a_WalkN_pistol_aim_mid_left"
"a_WalkN_pistol_aim_down_right"
"a_WalkN_pistol_aim_down_center"
"a_WalkN_pistol_aim_down_left"
blend "aim_yaw" -45.59397 44.46127
blend "aim_pitch" -78.71045 43.57745
blendwidth 3
delta
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
// ================================================================
// Walk Animations
// ================================================================
$sequence "oldidle_to_pistol_aim_ik" "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" frame 0 0 subtract "layer_stimulated_aim_smg1" 0 delta hidden ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
$sequence "oldidle_to_pistol_ik" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" frame 0 0 subtract "layer_relaxed_oldidle" 0 delta hidden ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
// ----------------------------------------------------------------
$sequence "layer_walk_hold_pistol" {
"police_animations_anims\layer_walk_hold_pistol.smd"
hidden
addlayer "WalkN_pistol_Aim_all"
loop
weightlist "weights_pistol_new_arms"
}
// ----------------------------------------------------------------
$sequence "walk_aiming_pistol_all" {
$a_WalkBlends
activity "ACT_WALK_AIM_PISTOL" 1
blendlayer "layer_walk_aiming" 0 0 0 0 local
addlayer "oldidle_to_pistol_aim_ik"
}
$sequence "walk_hold_pistol" {
$a_WalkBlends
activity "ACT_WALK_PISTOL" 1
addlayer "oldidle_to_pistol_ik"
}
// ================================================================
// Run Animations
// ================================================================
$sequence "run_hold_pistol" {
$a_RunBlends
activity "ACT_RUN_PISTOL" 1
addlayer "oldidle_to_pistol_ik"
}
$sequence "run_aiming_pistol_all" {
$a_RunBlends
activity "ACT_RUN_AIM_PISTOL" 1
blendlayer "layer_run_aiming" 0 0 0 0 local
addlayer "oldidle_to_pistol_aim_ik"
}
// ================================================================
// Idle Animations
// ================================================================
$GenericIdle "Idle1_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL"

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// ================================================================
//
// Police Activity Fixes
//
// This overwrites existing metrocop sequences
//
// ================================================================
$weightlist "RHandOnly" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Hand" 1 }
$sequence "layer_relaxed_fist" { "police_animations_anims\custom\unarmedidle1.smd" frame 0 0 weightlist "RHandOnly" hidden }
$sequence "layer_relaxed_smg1" { "police_animations_anims\smg1idle1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_combat_smg1" { "police_animations_anims\smg1angryidle1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_lowcover_smg1" { "police_animations_anims\lowcover_aim_smg1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
// TODO: These aren't perfect and could probably be turned into actual animation layer SMDs
$sequence "relaxed_smg1_to_ar2" "police_animations_anims\custom\ar2idle1.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden
$sequence "relaxed_smg1_to_shotgun" "police_animations_anims\custom\shotgunidle1.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden
$sequence "combat_smg1_to_ar2" "police_animations_anims\custom\ar2angryidle1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
$sequence "combat_smg1_to_shotgun" "police_animations_anims\custom\shotgunangryidle1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
$sequence "lowcover_smg1_to_ar2" "police_animations_anims\custom\lowcover_aim_ar2.smd" frame 0 0 subtract "layer_lowcover_smg1" 0 delta hidden
// Needed for the new weapon aim animations
$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
// ----------------------------------------------------------------
//
// REPLACEMENTS
//
// ----------------------------------------------------------------
// Now uses melee-specific activities
$GenericIdleWeight "batonidle1" "police_animations_anims\batonidle1.smd" "ACT_IDLE_MELEE" 2
$GenericIdle "batonidle2" "police_animations_anims\batonidle2.smd" "ACT_IDLE_MELEE"
// ----------------------------------------------------------------
$sequence "walk_all" { $a_WalkBlends activity "ACT_WALK_MELEE" 1 } // Activity changed from "ACT_WALK" to "ACT_WALK_MELEE" (see below for new ACT_WALK)
$sequence "run_all" { $a_RunBlends activity "ACT_RUN_MELEE" 1 } // Activity changed from "ACT_RUN" to "ACT_RUN_MELEE" (see below for new ACT_RUN)
// ----------------------------------------------------------------
// Changed these cover activities to use new "_MED" variants, partly due to how different they are from other NPC "_LOW" animations
// and how that interferes with standoff behavior, etc.
$GenericShoot "lowcover_shoot_pistol" "police_animations_anims\lowcover_shoot_pistol.smd" "ACT_RANGE_ATTACK_PISTOL_MED" "pistol_Aim_all" // ACT_RANGE_ATTACK_PISTOL_LOW
$GenericCombatIdle "lowcover_aim_pistol" "police_animations_anims\lowcover_aim_pistol.smd" "ACT_RANGE_AIM_PISTOL_MED" "pistol_Aim_all" // ACT_RANGE_AIM_PISTOL_LOW
$GenericShoot "lowcover_shoot_smg1" "police_animations_anims\lowcover_shoot_smg1.smd" "ACT_RANGE_ATTACK_SMG1_MED" "SMG1_Aim_all" // ACT_RANGE_ATTACK_SMG1_LOW
$GenericCombatIdle "lowcover_aim_smg1" "police_animations_anims\lowcover_aim_smg1.smd" "ACT_RANGE_AIM_SMG1_MED" "SMG1_Aim_all" // ACT_RANGE_AIM_SMG1_LOW
// ----------------------------------------------------------------
//
// NEW
//
// ----------------------------------------------------------------
// Hand-corrected custom idle animations
$GenericIdle "unarmedidle1" "police_animations_anims\custom\unarmedidle1.smd" "ACT_IDLE"
$GenericIdle "ar2idle1" "police_animations_anims\custom\ar2idle1.smd" "ACT_IDLE_AR2"
//$GenericIdle "ar2idle2" "police_animations_anims\custom\ar2idle2.smd" "ACT_IDLE_AR2" // Note that the left hand currently gets misaligned here and cannot be fixed by IK rules
$GenericIdle "shotgunidle1" "police_animations_anims\custom\ar2idle1.smd" "ACT_IDLE_SHOTGUN"
//$GenericIdle "shotgunidle2" "police_animations_anims\custom\ar2idle2.smd" "ACT_IDLE_SHOTGUN" // Note that the left hand currently gets misaligned here and cannot be fixed by IK rules
// Hand-corrected custom combat animations
$GenericCombatIdle "ar2angryidle1" "police_animations_anims\custom\ar2angryidle1.smd" "ACT_IDLE_ANGRY_AR2" "soldier_Aim_9_directions"
$GenericShootFromIdle "shoot_ar2" "police_animations_anims\custom\ar2angryidle1.smd" "ACT_RANGE_ATTACK_AR2" "soldier_Aim_9_directions" "gesture_shoot_smg1" 3
$GenericCombatIdle "shotgunangryidle1" "police_animations_anims\custom\shotgunangryidle1.smd" "ACT_IDLE_ANGRY_SHOTGUN" "soldier_Aim_9_directions"
//$GenericShootFromIdle_NoHandIK "shoot_shotgun" "police_animations_anims\custom\shotgunangryidle1.smd" "ACT_RANGE_ATTACK_SHOTGUN" "soldier_Aim_9_directions" "gesture_shoot_shotgun" 45
$GenericShoot "shoot_shotgun" "police_animations_anims\custom\shoot_shotgun.smd" "ACT_RANGE_ATTACK_SHOTGUN" "soldier_Aim_9_directions"
$append "shoot_shotgun" { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } numframes 45 }
// Hand-corrected custom cover animations
$GenericShootFromIdle "lowcover_shoot_ar2" "police_animations_anims\custom\lowcover_aim_ar2.smd" "ACT_RANGE_ATTACK_AR2_MED" "soldier_Aim_9_directions" "gesture_shoot_smg1" 3 // ACT_RANGE_ATTACK_SMG1_LOW
$GenericCombatIdle "lowcover_aim_ar2" "police_animations_anims\custom\lowcover_aim_ar2.smd" "ACT_RANGE_AIM_AR2_MED" "soldier_Aim_9_directions" // ACT_RANGE_AIM_SMG1_LOW
// TODO: Unique anims?
$GenericShootFromIdle "lowcover_shoot_shotgun" "police_animations_anims\custom\lowcover_aim_ar2.smd" "ACT_RANGE_ATTACK_SHOTGUN_MED" "soldier_Aim_9_directions" "gesture_shoot_shotgun_crouch" 45
$GenericCombatIdle "lowcover_aim_shotgun" "police_animations_anims\custom\lowcover_aim_ar2.smd" "ACT_RANGE_AIM_SHOTGUN_MED" "soldier_Aim_9_directions"
//$append lowcover_aim_ar2 { blendlayer "combat_smg1_to_ar2" 0 0 0 0 local } // TODO: Not working with hands layer
$GenericAimMoveLayer "layer_run_hold_ar2" "police_animations_anims\layer_run_hold_smg1.smd" "relaxed_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_run_aiming_ar2" "police_animations_anims\layer_run_aiming_smg1.smd" "combat_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_hold_ar2" "police_animations_anims\layer_walk_hold_smg1.smd" "relaxed_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_aiming_ar2" "police_animations_anims\layer_walk_aiming_SMG1.smd" "combat_smg1_to_ar2" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_run_hold_shotgun" "police_animations_anims\layer_run_hold_smg1.smd" "relaxed_smg1_to_shotgun" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_run_aiming_shotgun" "police_animations_anims\layer_run_aiming_smg1.smd" "combat_smg1_to_shotgun" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_hold_shotgun" "police_animations_anims\layer_walk_hold_smg1.smd" "relaxed_smg1_to_shotgun" "soldier_Aim_9_directions"
$GenericAimMoveLayer "layer_walk_aiming_shotgun" "police_animations_anims\layer_walk_aiming_SMG1.smd" "combat_smg1_to_shotgun" "soldier_Aim_9_directions"
$sequence "walk_all_unarmed" { $a_WalkBlends activity "ACT_WALK" 1 blendlayer "layer_relaxed_fist" 0 0 0 0 local }
$sequence "run_all_unarmed" { $a_RunBlends activity "ACT_RUN" 1 } // Unarmed layer makes this look weird
$sequence "run_hold_ar2" { $a_RunBlends activity "ACT_RUN_AR2" 1 addlayer "layer_run_hold_ar2" }
$sequence "run_aiming_ar2_all" { $a_RunBlends activity "ACT_RUN_AIM_AR2" 1 addlayer "layer_run_aiming_ar2" }
$sequence "walk_hold_ar2" { $a_WalkBlends activity "ACT_WALK_AR2" 1 addlayer "layer_walk_hold_ar2" }
$sequence "walk_aiming_ar2_all" { $a_WalkBlends activity "ACT_WALK_AIM_AR2" 1 addlayer "layer_walk_aiming_ar2" }
$sequence "run_hold_shotgun" { $a_RunBlends activity "ACT_RUN_SHOTGUN" 1 addlayer "layer_run_hold_shotgun" }
$sequence "run_aiming_shotgun_all" { $a_RunBlends activity "ACT_RUN_AIM_SHOTGUN" 1 addlayer "layer_run_aiming_shotgun" }
$sequence "walk_hold_shotgun" { $a_WalkBlends activity "ACT_WALK_SHOTGUN" 1 addlayer "layer_walk_hold_shotgun" }
$sequence "walk_aiming_shotgun_all" { $a_WalkBlends activity "ACT_WALK_AIM_SHOTGUN" 1 addlayer "layer_walk_aiming_shotgun" }
// ----------------------------------------------------------------
$weightlist "NoHeadMovement" { "ValveBiped.Bip01_Head1" 0 "ValveBiped.Bip01_Neck1" 0.25 "ValveBiped.Bip01_Pelvis" 1 }
$makeweapongesture "gesture_shoot_shotgun" "police_animations_anims\custom\shoot_shotgun.smd" 9 20 30
// This should be replaced later
$sequence "gesture_shoot_shotgun_crouch" "combine_soldier_anims_anims\a_shootShotgun" { weightlist "NoHeadMovement" delta hidden { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
// ----------------------------------------------------------------
$makeweapongesture "gesture_reload_shotgun" "male_shared_anims\reload_shotgun1.smd" 14 35 75
$append "gesture_reload_shotgun" {
activity "ACT_GESTURE_RELOAD_SHOTGUN" 1
{ event 3015 29 "" }
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
}
$GenericReloadFromIdle "reload_shotgun1" "police_animations_anims\custom\shotgunangryidle1.smd" "ACT_RELOAD_SHOTGUN" "soldier_Aim_9_directions" "gesture_reload_shotgun" 10 55 65 22
$GenericReloadFromIdle "crouch_reload_shotgun1" "police_animations_anims\crouch_reload_smg1.smd" "ACT_RELOAD_SHOTGUN_LOW" "soldier_Aim_9_directions" "gesture_reload_shotgun" 10 55 65 22
$append "reload_shotgun1" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
$append "crouch_reload_shotgun1" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
// ----------------------------------------------------------------
// NEW -- Full-on crouching to replace the low aim/shoot
$GenericCombatIdle "crouch_aim_pistol" "police_animations_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_AIM_PISTOL_LOW" "pistol_Aim_all"
$GenericCombatIdle "crouch_aim_smg1" "police_animations_anims\custom\crouch_aim_smg1.smd" "ACT_RANGE_AIM_SMG1_LOW" "SMG1_Aim_all"
$GenericShootFromIdle "crouch_shoot_pistol" "police_animations_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_ATTACK_PISTOL_LOW" "pistol_Aim_all" "gesture_shoot_pistol" 4
$GenericShootFromIdle "crouch_shoot_smg1" "police_animations_anims\custom\crouch_aim_smg1.smd" "ACT_RANGE_ATTACK_SMG1_LOW" "SMG1_Aim_all" "gesture_shoot_smg1" 3
$GenericCombatIdle "crouch_aim_ar2" "police_animations_anims\custom\crouch_aim_ar2.smd" "ACT_RANGE_AIM_AR2_LOW" "soldier_Aim_9_directions"
$GenericShootFromIdle "crouch_shoot_ar2" "police_animations_anims\custom\crouch_aim_ar2.smd" "ACT_RANGE_ATTACK_AR2_LOW" "soldier_Aim_9_directions" "gesture_shoot_smg1" 3
// TODO: Unique anims?
$GenericCombatIdle "crouch_aim_shotgun" "police_animations_anims\custom\crouch_aim_ar2.smd" "ACT_RANGE_AIM_SHOTGUN_LOW" "soldier_Aim_9_directions"
$GenericShootFromIdle "crouch_shoot_shotgun" "police_animations_anims\custom\crouch_aim_ar2.smd" "ACT_RANGE_ATTACK_SHOTGUN_LOW" "soldier_Aim_9_directions" "gesture_shoot_shotgun_crouch" 45
//$append crouch_aim_pistol { alignto ar2angryidle1 }
//$append crouch_aim_smg1 { alignto ar2angryidle1 }
//$append crouch_shoot_pistol { alignto ar2angryidle1 }
//$append crouch_shoot_smg1 { alignto ar2angryidle1 }
// ----------------------------------------------------------------
$append "lowcover_shoot_shotgun" { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
$append "crouch_shoot_shotgun" { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
$append "gesture_shoot_shotgun" { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1 }
$append "gesture_shoot_shotgun_crouch" { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
// ----------------------------------------------------------------
//
// Nodes for all of the above animations
//
// ----------------------------------------------------------------
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$AddNodeToSequence "unarmedidle1" "standing"
$AddNodeToSequence "batonidle1" "standing_baton"
$AddNodeToSequence "batonidle2" "standing_baton"
//$AddNodeToSequence "pistolidle1" "standing_pistol"
//$AddNodeToSequence "pistolidle2" "standing_pistol"
$AddNodeToSequence "ar2idle1" "standing_smg"
//$AddNodeToSequence "ar2idle2" "standing_smg"
$AddNodeToSequence "ar2angryidle1" "shooting_smg"
$AddNodeToSequence "shotgunidle1" "standing_smg"
//$AddNodeToSequence "shotgunidle2" "standing_smg"
$AddNodeToSequence "shotgunangryidle1" "shooting_smg"
$AddNodeToSequence "shoot_ar2" "shooting_smg"
$AddNodeToSequence "shoot_shotgun" "shooting_smg"
$AddNodeToSequence "lowcover_shoot_pistol" "lowcover_pistol"
$AddNodeToSequence "lowcover_aim_pistol" "lowcover_pistol"
$AddNodeToSequence "lowcover_shoot_smg1" "lowcover_smg"
$AddNodeToSequence "lowcover_aim_smg1" "lowcover_smg"
$AddNodeToSequence "lowcover_shoot_ar2" "lowcover_smg"
$AddNodeToSequence "lowcover_aim_ar2" "lowcover_smg"
$AddNodeToSequence "crouch_shoot_pistol" "crouchshoot_pistol"
$AddNodeToSequence "crouch_aim_pistol" "crouchshoot_pistol"
$AddNodeToSequence "crouch_shoot_smg1" "crouchshoot_smg"
$AddNodeToSequence "crouch_aim_smg1" "crouchshoot_smg"
$AddNodeToSequence "crouch_shoot_ar2" "crouchshoot_smg"
$AddNodeToSequence "crouch_aim_ar2" "crouchshoot_smg"
// ----------------------------------------------------------------
$definemacro GenericTransitionBlend SeqName BaseFile StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$BaseFile$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendFromSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$StartSeq$ \\
numframes $NumFrames$ \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendToSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$EndSeq$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
// Stand to crouch aim
$GenericTransitionBlendFromSMD "Stand_to_crouchshootpistol" "police_animations_anims\Stand_to_crouchpistol.smd" "crouch_aim_pistol" "standing_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "Stand_to_crouchshootsmg1" "police_animations_anims\Stand_to_crouchsmg1.smd" "crouch_aim_smg1" "standing_smg" "crouchshoot_smg" 18
$append "Stand_to_crouchshootpistol" { walkframe 16 LX LY }
$append "Stand_to_crouchshootsmg1" { walkframe 16 LX LY }
// Shoot to crouch aim
$GenericTransitionBlendFromSMD "Shoot_to_crouchshootpistol" "police_animations_anims\Shoot_to_crouchpistol.smd" "crouch_aim_pistol" "shooting_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "Shoot_to_crouchshootsmg1" "police_animations_anims\Shoot_to_crouchsmg1.smd" "crouch_aim_smg1" "shooting_smg" "crouchshoot_smg" 18
$append "Shoot_to_crouchshootpistol" { walkframe 16 LX LY }
$append "Shoot_to_crouchshootsmg1" { walkframe 16 LX LY }
// Crouch to crouch aim
$GenericTransitionBlendFromSMD "crouch_to_crouchshootpistol" "police_animations_anims\crouch_to_lowcoverpistol.smd" "crouch_aim_pistol" "crouching_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "crouch_to_crouchshootsmg1" "police_animations_anims\crouch_to_lowcoversmg1.smd" "crouch_aim_smg1" "crouching_smg" "crouchshoot_smg" 18
$append "crouch_to_crouchshootpistol" { walkframe 17 LX LY }
$append "crouch_to_crouchshootsmg1" { walkframe 17 LX LY }
// Lowcover aim to crouch aim
$GenericTransitionBlendFromSMD "lowcover_to_crouchshootpistol" "police_animations_anims\lowcover_to_crouchpistol.smd" "crouch_aim_pistol" "lowcover_pistol" "crouchshoot_pistol" 22
$GenericTransitionBlendFromSMD "lowcover_to_crouchshootsmg1" "police_animations_anims\lowcover_to_crouchsmg1.smd" "crouch_aim_smg1" "lowcover_smg" "crouchshoot_smg" 18
$append "lowcover_to_crouchshootpistol" { blendlayer "pistol_Aim_all" 0 0 0 10 spline } // walkframe 16 LX LY
$append "lowcover_to_crouchshootsmg1" { blendlayer "SMG1_Aim_all" 0 0 0 10 spline } // walkframe 16 LX LY
// ----------------------------------------------------------------
// Crouch aim to stand
$GenericTransitionBlendToSMD "crouchshoot_to_standpistol" "crouch_aim_pistol" "police_animations_anims\Crouch_to_standpistol.smd" "crouchshoot_pistol" "standing_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_standsmg1" "crouch_aim_smg1" "police_animations_anims\Crouch_to_standsmg1.smd" "crouchshoot_smg" "standing_smg" 18
$append "crouchshoot_to_standpistol" { walkframe 20 LX LY blendlayer "pistol_Aim_all" 4 14 23 23 spline }
$append "crouchshoot_to_standsmg1" { walkframe 22 LX LY blendlayer "SMG1_Aim_all" 4 15 22 22 spline }
// Crouch aim to shoot
$GenericTransitionBlendToSMD "crouchshoot_to_shootpistol" "crouch_aim_pistol" "police_animations_anims\Crouch_to_shootpistol.smd" "crouchshoot_pistol" "shooting_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_shootsmg1" "crouch_aim_smg1" "police_animations_anims\Crouch_to_shootsmg1.smd" "crouchshoot_smg" "shooting_smg" 18
$append "crouchshoot_to_shootpistol" { walkframe 20 LX LY blendlayer "pistolangryidle2" 14 20 26 26 }
$append "crouchshoot_to_shootsmg1" { walkframe 22 LX LY blendlayer "SMG1_Aim_all" 4 15 22 22 spline }
// Crouch aim to crouch
$GenericTransitionBlendToSMD "crouchshoot_to_crouchpistol" "crouch_aim_pistol" "police_animations_anims\lowcover_to_crouchpistol.smd" "crouchshoot_pistol" "crouching_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_crouchsmg1" "crouch_aim_smg1" "police_animations_anims\lowcover_to_crouchsmg1.smd" "crouchshoot_smg" "crouching_smg" 18
$append "crouchshoot_to_crouchpistol" { walkframe 16 LX LY blendlayer "pistol_Aim_all" 0 0 0 10 spline }
$append "crouchshoot_to_crouchsmg1" { blendlayer "SMG1_Aim_all" 0 0 0 10 spline } // walkframe 16 LX LY
// Crouch aim to lowcover aim
$GenericTransitionBlendToSMD "crouchshoot_to_lowcoverpistol" "crouch_aim_pistol" "police_animations_anims\crouch_to_lowcoverpistol.smd" "crouchshoot_pistol" "lowcover_pistol" 22
$GenericTransitionBlendToSMD "crouchshoot_to_lowcoversmg1" "crouch_aim_smg1" "police_animations_anims\crouch_to_lowcoversmg1.smd" "crouchshoot_smg" "lowcover_smg" 18
$append "crouchshoot_to_lowcoverpistol" { walkframe 17 LX LY blendlayer "pistol_Aim_all" 4 14 23 23 spline }
$append "crouchshoot_to_lowcoversmg1" { walkframe 17 LX LY blendlayer "SMG1_Aim_all" 0 10 18 18 spline }

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// ================================================================
//
// New Police Crouch Movement Animations
//
// ================================================================
$weightlist "WeightsLayerLowCoverAim" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.5
//"ValveBiped.Bip01_L_Clavicle" 0
//"ValveBiped.Bip01_R_Clavicle" 0
//"ValveBiped.Bip01_L_Thigh" 0
//"ValveBiped.Bip01_R_Thigh" 0
}
$weightlist "weights_layer_crouch_move" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "a_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_pistol_aim_up_center_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_up" "police_animations_anims\a_pistol_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_center_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$animation "a_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_pistol_aim_mid_center_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_center_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$animation "a_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_pistol_aim_mid_left_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_left_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$sequence "layer_lowcover_aim_pistol" {
"a_layer_lowcover_aim_pistol_mid_center"
"a_layer_lowcover_aim_pistol_up"
"a_layer_lowcover_aim_pistol_mid_center"
blend "move_yaw" -180 180
blendwidth 3
delta
//addlayer "layer_lowcover_aim_pistol"
}
$sequence "layer_lowcover_aim_pistol_2" {
"a_layer_lowcover_aim_pistol_mid_center"
"a_layer_lowcover_aim_pistol_mid_left"
"a_layer_lowcover_aim_pistol_mid_center"
blend "aim_yaw" -60 60
blendwidth 3
delta
//addlayer "layer_lowcover_aim_pistol"
}
//$sequence "layer_lowcover_aim_pistol" {
// "police_animations_anims\lowcover_aim_pistol.smd"
// //addlayer "pistol_Aim_all"
// weightlist "WeightsLayerLowCoverAim"
// subtract "a_PoliceCrouch_walkN" 0
// delta
// rotate 60
// loop
//}
// ----------------------------------------------------------------
$sequence "layer_crouch_run_aiming_pistol" {
"police_animations_anims\layer_run_aiming_pistol.smd"
hidden
addlayer "WalkN_pistol_Aim_all"
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "layer_crouch_run_hold_pistol" {
"police_animations_anims\layer_run_hold_pistol.smd"
hidden
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "Crouch_walk_aim_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_aiming_pistol"
}
$sequence "Crouch_run_aim_pistol_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceCrouch_runN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_aiming_pistol"
}
$sequence "Crouch_walk_hold_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_hold_pistol"
}
$sequence "Crouch_run_hold_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_runN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_RUN_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_hold_pistol"
}
// ----------------------------------------------------------------
$sequence "layer_crouch_run_aiming_smg1" {
"police_animations_anims\layer_run_aiming_smg1.smd"
hidden
addlayer "WalkN_SMG1_Aim_all"
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "layer_crouch_run_hold_smg1" {
"police_animations_anims\layer_run_hold_smg1.smd"
hidden
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "Crouch_walk_aim_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_aiming_smg1"
}
$sequence "Crouch_run_aim_smg1_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceCrouch_runN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_aiming_smg1"
}
$sequence "Crouch_walk_hold_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_hold_smg1"
}
$sequence "Crouch_run_hold_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_runN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_RUN_CROUCH_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_hold_smg1"
}
// ----------------------------------------------------------------

215
modelsrc/PoliceMelee.qci Normal file
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@ -0,0 +1,215 @@
// ================================================================
//
// weapon_stunstick animations
//
// ================================================================
$weightlist "weights_melee_neck_trans_x" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_gesture_reload_pistolarms" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$weightlist "weights_melee_gesture_reload_pistol" {
"ValveBiped.Bip01_Pelvis" 0
}
$weightlist "weights_melee_layer_walk_hold_baton_angry" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_layer_run_hold_baton_angry" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_Spine1" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_baton_only" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "layer_batonidle1" {
"police_animations_anims\batonidle1.smd"
fadein 0.2
fadeout 0.2
fps 30
loop
weightlist "weights_melee_baton_only"
}
$sequence "batonangryidle1" {
"police_animations_anims\batonangryidle1.smd"
activity "ACT_IDLE_ANGRY_MELEE" 1
fadein 0.2
fadeout 0.2
node "standing_baton"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 3.84 10.83 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.76 -5.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1
}
$sequence "swing" {
"police_animations_anims\swing.smd"
activity "ACT_MELEE_ATTACK_SWING" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
fps 35
ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 1
}
$sequence "thrust" {
"police_animations_anims\thrust.smd"
activity "ACT_MELEE_ATTACK_THRUST" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
fps 35
ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
}
$animation "@swinggesturespine_corrective_animation" "police_animations_anims\@swinggesturespine_corrective_animation.smd" {
}
$sequence "swinggesturespine" {
"police_animations_anims\swinggesturespine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@swinggesturespine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weights_neck_trans_x"
}
$sequence "swinggesturearms" {
"police_animations_anims\swinggesturearms.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_gesture_reload_pistolarms"
}
$sequence "swinggesture" {
"police_animations_anims\swinggesture.smd"
activity "ACT_MELEE_ATTACK_SWING_GESTURE" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "swinggesturearms" 0 7 19 30 spline
blendlayer "swinggesturespine" 0 7 19 30 spline
fps 35
weightlist "weights_gesture_reload_pistol"
}
$animation "a_walkN_hold_baton_angry" "police_animations_anims\a_walkN_hold_baton_angry.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
walkframe 30 LX LY
}
$sequence "layer_walk_hold_baton_angry" {
"police_animations_anims\layer_walk_hold_baton_angry.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_melee_layer_walk_hold_baton_angry"
}
$sequence "layer_run_hold_baton_angry" {
"police_animations_anims\a_RunN.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_melee_layer_run_hold_baton_angry"
}
//$sequence "walk_hold_baton_angry" {
// "a_WalkS"
// "a_WalkSE"
// "a_WalkE"
// "a_WalkNE"
// "a_walkN_hold_baton_angry"
// "a_WalkNW"
// "a_WalkW"
// "a_WalkSW"
// "a_WalkS"
// activity "ACT_WALK_ANGRY" 1
// blend "move_yaw" -180 180
// blendwidth 9
// { event 6004 9 "NPC_MetroPolice" }
// { event 6005 25 "NPC_MetroPolice" }
// fadein 0.2
// fadeout 0.2
// addlayer "layer_walk_hold_baton_angry"
//}

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$include "PoliceMelee.qci"
$sequence "batonidle1" {
"combine_soldier_anims_anims\Idle_Unarmed.smd"
activity "ACT_IDLE_MELEE" 1 // ACT_IDLE
fadein 0.2
fadeout 0.2
node "standing_baton"
blendlayer "layer_batonidle1" 0 0 0 0 local
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin -1.69 7.7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 300 300 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -1.92 -6.52 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 300 300 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 300 300 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 300 300 target 1
}
$sequence "walk_hold_baton_angry" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN"
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_WALK_MELEE" 1 // ACT_WALK_ANGRY
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_walk_hold_baton_angry" 0 0 0 0 local
}
$sequence "run_hold_baton_angry" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_MELEE" 1 // ACT_WALK_ANGRY
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_run_hold_baton_angry" 0 0 0 0 local
}

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// ================================================================
// Police Movement Animations
// ================================================================
$definemacro a_WalkBlends \\
"a_PoliceWalkS" \\
"a_PoliceWalkSE" \\
"a_PoliceWalkE" \\
"a_PoliceWalkNE" \\
"a_PoliceWalkN" \\
"a_PoliceWalkNW" \\
"a_PoliceWalkW" \\
"a_PoliceWalkSW" \\
"a_PoliceWalkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 9 "NPC_MetroPolice" } \\
{ event 6005 25 "NPC_MetroPolice" } \\
$definemacro a_RunBlends \\
"a_PoliceRunS" \\
"a_PoliceRunSE" \\
"a_PoliceRunE" \\
"a_PoliceRunNE" \\
"a_PoliceRunN" \\
"a_PoliceRunNW" \\
"a_PoliceRunW" \\
"a_PoliceRunSW" \\
"a_PoliceRunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 6 "NPC_MetroPolice" } \\
{ event 6005 16 "NPC_MetroPolice" } \\
$definemacro a_CrouchWalkBlends \\
"a_PoliceCrouch_walkS" \\
"a_PoliceCrouch_walkSE" \\
"a_PoliceCrouch_walkE" \\
"a_PoliceCrouch_walkNE" \\
"a_PoliceCrouch_walkN" \\
"a_PoliceCrouch_walkNW" \\
"a_PoliceCrouch_walkW" \\
"a_PoliceCrouch_walkSW" \\
"a_PoliceCrouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
$definemacro a_CrouchRunBlends \\
"a_PoliceCrouch_walkS" \\
"a_PoliceCrouch_walkSE" \\
"a_PoliceCrouch_walkE" \\
"a_PoliceCrouch_walkNE" \\
"a_PoliceCrouch_runN" \\
"a_PoliceCrouch_walkNW" \\
"a_PoliceCrouch_walkW" \\
"a_PoliceCrouch_walkSW" \\
"a_PoliceCrouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
//{ event 6004 7 "NPC_MetroPolice" } \\ // This is new
//{ event 6005 16 "NPC_MetroPolice" } \\ // This is new
// ----------------------------------------------------------------
$animation "a_PoliceWalkS" "police_animations_anims\a_WalkS.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 7 fakeorigin -8.31 8.22 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -11.48 -3.43 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceWalkSE" "police_animations_anims\a_WalkSE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -4.37 8.31 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -6.05 -7.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceWalkE" "police_animations_anims\a_WalkE.smd" {
fps 33
loop
ikrule "lfoot" footstep contact 7 fakeorigin 8.4 -0.33 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -3.88 -10.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceWalkNE" "police_animations_anims\a_WalkNE.smd" {
fps 32
loop
ikrule "lfoot" footstep contact 7 fakeorigin 8.82 3.92 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 3.71 -11.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceWalkN" "police_animations_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceWalkNW" "police_animations_anims\a_WalkNW.smd" {
fps 32
loop
ikrule "lfoot" footstep contact 7 fakeorigin 8.2 9.8 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 6.42 8.17 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceWalkW" "police_animations_anims\a_WalkW.smd" {
fps 33
loop
ikrule "lfoot" footstep contact 7 fakeorigin 5.76 10.9 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -1.32 8.4 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceWalkSW" "police_animations_anims\a_WalkSW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 0.4 8.73 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin -9.1 5.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceRunS" "police_animations_anims\a_RunS.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 9 fakeorigin -1.03 6.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 19 fakeorigin -3 -1.16 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
walkframe 20 LX LY
}
$animation "a_PoliceRunSE" "police_animations_anims\a_RunSE.smd" {
fps 33
loop
ikrule "lfoot" footstep contact 9 fakeorigin 2.17 8.46 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 19 fakeorigin 2.16 1.19 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
walkframe 20 LX LY
}
$animation "a_PoliceRunE" "police_animations_anims\a_RunE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 10 fakeorigin 5.83 6.44 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 19 fakeorigin -3.99 -3.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
walkframe 20 LX LY
}
$animation "a_PoliceRunNE" "police_animations_anims\a_RunNE.smd" {
fps 35
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.3 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 19 fakeorigin 4.2 -7.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
walkframe 20 LX LY
}
$animation "a_PoliceRunN" "police_animations_anims\a_RunN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -1.82 6.13 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 19 fakeorigin 5.1 -1.25 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
walkframe 20 LX LY
}
$animation "a_PoliceRunNW" "police_animations_anims\a_RunNW.smd" {
fps 35
loop
ikrule "lfoot" footstep contact 8 fakeorigin 2.32 13.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 20 fakeorigin -0.93 2.33 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
walkframe 20 LX LY
}
$animation "a_PoliceRunW" "police_animations_anims\a_RunW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 10 fakeorigin 5.89 4.81 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 1 fakeorigin -3.72 -4.06 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 16 4 10 target 2
walkframe 20 LX LY
}
$animation "a_PoliceRunSW" "police_animations_anims\a_RunSW.smd" {
fps 33
loop
ikrule "lfoot" footstep contact 9 fakeorigin 5.37 6.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 18 7 10 18 target 3
ikrule "rfoot" footstep contact 20 fakeorigin -1.64 -2.46 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 16 1 8 target 2
walkframe 20 LX LY
}
// ----------------------------------------------------------------
// Stock metrocop crouch movement animations are a little incomplete and don't work very well when combined with aiming animations, which is currently what we want these for.
// Citizen crouch movement animations are a lot better in this regard and mostly look fine when combined with metrocop aiming animations.
$animation "a_PoliceCrouch_walkS" "male_shared_anims\a_Crouch_walkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -5.37 6.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -5.55 -5.78 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_walkSE" "male_shared_anims\a_Crouch_walkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -2.77 -4.1 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 28 5 22 28 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -2.11 -11.61 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_walkE" "male_shared_anims\a_Crouch_walkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin 9.12 -12.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 23 30 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 2.25 -18.79 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 20 8 14 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_walkNE" "male_shared_anims\a_Crouch_walkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 11 fakeorigin 9.53 -2.01 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 6 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 12.58 -15.59 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 19 8 13 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_walkN" "male_shared_anims\a_Crouch_walkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 18.99 5.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 5 23 29 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.12 -5.52 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 13 20 7 13 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_walkNW" "male_shared_anims\a_Crouch_walkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 12.87 14.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 4 11 22 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 15.05 6.11 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 19 30 9 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_walkW" "male_shared_anims\a_Crouch_walkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 2.32 16.56 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 27 fakeorigin 9.74 3.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 22 30 11 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_walkSW" "male_shared_anims\a_Crouch_walkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 10 fakeorigin -1.36 12.72 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 23 5 11 23 target 3
ikrule "rfoot" footstep contact 25 fakeorigin -0.89 2.41 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 20 30 10 target 2
walkframe 30 LX LY
}
$animation "a_PoliceCrouch_runN" "male_shared_anims\a_Crouch_runN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 6 fakeorigin 16.28 4.3 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 16 5 10 16 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 16.26 -1.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 7 14 1 7 target 2
walkframe 18 LX LY
}
//$animation "a_PoliceCrouch_runN" "combine_soldier_anims_anims\a_Crouch_runN.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 3
// //ikrule "lfoot" footstep contact 8 fakeorigin 10.58 2.92 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 2 8 14 2 target 3
// //ikrule "rfoot" footstep contact 16 fakeorigin 13.73 -4.74 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 16 4 10 target 2
// walkframe 19 LX
//}
//
//$animation "a_PoliceCrouch_walkS" "police_animations_anims\a_Crouch_walkS.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 3
// walkframe 20 LX LY
//}
//
//$animation "a_PoliceCrouch_walkSE" "police_animations_anims\a_Crouch_walkSE.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 3
// walkframe 24 LX LY
//}
//
//$animation "a_PoliceCrouch_walkE" "police_animations_anims\a_Crouch_walkE.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 3
// walkframe 21 LX LY
//}
//
//$animation "a_PoliceCrouch_walkNE" "police_animations_anims\a_Crouch_walkNE.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 3
// walkframe 21 LX LY
//}
//
//$animation "a_PoliceCrouch_walkN" "police_animations_anims\a_Crouch_walkN.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 24 24 target 3
// walkframe 24 LX LY
//}
//
//$animation "a_PoliceCrouch_walkNW" "police_animations_anims\a_Crouch_walkNW.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 3
// walkframe 21 LX LY
//}
//
//$animation "a_PoliceCrouch_walkW" "police_animations_anims\a_Crouch_walkW.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 3
// walkframe 20 LX LY
//}
//
//$animation "a_PoliceCrouch_walkSW" "police_animations_anims\a_Crouch_walkSW.smd" {
// fps 30
// loop
// ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 2
// ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 21 21 target 3
// walkframe 21 LX LY
//}

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// ================================================================
//
// New Metrocop Readiness Animations
//
// ================================================================
$pushd "police_animations_anims"
// ================================================================
//$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
//$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
//$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
// Stimulated idle is basically half-idle, half-combat.
$weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 }
$weightlist "weights_stimulated_idle_walk" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.5
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_stimulated_aim" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.2
"ValveBiped.Bip01_Spine2" 0.3
"ValveBiped.Bip01_Spine4" 0.4
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// Stronger and doesn't care about the pelvis (for non-worldspace layers)
$weightlist "weights_stimulated_aim_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// ----------------------------------------------------------------
$sequence "layer_stimulated_smg1" { "smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_pistol" { "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" { "custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_shotgun" { "custom\shotgunangryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_aim_smg1" { "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" { "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" { "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" { "custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } // TEMP?
// ----------------------------------------------------------------
//
// IDLE RELAXED
//
// ----------------------------------------------------------------
// ----------------------------------------------------------------
//
// IDLE STIMULATED
//
// ----------------------------------------------------------------
$sequence "idle_stimulated_layer" {
"smg1angryidle1.smd"
weightlist "weights_stimulated_idle"
worldspace
//frame 0 0
hidden
}
$sequence "pistolidle3" {
"pistolidle2.smd"
activity "ACT_IDLE_PISTOL_STIMULATED" 1
node "standing_pistol"
loop
blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_pistol"
cmdlist lockfeet
}
$sequence "smg1idle3" {
"smg1idle2.smd"
activity "ACT_IDLE_RIFLE_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_smg1"
cmdlist lockfeet
}
$sequence "ar2idle3" {
"custom\ar2idle1.smd"
activity "ACT_IDLE_AR2_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_ar2"
cmdlist lockfeet
}
$sequence "shotgunidle3" {
"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
}
// ----------------------------------------------------------------
//
// AIMING STIMULATED
//
// ----------------------------------------------------------------
$sequence "pistolangryidle3" {
"pistolangryidle2.smd"
activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
addlayer "layer_stimulated_aim_pistol"
node "shooting_pistol"
fps 4
cmdlist lockfeet
}
$GenericCombatIdle "smg1angryidle2" "custom\smg1angryidle2.smd" "ACT_IDLE_AIM_RIFLE_STIMULATED" "soldier_Aim_9_directions" fps 4 node "shooting_smg"
$GenericCombatIdle "ar2angryidle2" "custom\ar2angryidle2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "soldier_Aim_9_directions" fps 4 node "shooting_smg"
$GenericCombatIdle "shotgunangryidle2" "custom\ar2angryidle2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "soldier_Aim_9_directions" fps 4 node "shooting_smg" // TEMP?
// ----------------------------------------------------------------
$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"
$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"
$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"
// ----------------------------------------------------------------
$popd

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// ================================================================
//
// Protected Run Animation
//
// ================================================================
$weightlist "weights_layer_protected" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_Spine1" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_RH" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
}
$sequence "layer_run_protected" {
"male_shared_anims\layer_run_protected.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1
weightlist "weights_layer_protected"
}
// Declare this in whatever QC is overriding the animation
//$sequence "run_protected_all" {
// "a_RunS"
// "a_RunSE"
// "a_RunE"
// "a_RunNE"
// "a_RunN"
// "a_RunNW"
// "a_RunW"
// "a_RunSW"
// "a_RunS"
// activity "ACT_RUN_PROTECTED" 1
// blend "move_yaw" -180 180
// blendwidth 9
// { event 6004 6 "NPC_Citizen" }
// { event 6005 15 "NPC_Citizen" }
// fadein 0.2
// fadeout 0.2
// blendlayer "layer_run_protected" 0 0 0 0 local
// node "running"
//}

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// ================================================================
//
// Soldier Activity Fixes
//
// This overwrites existing soldier sequences to fix issues with animation events, activity names, etc.
//
// ================================================================
$sequence "layer_relaxed_oldidle" { "combine_soldier_anims_anims\Idle1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_relaxed_pistol" { "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" frame 0 0 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
// TODO: These aren't perfect and could probably be turned into actual animation layer SMDs
$sequence "ar2_to_smg1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 subtract "layer_relaxed_ar2" 0 delta hidden
$sequence "ar2_to_shotgun" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 subtract "layer_relaxed_ar2" 0 delta hidden
$sequence "smg1_to_ar2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden
$sequence "oldidle_to_ar2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 subtract "layer_relaxed_oldidle" 0 delta hidden
$sequence "oldidle_to_smg1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 subtract "layer_relaxed_oldidle" 0 delta hidden
$sequence "oldidle_to_shotgun" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 subtract "layer_relaxed_oldidle" 0 delta hidden
$sequence "oldidle_to_pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" frame 0 0 subtract "layer_relaxed_oldidle" 0 delta hidden
// ----------------------------------------------------------------
// ----------------------------------------------------------------
$GenericIdle "Idle1" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AR1" // Activity changed from "ACT_IDLE" to "ACT_IDLE_AR1" since it doesn't fit any weapon in HL2
$GenericCombatIdle "CombatIdle1" "combine_soldier_anims_anims\CombatIdle1.smd" "ACT_IDLE_ANGRY_AR2" "Aim_stand_delta_all" // Activity changed from "ACT_IDLE_ANGRY" to "ACT_IDLE_ANGRY_AR2"
$GenericCombatIdle "CombatIdle1_SMG1" "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" "ACT_IDLE_ANGRY_SMG1" "Aim_stand_delta_all"
$GenericCombatIdle "CombatIdle1_SG" "combine_soldier_anims_anims\CombatIdle1_SG.smd" "ACT_IDLE_ANGRY_SHOTGUN" "Aim_stand_delta_all_SG"
$GenericCombatIdle "crouch_aim_ar2" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_RANGE_AIM_AR2_LOW" "Aim_crouch_delta_all"
$GenericCombatIdle "crouch_aim_sm1" "combine_soldier_anims_anims\crouch_aim_sm1.smd" "ACT_RANGE_AIM_SMG1_LOW" "Aim_crouch_delta_all"
$sequence "Walk_all" { $a_WalkBlends activity "ACT_WALK_AR1" 1 } // Activity changed from "ACT_WALK" to "ACT_WALK_AR1" since it doesn't fit any weapon in HL2
$sequence "RunALL" { $a_RunBlends activity "ACT_RUN_AR1" 1 } // Activity changed from "ACT_RUN" to "ACT_RUN_AR1" since it doesn't fit any weapon in HL2
$sequence "Walk_aiming_all" { $a_WalkBlends activity "ACT_WALK_AIM_RIFLE" 1 blendlayer "layer_walk_aiming" 0 0 0 0 local } // Adds previously missing footstep events
$sequence "Walk_aiming_all_SG" { $a_WalkBlends activity "ACT_WALK_AIM_SHOTGUN" 1 blendlayer "layer_walk_aiming_SG" 0 0 0 0 local } // Adds previously missing footstep events
$sequence "RunAIMALL1" { $a_RunBlends activity "ACT_RUN_AIM_RIFLE" 1 blendlayer "layer_run_aiming" 0 0 0 0 local }
$sequence "RunAIMALL1_SG" { $a_RunBlends activity "ACT_RUN_AIM_SHOTGUN" 1 blendlayer "layer_run_aiming_SG" 0 0 0 0 local }
$sequence "Crouch_RunALL" { $a_CrouchRunBlends activity "ACT_RUN_CROUCH_RIFLE" 1 }
$sequence "Crouch_WalkALL" { $a_CrouchWalkBlends activity "ACT_WALK_CROUCH_RIFLE" 1 }
// ----------------------------------------------------------------
$GenericShoot "shootSMG1s" "combine_soldier_anims_anims\shootSMG1s.smd" "ACT_RANGE_ATTACK_SMG1" "Aim_stand_delta_all"
$GenericShoot "shootSMG1c" "combine_soldier_anims_anims\shootSMG1c.smd" "ACT_RANGE_ATTACK_SMG1_LOW" "Aim_crouch_delta_all"
$GenericShoot "shootAR2s" "combine_soldier_anims_anims\shootAR2s.smd" "ACT_RANGE_ATTACK_AR2" "Aim_stand_delta_all"
$GenericShoot "shootAR2c" "combine_soldier_anims_anims\shootAR2c.smd" "ACT_RANGE_ATTACK_AR2_LOW" "Aim_crouch_delta_all"
$GenericShoot "shootSGs" "combine_soldier_anims_anims\shootSGs.smd" "ACT_RANGE_ATTACK_SHOTGUN" "Aim_stand_delta_all_SG"
$GenericShoot "shootSGc" "combine_soldier_anims_anims\shootSGc.smd" "ACT_RANGE_ATTACK_SHOTGUN_LOW" "Aim_crouch_delta_all"
$GenericShoot "shootAR2alt" "combine_soldier_anims_anims\shootAR2alt.smd" "ACT_COMBINE_AR2_ALTFIRE" "Aim_stand_delta_all"
$append shootAR2alt {
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
{ event COMBINE_AE_ALTFIRE 16 "" }
}
// NEW -- Shotgun cocking sounds
// TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
$append shootSGs { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
$append shootSGc { { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } }
// ----------------------------------------------------------------
// These now use the aim layers, so soldiers aim their guns in the right direction
$definemacro SoldierReload SeqName FileName ActName AimLayer EventFrame \\
$sequence $SeqName$ { \\
$FileName$ \\
{ event 2 $EventFrame$ "" } \\
addlayer $AimLayer$ \\
activity $ActName$ 1 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rhand" release \\
ikrule "lhand" release \\
}
$SoldierReload "reload" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD" "Aim_stand_delta_all" 28
$SoldierReload "reload_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_LOW" "Aim_crouch_delta_all" 30
// ----------------------------------------------------------------
$definemacro SoldierCover IdleName IdleSeq IdleAct \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
ikrule "rhand" release \\
}
$SoldierCover "cover_crouch" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER"
$SoldierCover "cover_crouch_low" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_LOW"
$SoldierCover "cover_crouch_med" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_MED"
// ----------------------------------------------------------------
$sequence "melee_gunhit" {
"combine_soldier_anims_anims\melee_gunhit.smd"
activity "ACT_MELEE_ATTACK1" 1
{ event 3 13 "" }
ikrule "lfoot" footstep contact 0 height 20 radius 2.5
ikrule "rfoot" footstep contact 0 height 20 radius 2.5
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
ikrule "rhand" release
}
// ----------------------------------------------------------------
// These now use the aim layers, so soldiers aim their guns in the right direction
$definemacro SoldierGrenade SeqName FileName ActName FPS EventID EventFrame \\
$sequence $SeqName$ { \\
$FileName$ \\
fps $FPS$ \\
activity $ActName$ 1 \\
{ event $EventID$ $EventFrame$ "" } \\
addlayer "Aim_stand_delta_all" \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rhand" release \\
ikrule "lhand" release \\
}
$SoldierGrenade "grenThrow" "combine_soldier_anims_anims\grenThrow.smd" "ACT_COMBINE_THROW_GRENADE" 45 7 30
$SoldierGrenade "grenDrop" "combine_soldier_anims_anims\grenDrop.smd" "ACT_SPECIAL_ATTACK1" 35 7 26
$SoldierGrenade "grenPlace" "combine_soldier_anims_anims\grenPlace.smd" "ACT_SPECIAL_ATTACK2" 35 9 25
// ----------------------------------------------------------------
// These now use the aim layers, so soldiers aim their guns in the right direction
$definemacro SoldierSignalSeq SeqName FileName ActName FPS \\
$sequence $SeqName$ { \\
$FileName$ \\
fps $FPS$ \\
activity $ActName$ 1 \\
{ event 4 0 "" } \\
addlayer "Aim_stand_delta_all" \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
}
$SoldierSignalSeq "signal_advance" "combine_soldier_anims_anims\signal_advance.smd" "ACT_SIGNAL_ADVANCE" 30
$SoldierSignalSeq "signal_forward" "combine_soldier_anims_anims\signal_forward.smd" "ACT_SIGNAL_FORWARD" 48
$SoldierSignalSeq "signal_group" "combine_soldier_anims_anims\signal_group.smd" "ACT_SIGNAL_GROUP" 48
$SoldierSignalSeq "signal_halt" "combine_soldier_anims_anims\signal_halt.smd" "ACT_SIGNAL_HALT" 48
$SoldierSignalSeq "signal_left" "combine_soldier_anims_anims\signal_left.smd" "ACT_SIGNAL_LEFT" 48
$SoldierSignalSeq "signal_right" "combine_soldier_anims_anims\signal_right.smd" "ACT_SIGNAL_RIGHT" 48
$SoldierSignalSeq "signal_takecover" "combine_soldier_anims_anims\signal_takecover.smd" "ACT_SIGNAL_TAKECOVER" 48
// ----------------------------------------------------------------
$sequence "WalkUnarmed_all" {
$a_WalkEasyBlends // Adds previously missing footstep events
activity "ACT_WALK_UNARMED" 1
blendlayer "layer_walk_unarmed" 0 0 0 0 local
keyvalues
{
interior ACT_IDLE_UNARMED
}
}
$sequence "WalkEasy_all" {
$a_WalkEasyBlends // Adds previously missing footstep events
activity "ACT_WALK_EASY" 1
}

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// ================================================================
//
// This file adds transition nodes to soldier animations.
//
// Node graph:
//
// - Unarmed_Idle, etc. standing
// - Idle1_AR2, Idle1_SMG1, etc. standing_ar2, standing_smg1, etc.
// - CombatIdle1_AR2, etc. shooting_ar2, etc.
// - crouch_aim_ar2, etc. crouching_ar2, etc.
//
// For now, walk/run use "standing_" and "shooting_" nodes
//
// ================================================================
$definemacro AddNodeToSequence SeqName NodeName \\
$append $SeqName$ { node $NodeName$ }
$skiptransition "standing" "standing_ar2" "standing_smg1" "standing_sg" "standing_pistol"
$skiptransition "shooting" "shooting_ar2" "shooting_smg1" "shooting_sg" "shooting_pistol"
$skiptransition "crouching" "crouching_ar2" "crouching_smg1" "crouching_sg" "crouching_pistol"
// ----------------------------------------------------------------
// SoldierActivityFixes.qci / SoldierNewWeaponActivities.qci
// ----------------------------------------------------------------
$AddNodeToSequence "CombatIdle1" "shooting_ar2"
$AddNodeToSequence "CombatIdle1_SMG1" "shooting_smg1"
$AddNodeToSequence "CombatIdle1_SG" "shooting_sg"
$AddNodeToSequence "crouch_aim_ar2" "crouching_ar2"
$AddNodeToSequence "crouch_aim_sm1" "crouching_smg1"
$AddNodeToSequence "crouch_aim_sg" "crouching_sg"
$AddNodeToSequence "Idle1" "standing_ar2"
$AddNodeToSequence "Idle_Unarmed_ACT_IDLE" "standing"
$AddNodeToSequence "Idle1_AR2" "standing_ar2"
$AddNodeToSequence "Idle1_SMG1" "standing_smg1"
$AddNodeToSequence "Idle1_SG" "standing_sg"
$AddNodeToSequence "cover_crouch" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low" "crouching_ar2"
$AddNodeToSequence "cover_crouch_med" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low_ar2" "crouching_ar2"
$AddNodeToSequence "cover_crouch_low_smg1" "crouching_smg1"
$AddNodeToSequence "cover_crouch_low_sg" "crouching_sg"
$AddNodeToSequence "Walk_aiming_all" "shooting_smg1"
$AddNodeToSequence "Walk_aiming_all_SG" "shooting_sg"
$AddNodeToSequence "Walk_aiming_all_AR2" "shooting_ar2"
$AddNodeToSequence "RunAIMALL1" "shooting_smg1"
$AddNodeToSequence "RunAIMALL1_SG" "shooting_sg"
$AddNodeToSequence "RunAIMALL1_AR2" "standing_ar2"
$AddNodeToSequence "WalkUnarmed_all_ACT_WALK" "standing"
$AddNodeToSequence "Walk_all_AR2" "standing_ar2"
$AddNodeToSequence "Walk_all_SMG1" "standing_smg1"
$AddNodeToSequence "Walk_all_SG" "standing_sg"
$AddNodeToSequence "RunUnarmed_all" "standing"
$AddNodeToSequence "RunALL_AR2" "standing_ar2"
$AddNodeToSequence "RunALL_SMG1" "standing_smg1"
$AddNodeToSequence "RunALL_SG" "standing_sg"
$AddNodeToSequence "Crouch_RunALL" "crouching"
$AddNodeToSequence "Crouch_WalkALL" "crouching"
$AddNodeToSequence "shootSMG1s" "shooting_smg1"
$AddNodeToSequence "shootSMG1c" "crouching_smg1"
$AddNodeToSequence "shootAR2s" "shooting_ar2"
$AddNodeToSequence "shootAR2c" "crouching_ar2"
$AddNodeToSequence "shootAR2alt" "shooting_ar2"
$AddNodeToSequence "shootSGs" "shooting_sg"
$AddNodeToSequence "shootSGc" "crouching_sg"
$AddNodeToSequence "reload_ar2" "shooting_ar2"
$AddNodeToSequence "reload_ar2_low" "crouching_ar2"
$AddNodeToSequence "reload_smg1" "shooting_smg1"
$AddNodeToSequence "reload_smg1_low" "crouching_smg1"
$AddNodeToSequence "reload_shotgun1" "shooting_sg"
$AddNodeToSequence "reload_shotgun1_low" "crouching_sg"
//$AddNodeToSequence "melee_gunhit" "shooting"
$AddNodeToSequence "grenThrow" "shooting"
$AddNodeToSequence "grenDrop" "shooting"
$AddNodeToSequence "grenPlace" "shooting"
$AddNodeToSequence "signal_advance" "shooting"
$AddNodeToSequence "signal_forward" "shooting"
$AddNodeToSequence "signal_group" "shooting"
$AddNodeToSequence "signal_halt" "shooting"
$AddNodeToSequence "signal_left" "shooting"
$AddNodeToSequence "signal_right" "shooting"
$AddNodeToSequence "signal_takecover" "shooting"
// ----------------------------------------------------------------
// SoldierReadinessAnims.qci
// ----------------------------------------------------------------
$AddNodeToSequence "walk_relaxed_all_AR2" "standing_ar2"
$AddNodeToSequence "walk_relaxed_all_SMG1" "standing_smg1"
$AddNodeToSequence "walk_relaxed_all_SG" "standing_sg"
$AddNodeToSequence "walk_relaxed_all_Pistol" "standing_pistol"
$AddNodeToSequence "Idle2_AR2" "standing_alert_ar2"
$AddNodeToSequence "Idle2_SMG1" "standing_alert_smg1"
$AddNodeToSequence "Idle2_SG" "standing_alert_sg"
$AddNodeToSequence "Idle2_Pistol" "standing_alert_pistol"
$AddNodeToSequence "walk_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "walk_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "walk_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "walk_stimulated_all_Pistol" "standing_alert_pistol"
$AddNodeToSequence "walk_aiming_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "walk_aiming_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "walk_aiming_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "walk_aiming_stimulated_all_Pistol" "standing_alert_pistol"
$AddNodeToSequence "run_aiming_stimulated_all_AR2" "standing_alert_ar2"
$AddNodeToSequence "run_aiming_stimulated_all_SMG1" "standing_alert_smg1"
$AddNodeToSequence "run_aiming_stimulated_all_SG" "standing_alert_sg"
$AddNodeToSequence "run_aiming_stimulated_all_Pistol" "standing_alert_pistol"
// ----------------------------------------------------------------
// NewPistolAnimations_357_Soldier.qci / NewPistolAnimations_357_Soldier.qci
// ----------------------------------------------------------------
$AddNodeToSequence "Idle1_Pistol" "standing_pistol"
$AddNodeToSequence "CombatIdle1_Pistol" "shooting_pistol"
$AddNodeToSequence "shootp1" "shooting_pistol"
$AddNodeToSequence "shootp2" "shooting_pistol"
$AddNodeToSequence "reload_pistol" "shooting_pistol"
$AddNodeToSequence "reload_pistol_low" "crouching_pistol"
$AddNodeToSequence "reload_357" "shooting_pistol"
$AddNodeToSequence "reload_357_low" "crouching_pistol"
$AddNodeToSequence "Crouch_idle_pistol" "crouching_pistol"
$AddNodeToSequence "crouch_aim_pistol" "crouching_pistol"
$AddNodeToSequence "walk_aiming_pistol_all" "shooting_pistol"
$AddNodeToSequence "run_aiming_pistol_all" "shooting_pistol"
$AddNodeToSequence "walk_hold_pistol" "standing_pistol"
$AddNodeToSequence "run_hold_pistol" "standing_pistol"
// ----------------------------------------------------------------
// SoldierNewWeaponActivities_AR1/SMG2/SniperRifle.qci
// ----------------------------------------------------------------
$AddNodeToSequence "CombatIdle1_AR1" "shooting_ar2"
$AddNodeToSequence "crouch_aim_ar1" "crouching_ar2"
$AddNodeToSequence "reload_ar1" "shooting_ar2"
$AddNodeToSequence "shootAR1s" "shooting_ar2"
$AddNodeToSequence "shootAR1c" "crouching_ar2"
// ----------------------------------------------------------------
$AddNodeToSequence "Idle1_SMG2" "standing_smg1"
$AddNodeToSequence "CombatIdle1_SMG2" "shooting_smg1"
$AddNodeToSequence "crouch_aim_smg2" "crouching_smg1"
$AddNodeToSequence "reload_smg2" "shooting_smg1"
$AddNodeToSequence "shootSMG2s" "shooting_smg1"
$AddNodeToSequence "shootSMG2c" "crouching_smg1"
// ----------------------------------------------------------------
$AddNodeToSequence "Idle1_SR" "standing_ar2"
$AddNodeToSequence "CombatIdle1_SR" "shooting_ar2"
$AddNodeToSequence "crouch_aim_sr" "crouching_ar2"
$AddNodeToSequence "reload_sr" "shooting_ar2"
$AddNodeToSequence "shootSRs" "shooting_ar2"
$AddNodeToSequence "shootSRc" "crouching_ar2"
// ----------------------------------------------------------------
// SoldierCrouchMovement.qci
// ----------------------------------------------------------------

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// ================================================================
//
// New Soldier Crouch Movement Animations
//
// ================================================================
$weightlist "WeightsLayerLowCoverAim" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.5
//"ValveBiped.Bip01_L_Clavicle" 0
//"ValveBiped.Bip01_R_Clavicle" 0
//"ValveBiped.Bip01_L_Thigh" 0
//"ValveBiped.Bip01_R_Thigh" 0
}
$weightlist "weights_layer_crouch_move" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.2
"ValveBiped.Bip01_Spine2" 0.3
"ValveBiped.Bip01_Spine4" 0.4
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "Crouch_RunAim_ALL" {
$a_CrouchRunBlends
activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
blendlayer "layer_run_aiming" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
$sequence "Crouch_WalkAim_ALL" {
$a_CrouchWalkBlends
activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
blendlayer "layer_walk_aiming" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
// ----------------------------------------------------------------
$sequence "layer_pistolangryidle2_crouch" {
"police_animations_anims\pistolangryidle2.smd" // TODO: For now, this looks better than the new soldier variant
weightlist "weights_layer_crouch_move"
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
worldspace
hidden
}
$sequence "Crouch_RunAim_pistol_ALL" {
$a_CrouchRunBlends
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blendlayer "layer_pistolangryidle2_crouch" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
$sequence "Crouch_WalkAim_pistol_ALL" {
$a_CrouchWalkBlends
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blendlayer "layer_pistolangryidle2_crouch" 0 0 0 0 local
addlayer "Aim_crouch_delta_all"
}
$sequence "layer_pistol_idle_crouch" {
"police_animations_anims\Crouch_idle_pistol.smd"
weightlist "weights_layer_crouch_move"
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
worldspace
hidden
}
$sequence "Crouch_Run_pistol_ALL" {
$a_CrouchRunBlends
activity "ACT_RUN_CROUCH_PISTOL" 1
blendlayer "layer_pistol_idle_crouch" 0 0 0 0 local
}
$sequence "Crouch_Walk_pistol_ALL" {
$a_CrouchWalkBlends
activity "ACT_WALK_CROUCH_PISTOL" 1
blendlayer "layer_pistol_idle_crouch" 0 0 0 0 local
}
// ----------------------------------------------------------------

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// ================================================================
// Soldier Movement Animations
// ================================================================
$definemacro a_WalkBlends \\
"a_SoldierWalkS" \\
"a_SoldierWalkSE" \\
"a_SoldierWalkE" \\
"a_SoldierWalkNE" \\
"a_SoldierWalkN" \\
"a_SoldierWalkNW" \\
"a_SoldierWalkW" \\
"a_SoldierWalkSW" \\
"a_SoldierWalkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 9 "NPC_CombineS" } \\
{ event 6005 25 "NPC_CombineS" } \\
$definemacro a_RunBlends \\
"a_SoldierRunS" \\
"a_SoldierRunSE" \\
"a_SoldierRunE" \\
"a_SoldierRunNE" \\
"a_SoldierRunN" \\
"a_SoldierRunNW" \\
"a_SoldierRunW" \\
"a_SoldierRunSW" \\
"a_SoldierRunS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 7 "NPC_CombineS" } \\
{ event 6005 16 "NPC_CombineS" } \\
$definemacro a_CrouchWalkBlends \\
"a_SoldierCrouch_walkS" \\
"a_SoldierCrouch_walkSE" \\
"a_SoldierCrouch_walkE" \\
"a_SoldierCrouch_walkNE" \\
"a_SoldierCrouch_walkN" \\
"a_SoldierCrouch_walkNW" \\
"a_SoldierCrouch_walkW" \\
"a_SoldierCrouch_walkSW" \\
"a_SoldierCrouch_walkS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
$definemacro a_CrouchRunBlends \\
"a_SoldierCrouch_runS" \\
"a_SoldierRunSE" \\
"a_SoldierRunE" \\
"a_SoldierRunNE" \\
"a_SoldierCrouch_runN" \\
"a_SoldierRunNW" \\
"a_SoldierRunW" \\
"a_SoldierRunSW" \\
"a_SoldierCrouch_runS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 7 "NPC_CombineS" } \\ // This is new
{ event 6005 16 "NPC_CombineS" } \\ // This is new
$definemacro a_WalkEasyBlends \\
"a_SoldierWalkEasyS" \\
"a_SoldierWalkEasySE" \\
"a_SoldierWalkEasyE" \\
"a_SoldierWalkEasyNE" \\
"a_SoldierWalkEasyN" \\
"a_SoldierWalkEasyNW" \\
"a_SoldierWalkEasyW" \\
"a_SoldierWalkEasySW" \\
"a_SoldierWalkEasyS" \\
blend "move_yaw" -180 180 \\
blendwidth 9 \\
{ event 6004 9 "NPC_CombineS" } \\
{ event 6005 25 "NPC_CombineS" } \\
// ----------------------------------------------------------------
$animation "a_SoldierWalkS" "combine_soldier_anims_anims\a_WalkS.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin -11.12 1.89 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -15.11 -5.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkSE" "combine_soldier_anims_anims\a_WalkSE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -7.5 -0.91 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -5.31 -12.15 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkE" "combine_soldier_anims_anims\a_WalkE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 8.35 -8.88 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -3.31 -16.03 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkNE" "combine_soldier_anims_anims\a_WalkNE.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 7 fakeorigin 14.35 -6.45 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 11.53 -11.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkN" "combine_soldier_anims_anims\a_WalkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 22.33 3.45 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 17.89 -5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkNW" "combine_soldier_anims_anims\a_WalkNW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 15.5 14.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 11.01 1.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkW" "combine_soldier_anims_anims\a_WalkW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin 7.65 16.6 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -2.32 7.77 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkSW" "combine_soldier_anims_anims\a_WalkSW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -3.84 10.93 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -7.1 3.06 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierRunS" "combine_soldier_anims_anims\a_RunS.smd" {
fps 27
loop
ikrule "lfoot" footstep contact 6 fakeorigin -12.02 4.13 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 6 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -9.23 -2.21 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_SoldierRunSE" "combine_soldier_anims_anims\a_RunSE.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin -3.49 -0.2 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -11.02 -12 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_SoldierRunE" "combine_soldier_anims_anims\a_RunE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -6.58 7.31 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 8.4 -10.07 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_SoldierRunNE" "combine_soldier_anims_anims\a_RunNE.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 6 fakeorigin 5.18 3.5 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 6 10 17 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 12.65 -10.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 15 2 8 target 2
walkframe 18 LX LY
}
$animation "a_SoldierRunN" "combine_soldier_anims_anims\a_RunN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 5.14 4.19 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 13.92 -3.04 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 8 15 2 8 target 2
walkframe 18 LX LY
}
$animation "a_SoldierRunNW" "combine_soldier_anims_anims\a_RunNW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 7.44 9.53 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 11.74 1.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_SoldierRunW" "combine_soldier_anims_anims\a_RunW.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin -3.72 9.57 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 7.01 2.98 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
$animation "a_SoldierRunSW" "combine_soldier_anims_anims\a_RunSW.smd" {
fps 27
loop
ikrule "lfoot" footstep contact 7 fakeorigin -6.88 15.88 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 17 7 10 17 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -7.09 1.19 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 16 2 9 target 2
walkframe 18 LX LY
}
// ----------------------------------------------------------------
$animation "a_SoldierCrouch_runN" "combine_soldier_anims_anims\a_Crouch_runN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 10.58 2.92 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 2 8 14 2 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 13.73 -4.74 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 16 4 10 target 2
walkframe 19 LX
}
$animation "a_SoldierCrouch_runS" "combine_soldier_anims_anims\custom\a_Crouch_runS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 8 fakeorigin 10.58 2.92 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 2 8 14 2 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 13.73 -4.74 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 16 4 10 target 2
walkframe 19 LX
}
// ----------------------------------------------------------------
$animation "a_SoldierCrouch_walkS" "combine_soldier_anims_anims\a_Crouch_walkS.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 2.52 3.66 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 15 1 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -0.4 -1.03 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 16 6 11 target 2
walkframe 20 LX LY
}
$animation "a_SoldierCrouch_walkSE" "combine_soldier_anims_anims\a_Crouch_walkSE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 6 fakeorigin 1.43 -0.17 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 17 23 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 2.39 -10.14 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 15 6 11 target 2
walkframe 23 LX LY
}
$animation "a_SoldierCrouch_walkE" "combine_soldier_anims_anims\a_Crouch_walkE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 0.96 -4.07 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 16 1 target 3
ikrule "rfoot" footstep contact 15 fakeorigin 6.64 -10.34 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 9 15 4 9 target 2
walkframe 20 LX LY
}
$animation "a_SoldierCrouch_walkNE" "combine_soldier_anims_anims\a_Crouch_walkNE.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 18.73 -5.51 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 16 22 target 3
ikrule "rfoot" footstep contact 17 fakeorigin 15.05 -12.09 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 17 3 10 target 2
walkframe 22 LX LY
}
$animation "a_SoldierCrouch_walkN" "combine_soldier_anims_anims\a_Crouch_walkN.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 5 fakeorigin 22.92 4.31 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 22 5 15 22 target 3
ikrule "rfoot" footstep contact 19 fakeorigin 15.7 -2.19 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 19 3 11 target 2
walkframe 23 LX LY
}
$animation "a_SoldierCrouch_walkNW" "combine_soldier_anims_anims\a_Crouch_walkNW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 14.22 11.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 15 22 target 3
ikrule "rfoot" footstep contact 19 fakeorigin 14.67 0.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 12 19 6 12 target 2
walkframe 22 LX LY
}
$animation "a_SoldierCrouch_walkW" "combine_soldier_anims_anims\a_Crouch_walkW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 2.56 14.46 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 15 1 target 3
ikrule "rfoot" footstep contact 16 fakeorigin 10.72 9.64 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 16 6 11 target 2
walkframe 20 LX LY
}
$animation "a_SoldierCrouch_walkSW" "combine_soldier_anims_anims\a_Crouch_walkSW.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 0.82 13.06 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 1 7 15 1 target 3
ikrule "rfoot" footstep contact 16 fakeorigin -3.66 3.89 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 11 16 6 11 target 2
walkframe 20 LX LY
}
// ----------------------------------------------------------------
$animation "a_SoldierWalkEasyS" "combine_soldier_anims_anims\a_WalkEasy_S.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin -11.12 1.89 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -15.11 -5.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkEasySE" "combine_soldier_anims_anims\a_WalkEasy_SE.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -7.5 -0.91 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -5.31 -12.15 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkEasyE" "combine_soldier_anims_anims\a_WalkEasy_E.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 8.35 -8.88 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -3.31 -16.03 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkEasyNE" "combine_soldier_anims_anims\a_WalkEasy_NE.smd" {
fps 31
loop
ikrule "lfoot" footstep contact 7 fakeorigin 14.35 -6.45 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 11.53 -11.35 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkEasyN" "combine_soldier_anims_anims\a_WalkEasy_N.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 22.33 3.45 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 17.89 -5.63 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkEasyNW" "combine_soldier_anims_anims\a_WalkEasy_NW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin 15.5 14.69 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin 11.01 1.84 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkEasyW" "combine_soldier_anims_anims\a_WalkEasy_W.smd" {
fps 28
loop
ikrule "lfoot" footstep contact 7 fakeorigin 7.65 16.6 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -2.32 7.77 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}
$animation "a_SoldierWalkEasySW" "combine_soldier_anims_anims\a_WalkEasy_SW.smd" {
fps 29
loop
ikrule "lfoot" footstep contact 7 fakeorigin -3.84 10.93 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 7 24 30 target 3
ikrule "rfoot" footstep contact 23 fakeorigin -7.1 3.06 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 15 23 7 15 target 2
walkframe 30 LX LY
}

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// ================================================================
//
// Soldier New Weapon Activities
//
// This adds new animation variants for different weapons, fixing most problems involving incorrect hand positioning.
//
// ================================================================
// New Idles
// Hand-corrected custom idle animations
$GenericIdle "Idle1_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1"
$GenericIdle "Idle1_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2"
$GenericIdle "Idle1_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN"
$GenericCombatIdle "crouch_aim_sg" "combine_soldier_anims_anims\custom\crouch_aim_sg_fromshoot.smd" "ACT_RANGE_AIM_SHOTGUN_LOW" "Aim_crouch_delta_all"
//$GenericCombatIdle "crouch_aim_ar1" "combine_soldier_anims_anims\custom\crouch_aim_ar1.smd" "ACT_RANGE_AIM_AR1_LOW" "Aim_crouch_delta_all"
// New activities from existing SMDs
$SoldierCover "cover_crouch_low_ar2" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_AR2_LOW"
$SoldierCover "cover_crouch_low_smg1" "combine_soldier_anims_anims\crouch_aim_sm1.smd" "ACT_COVER_SMG1_LOW"
$SoldierCover "cover_crouch_low_sg" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_COVER_SHOTGUN_LOW"
// ----------------------------------------------------------------
// NEW -- Weapon-specific reload animations
// TODO: Do something more than just changing the hands?
$GenericReload "reload_ar2" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_AR2" "Aim_stand_delta_all" 13 48 65 28
$append "reload_ar2" { blendlayer "CombatIdle1" 0 0 0 4 blendlayer "CombatIdle1" 61 67 67 67 xfade }
$GenericReload "reload_ar2_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_AR2_LOW" "Aim_crouch_delta_all" 13 48 65 30
$append "reload_ar2_low" { blendlayer "crouch_aim_ar2" 0 0 0 4 blendlayer "crouch_aim_ar2" 61 67 67 67 xfade }
$makeweapongesture "gesture_reload_ar2" "combine_soldier_anims_anims\reload.smd" 10 50 59
$append "gesture_reload_ar2" {
activity "ACT_GESTURE_RELOAD_AR2" 1
{ event 2 28 "" }
ikrule "lhand" touch "ValveBiped.Bip01_Spine" contact 14 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 9 14 22 25 target 1 usesequence
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 30 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 22 30 48 1 target 1 usesequence
}
$GenericReload "reload_smg1" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_SMG1" "Aim_stand_delta_all" 13 48 65 28
$append "reload_smg1" { blendlayer "CombatIdle1_SMG1" 0 0 0 4 blendlayer "CombatIdle1_SMG1" 61 67 67 67 xfade }
$GenericReload "reload_smg1_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_SMG1_LOW" "Aim_crouch_delta_all" 13 48 65 30
$append "reload_smg1_low" { blendlayer "crouch_aim_sm1" 0 0 0 4 blendlayer "crouch_aim_sm1" 61 67 67 67 xfade }
$makeweapongesture "gesture_reload_shotgun" "male_shared_anims\reload_shotgun1.smd" 14 35 75
$append "gesture_reload_shotgun" {
activity "ACT_GESTURE_RELOAD_SHOTGUN" 1
{ event 3015 29 "" }
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
fps 38.1 // Needs to be the same duration as the existing soldier gesture reload
}
$GenericReloadFromIdle "reload_shotgun1" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_SHOTGUN" "Aim_stand_delta_all" "gesture_reload_shotgun" 10 55 65 22
$GenericReloadFromIdle "reload_shotgun1_low" "combine_soldier_anims_anims\reload_low.smd" "ACT_RELOAD_SHOTGUN_LOW" "Aim_crouch_delta_all" "gesture_reload_shotgun" 10 55 65 22
$append "reload_shotgun1" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
$append "reload_shotgun1_low" { { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } }
//$weightlist "weights_reload_shotgun1_legs" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_Spine" 0 }
//
//$sequence "reload_shotgun1_legs" "combine_soldier_anims_anims\reload.smd" weightlist "weights_reload_shotgun1_legs" hidden
//$sequence "reload_shotgun1" {
// "combine_soldier_anims_anims\CombatIdle1_SG.smd"
// numframes 65 // In sync with the existing soldier reload
// activity "ACT_RELOAD_SHOTGUN" 1
// { event 3015 22 "" } { event AE_CL_PLAYSOUND 50 "Weapon_Shotgun.Special1" }
// addlayer "gesture_reload_shotgun" addlayer "reload_shotgun1_legs"
// addlayer "Aim_stand_delta_all"
// ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release
//}
//
//$sequence "reload_shotgun1_low" {
// "combine_soldier_anims_anims\CrouchIdle.smd"
// numframes 65 // In sync with the existing soldier reload
// activity "ACT_RELOAD_SHOTGUN_LOW" 1
// { event 3015 22 "" } { event AE_CL_PLAYSOUND 50 "Weapon_Shotgun.Special1" }
// addlayer "gesture_reload_shotgun"
// addlayer "Aim_crouch_delta_all"
// ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release
//}
// ----------------------------------------------------------------
// NEW -- Weapon-specific walking animations
$sequence "Walk_all_AR2" { $a_WalkBlends activity "ACT_WALK_AR2" 1 blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$sequence "Walk_all_SMG1" { $a_WalkBlends activity "ACT_WALK_RIFLE" 1 blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$sequence "Walk_all_SG" { $a_WalkBlends activity "ACT_WALK_SHOTGUN" 1 blendlayer "oldidle_to_shotgun" 0 0 0 0 local }
// ----------------------------------------------------------------
// NEW -- Weapon-specific running animations
$sequence "RunALL_AR2" { $a_RunBlends activity "ACT_RUN_AR2" 1 blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$sequence "RunALL_SMG1" { $a_RunBlends activity "ACT_RUN_RIFLE" 1 blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$sequence "RunALL_SG" { $a_RunBlends activity "ACT_RUN_SHOTGUN" 1 blendlayer "oldidle_to_shotgun" 0 0 0 0 local }
// ----------------------------------------------------------------
// NEW -- Weapon-specific running aim animations
$sequence "RunAIMALL1_AR2" { $a_RunBlends activity "ACT_RUN_AIM_AR2" 1 blendlayer "layer_run_aiming" 0 0 0 0 local blendlayer "smg1_to_ar2" 0 0 0 0 local }
$sequence "Walk_aiming_all_AR2" { $a_WalkBlends activity "ACT_WALK_AIM_AR2" 1 blendlayer "layer_walk_aiming" 0 0 0 0 local blendlayer "smg1_to_ar2" 0 0 0 0 local }
// ----------------------------------------------------------------
// NEW -- Idle_Unarmed as simple ACT_IDLE (which soldiers previously lacked)
$sequence "Idle_Unarmed_ACT_IDLE" {
"combine_soldier_anims_anims\Idle_Unarmed.smd"
activity "ACT_IDLE" 1
loop
ikrule "lfoot" footstep
ikrule "rfoot" footstep
hidden // For now, hide this and allow the original animation to continue to be used (for simplicity)
}
// NEW -- WalkUnarmed_all as simple ACT_WALK (which soldiers previously lacked)
$sequence "WalkUnarmed_all_ACT_WALK" {
$a_WalkEasyBlends
activity "ACT_WALK" 1
blendlayer "layer_walk_unarmed" 0 0 0 0 local
keyvalues
{
interior ACT_IDLE
}
hidden // For now, hide this and allow the original animation to continue to be used (for simplicity)
}
$weightlist "weights_layer_run_unarmed" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 0.8
"ValveBiped.Bip01_L_Forearm" 0.8
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 0.8
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 0
//"ValveBiped.Cod" 0.1
}
//$sequence "layer_run_unarmed" {
// //"combine_soldier_anims_anims\layer_walk_unarmed.smd"
// "male_shared_anims\a_RunN.smd"
// hidden
// //worldspace
// loop
// ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
// ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
// weightlist "weights_layer_run_unarmed"
// subtract "layer_run_unarmed" 0
// delta
//}
$sequence "layer_run_unarmed" {
"male_shared_anims\a_RunN.smd"
hidden
//worldspace
loop
weightlist "weights_layer_run_unarmed"
}
// NEW -- Unarmed running animation
$sequence "RunUnarmed_all" {
$a_RunBlends
activity "ACT_RUN" 1 // There shall be no ACT_RUN_UNARMED
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_run_unarmed" 0 0 0 0 local
keyvalues
{
interior ACT_IDLE
}
}
// ----------------------------------------------------------------
$include "SoldierNewWeaponActivities_AR1.qci"
$include "SoldierNewWeaponActivities_SMG2.qci"
$include "SoldierNewWeaponActivities_SniperRifle.qci"

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// ================================================================
//
// Soldier AR1 Activities
//
// ================================================================
$GenericCombatIdle "CombatIdle1_AR1" "combine_soldier_anims_anims\custom\CombatIdle1_AR1.smd" "ACT_IDLE_ANGRY_AR1" "Aim_stand_delta_all"
$GenericCombatIdle "crouch_aim_ar1" "combine_soldier_anims_anims\custom\crouch_aim_ar1.smd" "ACT_RANGE_AIM_AR1_LOW" "Aim_crouch_delta_all"
// ----------------------------------------------------------------
// TODO: Do something more than just changing the hands?
$GenericReload "reload_ar1" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_AR1" "Aim_stand_delta_all" 13 48 65 28
$append "reload_ar1" { blendlayer "CombatIdle1_AR1" 0 0 0 4 blendlayer "CombatIdle1_AR1" 61 67 67 67 xfade }
// ----------------------------------------------------------------
$GenericShoot "shootAR1s" "combine_soldier_anims_anims\shootAR2s.smd" "ACT_RANGE_ATTACK_AR1" "Aim_stand_delta_all" match "CombatIdle1_AR1"
$GenericShoot "shootAR1c" "combine_soldier_anims_anims\shootAR2c.smd" "ACT_RANGE_ATTACK_AR1_LOW" "Aim_stand_delta_all" match "crouch_aim_ar1"

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// ================================================================
//
// Soldier SMG2 Activities
//
// ================================================================
$GenericIdle "Idle1_SMG2" "combine_soldier_anims_anims\custom\Idle1_SMG2.smd" "ACT_IDLE_SMG2"
$GenericCombatIdle "CombatIdle1_SMG2" "combine_soldier_anims_anims\custom\CombatIdle1_SMG2.smd" "ACT_IDLE_ANGRY_SMG2" "Aim_stand_delta_all"
$GenericCombatIdle "crouch_aim_smg2" "combine_soldier_anims_anims\custom\crouch_aim_smg2.smd" "ACT_RANGE_AIM_SMG2_LOW" "Aim_crouch_delta_all"
// ----------------------------------------------------------------
// TODO: Do something more than just changing the hands?
$GenericReload "reload_smg2" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_SMG2" "Aim_stand_delta_all" 13 48 65 28
$append "reload_smg2" { blendlayer "CombatIdle1_SMG2" 0 0 0 4 blendlayer "CombatIdle1_SMG2" 61 67 67 67 xfade }
// ----------------------------------------------------------------
$GenericShoot "shootSMG2s" "combine_soldier_anims_anims\shootSMG1s.smd" "ACT_RANGE_ATTACK_SMG2" "Aim_stand_delta_all" match "CombatIdle1_SMG2"
$GenericShoot "shootSMG2c" "combine_soldier_anims_anims\shootSMG1c.smd" "ACT_RANGE_ATTACK_SMG2_LOW" "Aim_stand_delta_all" match "crouch_aim_smg2"

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// ================================================================
//
// Soldier SMG2 Activities
//
// ================================================================
$GenericIdle "Idle1_SR" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_SNIPER_RIFLE" // TODO
$GenericCombatIdle "CombatIdle1_SR" "combine_soldier_anims_anims\custom\CombatIdle1_AR1.smd" "ACT_IDLE_ANGRY_SNIPER_RIFLE" "Aim_stand_delta_all"
$GenericCombatIdle "crouch_aim_sr" "combine_soldier_anims_anims\CrouchIdle.smd" "ACT_RANGE_AIM_SNIPER_RIFLE_LOW" "Aim_crouch_delta_all" // TODO
// ----------------------------------------------------------------
// NEW -- Weapon-specific reload animations
// TODO: Do something more than just changing the hands?
$GenericReload "reload_sr" "combine_soldier_anims_anims\reload.smd" "ACT_RELOAD_SNIPER_RIFLE" "Aim_stand_delta_all" 13 48 65 28
$append "reload_sr" { blendlayer "CombatIdle1_SR" 0 0 0 4 blendlayer "CombatIdle1_SR" 61 67 67 67 xfade }
// ----------------------------------------------------------------
$GenericShoot "shootSRs" "combine_soldier_anims_anims\shootAR2s.smd" "ACT_RANGE_ATTACK_SNIPER_RIFLE" "Aim_stand_delta_all" match "CombatIdle1_SR"
$GenericShoot "shootSRc" "combine_soldier_anims_anims\shootAR2c.smd" "ACT_RANGE_ATTACK_SNIPER_RIFLE_LOW" "Aim_stand_delta_all" match "crouch_aim_sr"

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// ================================================================
//
// New Soldier Readiness Animations
//
// ================================================================
//$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
//$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
//$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
// Stimulated idle is basically half-idle, half-combat.
$weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 }
$weightlist "weights_stimulated_idle_walk" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.5
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Cod" 1
}
$weightlist "weights_stimulated_aim" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.2
"ValveBiped.Bip01_Spine2" 0.3
"ValveBiped.Bip01_Spine4" 0.4
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Cod" 1
}
$weightlist "weights_stimulated_aim_legs" {
"ValveBiped.Bip01_Pelvis" 0.5
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Cod" 0.5
}
// Stronger and doesn't care about the pelvis (for non-worldspace layers)
$weightlist "weights_stimulated_aim_2" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Cod" 1
}
// ----------------------------------------------------------------
$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 }
$sequence "layer_stimulated_shotgun_raised" { "combine_soldier_anims_anims\custom\CombatIdle1_SG_raised.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$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_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 }
$sequence "layer_stimulated_aim_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
// 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_ar2" "combine_soldier_anims_anims\CombatIdle1.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
$sequence "combat_smg1_to_shotgun" "combine_soldier_anims_anims\custom\CombatIdle1_SG_raised.smd" frame 0 0 subtract "layer_combat_smg1" 0 delta hidden
// ----------------------------------------------------------------
//
// IDLE RELAXED
//
// ----------------------------------------------------------------
// These are identical to the regular soldier idles. Now that readiness can handle missing activiites, these aren't needed at the moment
//$SoldierIdle "Idle1_SMG1_Relaxed" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_RELAXED"
//$SoldierIdle "Idle1_AR2_Relaxed" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_RELAXED"
//$SoldierIdle "Idle1_Shotgun_Relaxed" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_RELAXED"
// ----------------------------------------------------------------
$sequence "walk_relaxed_all_AR2" {
$a_WalkEasyBlends
activity "ACT_WALK_AR2_RELAXED" 1
blendlayer "oldidle_to_ar2" 0 0 0 0 local
}
$sequence "walk_relaxed_all_SMG1" {
$a_WalkEasyBlends
activity "ACT_WALK_RIFLE_RELAXED" 1
blendlayer "oldidle_to_smg1" 0 0 0 0 local
}
$sequence "walk_relaxed_all_SG" {
$a_WalkEasyBlends
activity "ACT_WALK_SHOTGUN_RELAXED" 1
blendlayer "oldidle_to_shotgun" 0 0 0 0 local
}
$sequence "walk_relaxed_all_Pistol" {
$a_WalkEasyBlends
activity "ACT_WALK_PISTOL_RELAXED" 1
blendlayer "layer_walk_hold_pistol" 0 0 0 0 local
//addlayer "layer_pistolangryidle2_armsonly"
//node "standing_pistol"
}
// ----------------------------------------------------------------
//
// IDLE STIMULATED
//
// ----------------------------------------------------------------
$definemacro SoldierStimulatedIdle IdleName IdleSeq IdleAct StimulatedLayer \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
cmdlist lockfeet \\
blendlayer $StimulatedLayer$ 0 0 0 0 local \\
}
$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"
$SoldierStimulatedIdle "Idle2_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL_STIMULATED" "layer_stimulated_pistol"
// TODO: Figure out how to make better baked animations
//$GenericIdle "Idle2_AR2" "combine_soldier_anims_anims\custom\Idle2_AR2.smd" "ACT_IDLE_AR2_STIMULATED"
//$GenericIdle "Idle2_SMG1" "combine_soldier_anims_anims\custom\Idle2_SMG1.smd" "ACT_IDLE_SMG1_STIMULATED"
//$GenericIdle "Idle2_SG" "combine_soldier_anims_anims\custom\Idle2_Shotgun.smd" "ACT_IDLE_SHOTGUN_STIMULATED"
//$GenericIdle "Idle2_Pistol" "combine_soldier_anims_anims\custom\Idle2_Pistol.smd" "ACT_IDLE_PISTOL_STIMULATED"
// ----------------------------------------------------------------
$sequence "walk_stimulated_layer" {
"combine_soldier_anims_anims\a_WalkN.smd"
weightlist "weights_stimulated_idle_walk"
worldspace
//frame 0 0
hidden
}
$sequence "walk_stimulated_all_AR2" {
$a_WalkEasyBlends
activity "ACT_WALK_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_AR2_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "oldidle_to_ar2" 0 0 0 0 local
}
$sequence "walk_stimulated_all_SMG1" {
$a_WalkEasyBlends
activity "ACT_WALK_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_RIFLE_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "oldidle_to_smg1" 0 0 0 0 local
}
$sequence "walk_stimulated_all_SG" {
$a_WalkEasyBlends
activity "ACT_WALK_SHOTGUN_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_SHOTGUN_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "oldidle_to_shotgun" 0 0 0 0 local
}
$sequence "walk_stimulated_all_Pistol" {
$a_WalkEasyBlends
activity "ACT_WALK_PISTOL_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_PISTOL_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
addlayer "layer_walk_hold_pistol"
}
// ----------------------------------------------------------------
//
// AIMING STIMULATED
//
// ----------------------------------------------------------------
$definemacro SoldierStimulatedAimIdle IdleName IdleSeq IdleAct StimulatedLayer \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
cmdlist lockfeet \\
blendlayer "layer_stimulated_aim_legs" 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"
$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"
$SoldierStimulatedAimIdle "CombatIdle2_Pistol" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AIM_PISTOL_STIMULATED" "layer_stimulated_aim_pistol"
// ----------------------------------------------------------------
$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 }
$sequence "layer_stimulated_aim_walk_smg1" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
//$sequence "layer_stimulated_aim_walk_shotgun" { "combine_soldier_anims_anims\layer_walk_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
$sequence "layer_stimulated_aim_walk_shotgun" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" blendlayer "combat_smg1_to_shotgun" 0 0 0 0 local ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
// 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_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 }
$sequence "layer_stimulated_aim_run_smg1" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
//$sequence "layer_stimulated_aim_run_shotgun" { "combine_soldier_anims_anims\layer_run_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
$sequence "layer_stimulated_aim_run_shotgun" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" blendlayer "combat_smg1_to_shotgun" 0 0 0 0 local addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
// not worldspace
$sequence "layer_stimulated_aim_run_pistol" { "police_animations_anims\layer_run_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden }
// ----------------------------------------------------------------
$sequence "walk_aiming_stimulated_all_AR2" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_AR2_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_ar2"
}
$sequence "walk_aiming_stimulated_all_SMG1" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_RIFLE_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_smg1"
}
$sequence "walk_aiming_stimulated_all_SG" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_SHOTGUN_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_SHOTGUN_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_shotgun"
}
$sequence "walk_aiming_stimulated_all_Pistol" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_PISTOL_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_PISTOL_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_aim_walk_pistol"
}
$sequence "run_aiming_stimulated_all_AR2" {
$a_RunBlends
activity "ACT_RUN_AIM_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_AR2_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
addlayer "layer_stimulated_aim_run_ar2"
}
$sequence "run_aiming_stimulated_all_SMG1" {
$a_RunBlends
activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_RIFLE_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
addlayer "layer_stimulated_aim_run_smg1"
}
$sequence "run_aiming_stimulated_all_SG" {
$a_RunBlends
activity "ACT_RUN_AIM_SHOTGUN_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_SHOTGUN_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
addlayer "layer_stimulated_aim_run_shotgun"
}
$sequence "run_aiming_stimulated_all_pistol" {
$a_RunBlends
activity "ACT_RUN_AIM_PISTOL_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_PISTOL_STIMULATED
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
addlayer "layer_stimulated_aim_run_pistol"
}
// ----------------------------------------------------------------

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// ================================================================
//
// New Soldier Transition Animations
//
// Node graph:
//
// - Unarmed_Idle standing
// - Idle1_AR2, Idle1_SMG1, etc. standing_ar2, standing_smg1, etc.
// - CombatIdle1_AR2, etc. shooting_ar2, etc.
// - crouch_aim_ar2, etc. crouching_ar2, etc.
// - cover_crouch_low cover
//
// For now, walk/run use "standing_" and "shooting_" nodes
//
// ================================================================
$pushd "combine_soldier_anims_anims"
$definemacro GenericTransitionBlend SeqName BaseFile StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$BaseFile$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendFromSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$StartSeq$ \\
numframes $NumFrames$ \\
blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
$definemacro GenericTransitionBlendToSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\
$sequence $SeqName$ { \\
$EndSeq$ \\
numframes $NumFrames$ \\
blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
}
// ----------------------------------------------------------------
$definemacro CombatStandCrouchTransition SeqName BaseFile StartNode EndNode \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
blendlayer "Aim_stand_delta_all" 0 0 0 16 local \\
blendlayer "Aim_crouch_delta_all" 0 16 16 16 local \\
transition $StartNode$ $EndNode$ \\
walkframe 7 LX \\
cmdlist lockfeet \\
}
$definemacro CombatCrouchStandTransition SeqName BaseFile StartNode EndNode \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
blendlayer "Aim_crouch_delta_all" 0 0 0 16 local \\
blendlayer "Aim_stand_delta_all" 0 16 16 16 local \\
transition $StartNode$ $EndNode$ \\
walkframe 7 LX \\
cmdlist lockfeet \\
}
// ----------------------------------------------------------------
//$CombatStandCrouchTransition "Combat_stand_to_crouch" "Combat_stand_to_crouch.smd" "shooting_ar2_old" "crouching_ar2_old"
//$CombatCrouchStandTransition "Crouch_to_combat_stand" "Crouch_to_combat_stand.smd" "crouching_ar2_old" "shooting_ar2_old"
// AR2 to crouch
$CombatStandCrouchTransition "Combat_stand_to_crouch_ar2" "Combat_stand_to_crouch.smd" "shooting_ar2" "crouching_ar2"
$append "Combat_stand_to_crouch_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$CombatCrouchStandTransition "Crouch_to_combat_stand_ar2" "Crouch_to_combat_stand.smd" "crouching_ar2" "shooting_ar2"
$append "Crouch_to_combat_stand_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local }
// SMG1 to crouch
$CombatStandCrouchTransition "Combat_stand_to_crouch_smg1" "Combat_stand_to_crouch.smd" "shooting_smg1" "crouching_smg1"
$append "Combat_stand_to_crouch_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$CombatCrouchStandTransition "Crouch_to_combat_stand_smg1" "Crouch_to_combat_stand.smd" "crouching_smg1" "shooting_smg1"
$append "Crouch_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local }
// Shotgun to crouch
$GenericTransitionBlendToSMD "Combat_stand_to_crouch_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting_sg" "crouching_sg" 16
$GenericTransitionBlendFromSMD "Crouch_to_combat_stand_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching_sg" "shooting_sg" 15
// Pistol to crouch
$GenericTransitionBlend "Combat_stand_to_crouch_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting_pistol" "crouching_pistol" 16
$GenericTransitionBlend "Crouch_to_combat_stand_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching_pistol" "shooting_pistol" 15
// ----------------------------------------------------------------
// AR2 to cover
$GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_ar2" "CrouchIdle.smd" "cover_crouch_low" "crouching_ar2" "cover" 15
$GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_ar2" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_ar2" "cover" 16
$append "combat_stand_to_cover_crouch_low_ar2" { walkframe 7 LX }
// SMG1 to cover
$GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_smg1" "crouch_aim_sm1.smd" "cover_crouch_low" "crouching_smg1" "cover" 15
$GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_smg1" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_smg1" "cover" 16
$append "combat_stand_to_cover_crouch_low_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX }
// Cover to AR2
$GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_ar2" "cover_crouch_low" "CrouchIdle.smd" "cover" "crouching_ar2" 15
$GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_ar2" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_ar2" 16
$append "cover_crouch_low_to_combat_stand_ar2" { walkframe 7 LX }
// Cover to SMG1
$GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_smg1" "cover_crouch_low" "crouch_aim_sm1.smd" "cover" "crouching_smg1" 15
$GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_smg1" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_smg1" 16
$append "cover_crouch_low_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX }
// ----------------------------------------------------------------
// No longer used due to interference with existing behavior
//$include "SoldierTransitions_IdleToCombat.qci"
// ----------------------------------------------------------------
$popd

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// ================================================================
//
// New Soldier Transition Animations
//
// ================================================================
$definemacro IdleToCombatStandTransition SeqName BaseFile StartNode EndNode AimLayer \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
blendlayer $AimLayer$ 0 8 19 19 local spline \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\
}
$definemacro CombatToIdleStandTransition SeqName BaseFile StartNode EndNode AimLayer \\
$sequence $SeqName$ { \\
$BaseFile$ \\
activity "ACT_TRANSITION" 1 \\
transition $StartNode$ $EndNode$ \\
blendlayer $AimLayer$ 0 0 0 25 local spline \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 10 14 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 2 \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 20 24 24 24 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 11 15 24 24 \\
}
// AR2 idle to combat
$IdleToCombatStandTransition "idle_to_combat_stand_ar2" "custom/idle_to_combat_stand.smd" "standing_ar2" "shooting_ar2" "Aim_stand_delta_all"
$CombatToIdleStandTransition "combat_stand_to_idle_ar2" "custom/combat_stand_to_idle.smd" "shooting_ar2" "standing_ar2" "Aim_stand_delta_all"
// AR2 idle stimulated to combat
$GenericTransitionBlendToSMD "idle_stimulated_to_combat_stand_ar2" "Idle2_AR2" "custom/idle_to_combat_stand.smd" "standing_alert_ar2" "shooting_ar2" 15
$GenericTransitionBlendFromSMD "combat_stand_to_idle_stimulated_ar2" "custom/combat_stand_to_idle.smd" "Idle2_AR2" "shooting_ar2" "standing_alert_ar2" 20
// AR2 idle to crouch
$GenericTransitionBlendFromSMD "idle_to_crouch_ar2" "custom/idle_to_combat_stand.smd" "Combat_stand_to_crouch" "standing_ar2" "crouching_ar2" 15
$GenericTransitionBlendToSMD "crouch_to_idle_ar2" "Crouch_to_combat_stand" "custom/combat_stand_to_idle.smd" "crouching_ar2" "standing_ar2" 20
// AR2 idle stimulated to crouch
$GenericTransitionBlendToSMD "idle_stimulated_to_crouch_ar2" "Idle2_AR2" "Combat_stand_to_crouch.smd" "standing_alert_ar2" "crouching_ar2" 15
$GenericTransitionBlendFromSMD "crouch_to_idle_stimulated_ar2" "Crouch_to_combat_stand.smd" "Idle2_AR2" "crouching_ar2" "standing_alert_ar2" 20
// ----------------------------------------------------------------
// SMG1 idle to combat
$IdleToCombatStandTransition "idle_to_combat_stand_smg1" "custom/idle_to_combat_stand_smg1.smd" "standing_smg1" "shooting_smg1" "Aim_stand_delta_all"
$CombatToIdleStandTransition "combat_stand_to_idle_smg1" "custom/combat_stand_to_idle_smg1.smd" "shooting_smg1" "standing_smg1" "Aim_stand_delta_all"
// ----------------------------------------------------------------
// Shotgun idle to combat
$IdleToCombatStandTransition "idle_to_combat_stand_shotgun" "custom/idle_to_combat_stand_shotgun.smd" "standing_sg" "shooting_sg" "Aim_stand_delta_all"
$CombatToIdleStandTransition "combat_stand_to_idle_shotgun" "custom/combat_stand_to_idle_shotgun.smd" "shooting_sg" "standing_sg" "Aim_stand_delta_all"
$GenericTransitionBlend "idle_to_crouch_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "crouch_aim_ar2" "standing_sg" "crouching_sg" 15
$GenericTransitionBlend "crouch_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "crouch_aim_ar2" "Idle1_SG" "crouching_sg" "standing_sg" 20
// ----------------------------------------------------------------
// Stubs
$CombatStandCrouchTransition "transition_stub_cs_to_c_ar2" "Combat_stand_to_crouch.smd" "shooting" "crouching_ar2"
$CombatStandCrouchTransition "transition_stub_cs_to_c_smg1" "Combat_stand_to_crouch.smd" "shooting" "crouching_smg1"
$GenericTransitionBlendToSMD "transition_stub_cs_to_c_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting" "crouching_sg" 16
$GenericTransitionBlend "transition_stub_cs_to_c_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting" "crouching_pistol" 16
$append "transition_stub_cs_to_c_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$append "transition_stub_cs_to_c_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$append "transition_stub_cs_to_c_sg" { hidden walkframe 7 LX }
$append "transition_stub_cs_to_c_pistol" { hidden walkframe 7 LX }
$CombatCrouchStandTransition "transition_stub_c_to_cs_ar2" "Crouch_to_combat_stand.smd" "crouching" "shooting_ar2"
$CombatCrouchStandTransition "transition_stub_c_to_cs_smg1" "Crouch_to_combat_stand.smd" "crouching" "shooting_smg1"
$GenericTransitionBlendFromSMD "transition_stub_c_to_cs_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching" "shooting_sg" 16
$GenericTransitionBlend "transition_stub_c_to_cs_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching" "shooting_pistol" 16
$append "transition_stub_c_to_cs_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local }
$append "transition_stub_c_to_cs_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local }
$append "transition_stub_c_to_cs_sg" { hidden walkframe 7 LX }
$append "transition_stub_c_to_cs_pistol" { hidden walkframe 7 LX }
// ----------------------------------------------------------------

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// ================================================================
//
// Reimplements wall cover animations with new activities.
// Also adds pistol and unarmed variants.
//
// (See CitizenWallCover.qci for citizen equivalent)
//
// ================================================================
$sequence "cover_noise" "Idle_Unarmed.smd" subtract "cover_noise" 0 delta hidden
// ----------------------------------------------------------------
// The unarmed idle layer
// WeightsUnarmedCover_R has more weight on the left clavicle and WeightsUnarmedCover_L is the other way around
$weightlist "WeightsUnarmedCover" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_R" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_L" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$sequence "cover_unarmed_r" "Idle_Unarmed.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_R" loop hidden
$sequence "cover_unarmed_l" "Idle_Unarmed.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_L" loop hidden
$sequence "cover_unarmed_low" "../male_shared_anims/crouchidlehide.smd" {
frame 0 0
numframes 30
weightlist "WeightsUnarmedCover"
loop
hidden
}
// ----------------------------------------------------------------
$definemacro MakeCoverAnim SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
rotate 90 \\
loop \\
addlayer "cover_noise" \\
numframes 34 \\
fps 3 \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
ikrule "rhand" release usesequence \\
}
$definemacro MakePistolCoverAnim SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
rotate 90 \\
loop \\
blendlayer "cover_pistol_layer" 0 0 0 0 local \\
addlayer "cover_noise" \\
numframes 34 \\
fps 3 \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
ikrule "rhand" release usesequence \\
}
$definemacro MakeCoverAnim_NoHandIK SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
rotate 90 \\
loop \\
addlayer "cover_noise" \\
numframes 34 \\
fps 3 \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
}
// ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesequence \\
// ikrule "rhand" release usesequence \\
// ================================================================
$MakeCoverAnim "leanwall_act_right_idle" "leanwall_right_idle.smd" "ACT_COVER_WALL_R_RIFLE"
$append leanwall_act_right_idle { rotate -90 } // This aligns this animation with the others
$MakeCoverAnim "leanwall_act_left_idle" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L_RIFLE"
//$MakeCoverAnim "leanwall_act_left_B_idle" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_A_idle" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_B_idle" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_C_idle" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_D_idle" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_right_A_idle" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R_RIFLE"
// ================================================================
// New
$weightlist "WeightsPistolCoverLayer" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
}
$sequence "cover_pistol_layer" {
"..\police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "WeightsPistolCoverLayer"
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
loop
hidden
}
$MakePistolCoverAnim "leanwall_act_right_idle_pistol" "leanwall_right_idle.smd" "ACT_COVER_WALL_R_PISTOL"
$append leanwall_act_right_idle_pistol { rotate -90 } // This aligns this animation with the others
$MakePistolCoverAnim "leanwall_act_left_idle_pistol" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L_PISTOL"
//$MakePistolCoverAnim "leanwall_act_left_B_idle_pistol" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_A_idle_pistol" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_B_idle_pistol" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_C_idle_pistol" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_D_idle_pistol" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_right_A_idle_pistol" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R_PISTOL"
// ----------------------------------------------------------------
$MakeCoverAnim_NoHandIK "leanwall_act_right_idle_unarmed" "leanwall_right_idle.smd" "ACT_COVER_WALL_R"
$append leanwall_act_right_idle_unarmed {
rotate -90 // This aligns this animation with the others
blendlayer "cover_unarmed_r" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_left_idle_unarmed" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L"
$append leanwall_act_left_idle_unarmed {
blendlayer "cover_unarmed_l" 0 0 0 0 local
}
//$MakeCoverAnim_NoHandIK "leanwall_act_left_B_idle_unarmed" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L"
//$append leanwall_act_left_B_idle_unarmed {
// blendlayer "cover_unarmed_l" 0 0 0 0 local
//}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_A_idle_unarmed" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_A_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_B_idle_unarmed" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_B_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_C_idle_unarmed" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_C_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_D_idle_unarmed" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_D_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_right_A_idle_unarmed" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R"
$append leanwall_act_crouch_right_A_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}

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@ -0,0 +1,79 @@
$modelname "Alyx_animations.mdl"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones_female.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
$includemodel "alyx_animations_original.mdl"
$include "alyx_animations_ep2_DeclareSequence.qci"
// ================================================================
//
// Crouch Animation Fixes
//
// (need to be adjusted for the new female citizen pistol animations)
//
// ================================================================
$sequence "Crouch_to_shoot" {
"alyx_animations_ep2\Crouch_to_shoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouching" "shooting_pistol" // shooting
fps 30
ikrule "rfoot" footstep contact 1 fakeorigin -8.02 -4.58 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.09 -7.27 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Shoot_to_crouch" {
"alyx_animations_ep2\Shoot_to_crouch.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "shooting_pistol" "crouching" // shooting
fps 30
ikrule "rfoot" footstep contact 6 fakeorigin -8.34 -4.37 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Crouchshoot_to_standshoot" {
"alyx_animations_ep2\Crouchshoot_to_standshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "crouchShooting" "shooting_pistol" // shooting
fps 30
ikrule "rfoot" footstep contact 1 fakeorigin -7.76 -4.75 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 5 10 target 2
ikrule "rfoot" footstep contact 12 fakeorigin -3.02 -7.33 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 12 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 14 16 target 3
ikrule "lfoot" footstep contact 24 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 21 24 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}
$sequence "Standshoot_to_crouchshoot" {
"alyx_animations_ep2\Standshoot_to_crouchshoot.smd"
activity "ACT_TRANSITION" 1
fadein 0.2
fadeout 0.2
blendlayer "layer_Aim_p_all" 8 15 25 25 spline
transition "shooting_pistol" "crouchShooting" // shooting
fps 30
ikrule "rfoot" footstep contact 6 fakeorigin -7.75 -4.76 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 6 24 25 target 2
ikrule "lfoot" footstep contact 1 fakeorigin 10.81 2.86 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 0 1 7 10 target 3
ikrule "lfoot" footstep contact 14 fakeorigin 4.85 1.29 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 10 14 24 25 target 3
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 target 1
}

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@ -0,0 +1,67 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.Jacket1_bone" 3
57 "ValveBiped.Jacket0_bone" 56
58 "ValveBiped.physgun_attachment" 16
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

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@ -0,0 +1,67 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.Jacket1_bone" 3
57 "ValveBiped.Jacket0_bone" 56
58 "ValveBiped.physgun_attachment" 16
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

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@ -0,0 +1,725 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.Jacket1_bone" 3
57 "ValveBiped.Jacket0_bone" 56
58 "ValveBiped.physgun_attachment" 16
end
skeleton
time 0
0 -1.729785 4.848753 15.772483 1.460367 0.111329 -0.276131
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.211053 -0.014043 0.453862
3 3.617872 0.000000 0.000000 -0.259808 -0.027177 0.343209
4 7.539783 0.000000 0.000000 -0.087474 0.012460 0.111104
5 3.178296 0.000000 0.000000 3.166135 0.064164 -0.045056
6 2.970273 -0.000001 0.000000 0.694817 0.004488 0.480613
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 4.485361 -1.349563 0.053270
9 4.983666 -0.000002 0.000000 -1.547609 -1.109208 -0.906888
10 11.123052 0.000000 0.000003 0.000000 0.000000 -2.143242
11 11.208296 0.000000 -0.000001 0.715022 -0.366572 0.297109
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 0.519807 1.333711 5.110213
14 4.983665 -0.000003 0.000000 1.128743 0.871165 -1.781040
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -2.275880
16 11.208295 0.000000 0.000003 -0.823051 0.346018 -0.087186
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.655260 -1.327844 0.620348
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.421680
20 17.709562 0.000000 0.000000 0.006479 -0.053013 -1.689555
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.207295 -0.928192 -1.762303
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.554017
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25 6.204000 0.000000 0.000000 -0.074001 -0.006928 -1.231764
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020608 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573564
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026657 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 1
0 -1.729785 4.861649 15.667011 1.455674 0.111284 -0.276611
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.204979 -0.014029 0.449456
3 3.617872 0.000000 0.000000 -0.250989 -0.027056 0.338779
4 7.539783 0.000000 0.000000 -0.081469 0.011601 0.113374
5 3.178296 0.000000 0.000000 3.165368 0.062104 -0.037369
6 2.970273 -0.000001 0.000000 0.679184 0.001671 0.483502
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 4.519772 -1.343357 0.018185
9 4.983666 -0.000002 0.000000 -1.580005 -1.133825 -0.937560
10 11.123052 0.000000 0.000003 0.000000 0.000000 -2.140633
11 11.208296 0.000000 -0.000001 0.675040 -0.301006 0.304836
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 0.574130 1.346015 5.165018
14 4.983665 -0.000003 0.000000 1.109090 0.934960 -1.798376
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -2.285477
16 11.208295 0.000000 0.000003 -0.868492 0.371178 -0.013235
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.671163 -1.326909 0.637795
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.427587
20 17.709562 0.000000 0.000000 0.005633 -0.053930 -1.686737
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.214962 -0.926467 -1.753484
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.560007
24 17.709558 0.000000 0.000000 0.121528 0.082040 -1.820669
25 6.204000 0.000000 0.000000 -0.074013 -0.006928 -1.229928
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005417 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020608 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573564
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026657 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 2
0 -1.729785 4.880992 15.483412 1.447484 0.111192 -0.277569
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.194524 -0.014016 0.441869
3 3.617872 0.000000 0.000000 -0.235776 -0.026847 0.331125
4 7.539783 0.000000 0.000000 -0.071120 0.010132 0.117289
5 3.178296 0.000000 0.000000 3.164025 0.058553 -0.024171
6 2.970273 -0.000001 0.000000 0.652336 -0.002936 0.488792
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 4.574695 -1.332053 -0.037988
9 4.983666 -0.000002 0.000000 -1.647960 -1.167089 -0.975686
10 11.123052 0.000000 0.000003 0.000000 0.000000 -2.126086
11 11.208296 0.000000 -0.000001 0.591936 -0.198596 0.308735
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 0.682680 1.365492 5.274436
14 4.983665 -0.000003 0.000000 1.049173 1.053793 -1.845018
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -2.276129
16 11.208295 0.000000 0.000003 -0.944069 0.416132 0.109722
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.698944 -1.324991 0.668184
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.437725
20 17.709562 0.000000 0.000000 0.004224 -0.055513 -1.681529
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.228091 -0.923362 -1.737955
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.570445
24 17.709558 0.000000 0.000000 0.126637 0.089194 -1.831995
25 6.204000 0.000000 0.000000 -0.074025 -0.006916 -1.226775
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020608 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573564
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026657 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 3
0 -1.729785 4.900336 15.272468 1.438190 0.111055 -0.278624
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.182586 -0.014003 0.433166
3 3.617872 0.000000 0.000000 -0.218415 -0.026603 0.322370
4 7.539783 0.000000 0.000000 -0.059294 0.008452 0.121741
5 3.178296 0.000000 0.000000 3.162491 0.054506 -0.009060
6 2.970273 -0.000001 0.000000 0.621693 -0.007830 0.495222
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 4.631056 -1.318311 -0.095888
9 4.983666 -0.000002 0.000000 -1.741409 -1.192973 -0.997089
10 11.123052 0.000000 0.000003 0.000000 0.000000 -2.093038
11 11.208296 0.000000 -0.000001 0.481035 -0.098099 0.297676
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 0.832044 1.384114 5.425245
14 4.983665 -0.000003 0.000000 0.934898 1.189982 -1.934759
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -2.228557
16 11.208295 0.000000 0.000003 -1.016699 0.467904 0.235874
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18 3.984014 -0.000004 -0.000003 -3.731132 -1.322481 0.703271
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21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
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23 15.940014 0.000000 0.000000 0.000000 0.000000 2.582253
24 17.709558 0.000000 0.000000 0.132485 0.097712 -1.844893
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26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020608 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573564
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026657 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 4
0 -1.729785 4.926127 15.049805 1.428435 0.110919 -0.279679
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.169967 -0.013976 0.423974
3 3.617872 0.000000 0.000000 -0.200056 -0.026360 0.313143
4 7.539783 0.000000 0.000000 -0.046798 0.006672 0.126424
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28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
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30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
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33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020608 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573564
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time 5
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time 6
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time 7
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time 8
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time 9
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16 11.208295 0.000000 0.000003 -0.869062 0.375400 0.627204
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18 3.984014 -0.000004 -0.000003 -3.932691 -1.296504 0.922704
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20 17.709562 0.000000 0.000000 -0.007846 -0.067512 -1.627570
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.334084 -0.890389 -1.598766
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.653783
24 17.709558 0.000000 0.000000 0.168863 0.160996 -1.926288
25 6.204000 0.000000 0.000000 -0.074193 -0.006892 -1.201102
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020608 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573564
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026657 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 10
0 -1.729785 5.042187 13.877894 1.376442 0.109915 -0.285431
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.103048 -0.013883 0.375295
3 3.617872 0.000000 0.000000 -0.102727 -0.025002 0.264281
4 7.539783 0.000000 0.000000 0.019424 -0.002763 0.150879
5 3.178296 0.000000 0.000000 3.152041 0.027501 0.091766
6 2.970273 -0.000001 0.000000 0.418352 -0.029266 0.547800
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 -1.404953 -1.212851 5.924685
9 4.983666 -0.000002 0.000000 -2.356452 -1.243145 -0.802640
10 11.123052 0.000000 0.000003 0.000000 0.000000 -1.240754
11 11.208296 0.000000 -0.000001 -0.369046 0.154869 0.088904
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 -4.253331 1.352428 0.356185
14 4.983665 -0.000003 0.000000 4.419123 1.088079 1.847761
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -0.835669
16 11.208295 0.000000 0.000003 -0.842634 0.307485 0.583526
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.949072 -1.293503 0.940630
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.523241
20 17.709562 0.000000 0.000000 -0.008692 -0.068303 -1.622789
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.341464 -0.887482 -1.587838
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.659601
24 17.709558 0.000000 0.000000 0.171879 0.167256 -1.933171
25 6.204000 0.000000 0.000000 -0.074205 -0.006892 -1.199265
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020608 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573564
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026657 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
end

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@ -0,0 +1,425 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.Jacket1_bone" 3
57 "ValveBiped.Jacket0_bone" 56
58 "ValveBiped.physgun_attachment" 16
end
skeleton
time 0
0 -1.731445 5.046875 13.875000 1.376349 0.109957 -0.285355
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.103062 -0.013892 0.375320
3 3.617872 0.000000 0.000000 -0.102742 -0.025007 0.264286
4 7.539783 0.000000 0.000000 0.002332 -0.000324 0.144175
5 3.178296 0.000000 0.000000 -3.130818 0.027490 0.091739
6 2.970273 -0.000001 0.000000 0.418401 -0.029287 0.547837
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 -1.404971 -1.212805 -0.358446
9 4.983666 -0.000002 0.000000 -2.200607 -1.186585 -0.941096
10 11.123052 0.000000 0.000003 0.000000 0.000000 -1.372154
11 11.208296 0.000000 -0.000001 -0.333063 0.138337 0.009435
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 -4.135775 1.449909 0.470585
14 4.983665 -0.000003 0.000000 4.476548 1.183082 1.982420
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -1.056152
16 11.208295 0.000000 0.000003 -0.876002 0.439664 0.605365
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 2.333932 -1.293484 0.940718
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.523273
20 17.709562 0.000000 0.000000 -0.008689 -0.068278 -1.622848
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.341397 -0.887511 -1.587860
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.659613
24 17.709558 0.000000 0.000000 0.171911 0.167216 -1.933203
25 6.204000 0.000000 0.000000 -0.074193 -0.006901 -1.199286
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030466 0.149165 -1.164092
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005418 0.048657 -1.297695
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003163 0.020598 -0.304755
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 1
0 -1.731445 5.046875 13.875000 1.376349 0.109957 -0.285355
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.103062 -0.013892 0.375320
3 3.617872 0.000000 0.000000 -0.102742 -0.025007 0.264286
4 7.539783 0.000000 0.000000 0.004462 -0.000635 0.145016
5 3.178296 0.000000 0.000000 -3.130818 0.027490 0.091739
6 2.970273 -0.000001 0.000000 0.418401 -0.029287 0.547837
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 -1.404971 -1.212805 -0.358446
9 4.983666 -0.000002 0.000000 -2.216805 -1.189173 -0.930681
10 11.123052 0.000000 0.000003 0.000000 0.000000 -1.333572
11 11.208296 0.000000 -0.000001 -0.352958 0.137730 0.059910
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 -4.143727 1.442641 0.462825
14 4.983665 -0.000003 0.000000 4.489969 1.137863 1.996978
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -0.941732
16 11.208295 0.000000 0.000003 -0.851665 0.367131 0.594712
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 2.333932 -1.293484 0.940718
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.523273
20 17.709562 0.000000 0.000000 -0.008689 -0.068278 -1.622848
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.341397 -0.887511 -1.587860
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.659613
24 17.709558 0.000000 0.000000 0.171911 0.167216 -1.933203
25 6.204000 0.000000 0.000000 -0.074193 -0.006901 -1.199286
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030466 0.149165 -1.164092
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005418 0.048657 -1.297695
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003163 0.020598 -0.304755
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 2
0 -1.731445 5.046875 13.875000 1.376349 0.109957 -0.285355
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.103062 -0.013892 0.375320
3 3.617872 0.000000 0.000000 -0.102742 -0.025007 0.264286
4 7.539783 0.000000 0.000000 0.008957 -0.001270 0.146785
5 3.178296 0.000000 0.000000 -3.130818 0.027490 0.091739
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9 4.983666 -0.000002 0.000000 -2.239041 -1.198591 -0.913099
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28 0.679999 0.000001 0.000000 -0.030466 0.149165 -1.164092
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005418 0.048657 -1.297695
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36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
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44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
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46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 3
0 -1.731445 5.046875 13.875000 1.376349 0.109957 -0.285355
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.103062 -0.013892 0.375320
3 3.617872 0.000000 0.000000 -0.102742 -0.025007 0.264286
4 7.539783 0.000000 0.000000 0.013855 -0.001967 0.148698
5 3.178296 0.000000 0.000000 -3.130818 0.027490 0.091739
6 2.970273 -0.000001 0.000000 0.418401 -0.029287 0.547837
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 -1.404971 -1.212805 -0.358446
9 4.983666 -0.000002 0.000000 -2.292714 -1.220345 -0.863125
10 11.123052 0.000000 0.000003 0.000000 0.000000 -1.264551
11 11.208296 0.000000 -0.000001 -0.371140 0.146510 0.101239
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 -4.232253 1.390907 0.375635
14 4.983665 -0.000003 0.000000 4.463126 1.086540 1.928595
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -0.819701
16 11.208295 0.000000 0.000003 -0.835884 0.298732 0.576779
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 2.333932 -1.293484 0.940718
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.523273
20 17.709562 0.000000 0.000000 -0.008689 -0.068278 -1.622848
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.341397 -0.887511 -1.587860
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.659613
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28 0.679999 0.000001 0.000000 -0.030466 0.149165 -1.164092
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005418 0.048657 -1.297695
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003163 0.020598 -0.304755
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
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37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
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47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
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50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
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52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
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55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
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57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 4
0 -1.731445 5.046875 13.875000 1.376349 0.109957 -0.285355
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
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3 3.617872 0.000000 0.000000 -0.102742 -0.025007 0.264286
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5 3.178296 0.000000 0.000000 -3.130818 0.027490 0.091739
6 2.970273 -0.000001 0.000000 0.418401 -0.029287 0.547837
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9 4.983666 -0.000002 0.000000 -2.342075 -1.236867 -0.817164
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18 3.984014 -0.000004 -0.000003 2.333932 -1.293484 0.940718
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24 17.709558 0.000000 0.000000 0.171911 0.167216 -1.933203
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26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
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28 0.679999 0.000001 0.000000 -0.030466 0.149165 -1.164092
29 3.698009 0.267556 -0.728978 -0.055551 -0.097352 -0.073276
30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
31 0.959998 0.000000 0.000000 -0.005418 0.048657 -1.297695
32 3.768502 0.152548 0.071384 0.099681 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067383 0.068571 -1.553301
34 1.067000 0.000000 0.000000 -0.003163 0.020598 -0.304703
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
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42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
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51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
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57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 5
0 -1.731445 5.046875 13.875000 1.376349 0.109957 -0.285355
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.103062 -0.013892 0.375320
3 3.617872 0.000000 0.000000 -0.102742 -0.025007 0.264286
4 7.539783 0.000000 0.000000 0.019424 -0.002763 0.150879
5 3.178296 0.000000 0.000000 -3.130818 0.027490 0.091739
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11 11.208296 0.000000 -0.000001 -0.371807 0.153141 0.108044
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27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030466 0.149165 -1.164092
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30 1.749002 -0.000001 0.000000 -0.194799 0.216732 -1.463554
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36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
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41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
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48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025641
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
end

View File

@ -0,0 +1,725 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.Jacket1_bone" 3
57 "ValveBiped.Jacket0_bone" 56
58 "ValveBiped.physgun_attachment" 16
end
skeleton
time 0
0 -1.729785 5.042187 13.877894 1.376442 0.109915 -0.285431
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
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3 3.617872 0.000000 0.000000 -0.102727 -0.025002 0.264281
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8 2.023707 0.907460 0.852579 -1.404953 -1.212851 5.924685
9 4.983666 -0.000002 0.000000 -2.356452 -1.243145 -0.802640
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11 11.208296 0.000000 -0.000001 -0.369046 0.154869 0.088904
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14 4.983665 -0.000003 0.000000 4.419123 1.088079 1.847761
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -0.835669
16 11.208295 0.000000 0.000003 -0.842634 0.307485 0.583526
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25 6.204000 0.000000 0.000000 -0.074205 -0.006892 -1.199265
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097354 -0.073276
30 1.749002 -0.000001 0.000000 -0.194800 0.216732 -1.463557
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099679 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067381 0.068570 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020606 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025643
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 1
0 -1.729785 5.029292 13.995085 1.381503 0.110052 -0.284856
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.109052 -0.018950 0.361670
3 3.617872 0.000000 0.000000 -0.112336 -0.025142 0.269078
4 7.539783 0.000000 0.000000 0.012899 -0.001830 0.148502
5 3.178296 0.000000 0.000000 3.152904 0.029727 0.083367
6 2.970273 -0.000001 0.000000 0.435174 -0.028311 0.542917
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 -1.419139 -1.222204 5.940598
9 4.983666 -0.000002 0.000000 -2.255430 -1.223924 -0.888542
10 11.123052 0.000000 0.000003 0.000000 0.000000 -1.318471
11 11.208296 0.000000 -0.000001 -0.305076 0.145716 0.063100
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 -4.322600 1.364447 0.285092
14 4.983665 -0.000003 0.000000 4.477027 1.193166 1.867586
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -1.026037
16 11.208295 0.000000 0.000003 -0.869443 0.381163 0.592936
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.931254 -1.296799 0.921074
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.517246
20 17.709562 0.000000 0.000000 -0.007733 -0.067429 -1.627912
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.333414 -0.890636 -1.599628
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.653270
24 17.709558 0.000000 0.000000 0.168616 0.160442 -1.925692
25 6.204000 0.000000 0.000000 -0.074193 -0.006892 -1.201240
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097354 -0.073276
30 1.749002 -0.000001 0.000000 -0.194800 0.216732 -1.463557
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099679 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067381 0.068570 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020606 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025643
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 2
0 -1.729785 5.009948 14.198217 1.390613 0.110234 -0.283801
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.119542 -0.026277 0.343259
3 3.617872 0.000000 0.000000 -0.129285 -0.025368 0.277598
4 7.539783 0.000000 0.000000 0.001359 -0.000187 0.144283
5 3.178296 0.000000 0.000000 3.154438 0.033701 0.068594
6 2.970273 -0.000001 0.000000 0.464854 -0.026235 0.534452
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 -1.446553 -1.238518 5.970602
9 4.983666 -0.000002 0.000000 -2.118371 -1.191707 -0.996230
10 11.123052 0.000000 0.000003 0.000000 0.000000 -1.447342
11 11.208296 0.000000 -0.000001 -0.189035 0.130819 0.036090
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 -4.465353 1.382832 0.139266
14 4.983665 -0.000003 0.000000 4.687169 1.338218 2.024561
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -1.283336
16 11.208295 0.000000 0.000003 -0.927433 0.477581 0.556893
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.899449 -1.302162 0.886467
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.506579
20 17.709562 0.000000 0.000000 -0.006041 -0.065887 -1.636706
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.319230 -0.896008 -1.620142
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.642061
24 17.709558 0.000000 0.000000 0.162769 0.148986 -1.912578
25 6.204000 0.000000 0.000000 -0.074169 -0.006904 -1.204774
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149166 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097354 -0.073276
30 1.749002 -0.000001 0.000000 -0.194800 0.216732 -1.463557
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099679 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067381 0.068570 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020606 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025643
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 3
0 -1.729785 4.990605 14.432599 1.400920 0.110417 -0.282747
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.131638 -0.032766 0.328982
3 3.617872 0.000000 0.000000 -0.148572 -0.025646 0.287270
4 7.539783 0.000000 0.000000 -0.011758 0.001668 0.139438
5 3.178296 0.000000 0.000000 3.156163 0.038189 0.051758
6 2.970273 -0.000001 0.000000 0.498725 -0.023298 0.525174
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 -1.481443 -1.256781 6.008371
9 4.983666 -0.000002 0.000000 -1.994826 -1.160425 -1.076780
10 11.123052 0.000000 0.000003 0.000000 0.000000 -1.584514
11 11.208296 0.000000 -0.000001 -0.050052 0.111625 0.025953
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
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14 4.983665 -0.000003 0.000000 -0.901931 1.446330 -3.612920
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16 11.208295 0.000000 0.000003 -1.000253 0.541933 0.467672
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26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149166 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097354 -0.073276
30 1.749002 -0.000001 0.000000 -0.194800 0.216732 -1.463557
31 0.959998 0.000000 0.000000 -0.005417 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099679 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067381 0.068570 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020606 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
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50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025643
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 4
0 -1.729785 4.964814 14.674794 1.411595 0.110599 -0.281500
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.144606 -0.037327 0.322237
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time 5
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time 6
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time 7
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time 8
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time 9
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13 2.023711 0.907462 -0.852528 0.552860 1.341407 5.143556
14 4.983665 -0.000003 0.000000 1.111487 0.903169 -1.788223
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -2.262064
16 11.208295 0.000000 0.000003 -0.855278 0.364932 -0.063127
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.665128 -1.327303 0.631181
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.425383
20 17.709562 0.000000 0.000000 0.005972 -0.053597 -1.687762
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.212087 -0.927157 -1.756839
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.557782
24 17.709558 0.000000 0.000000 0.120359 0.080506 -1.818230
25 6.204000 0.000000 0.000000 -0.074001 -0.006928 -1.230621
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097354 -0.073276
30 1.749002 -0.000001 0.000000 -0.194800 0.216732 -1.463557
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099679 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067381 0.068570 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020606 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025643
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
time 10
0 -1.729785 4.848753 15.772483 1.460367 0.111329 -0.276131
1 0.009384 4.210938 -1.689453 1.563503 -0.289961 1.609295
2 3.837408 0.000000 0.000000 -0.211053 -0.014043 0.453862
3 3.617872 0.000000 0.000000 -0.259808 -0.027177 0.343209
4 7.539783 0.000000 0.000000 -0.087474 0.012460 0.111104
5 3.178296 0.000000 0.000000 3.166135 0.064164 -0.045056
6 2.970273 -0.000001 0.000000 0.694817 0.004488 0.480613
7 0.000001 0.000000 0.000000 -1.570796 0.000000 -1.326450
8 2.023707 0.907460 0.852579 4.485361 -1.349563 0.053270
9 4.983666 -0.000002 0.000000 -1.547609 -1.109208 -0.906888
10 11.123052 0.000000 0.000003 0.000000 0.000000 -2.143242
11 11.208296 0.000000 -0.000001 0.715022 -0.366572 0.297109
12 2.676089 -1.712444 0.000000 1.570797 0.000000 1.570797
13 2.023711 0.907462 -0.852528 0.519807 1.333711 5.110213
14 4.983665 -0.000003 0.000000 1.128743 0.871165 -1.781040
15 11.123046 0.000000 -0.000001 0.000000 0.000000 -2.275880
16 11.208295 0.000000 0.000003 -0.823051 0.346018 -0.087186
17 2.676088 -1.712442 0.000000 -1.570796 0.000000 -1.570796
18 3.984014 -0.000004 -0.000003 -3.655260 -1.327844 0.620348
19 15.940010 0.000000 0.000000 0.000000 0.000000 2.421680
20 17.709562 0.000000 0.000000 0.006479 -0.053013 -1.689555
21 6.203998 0.000000 0.000000 -0.011146 0.000934 -0.500515
22 -3.984013 0.000007 0.000007 -1.207295 -0.928192 -1.762303
23 15.940014 0.000000 0.000000 0.000000 0.000000 2.554017
24 17.709558 0.000000 0.000000 0.118574 0.078036 -1.814166
25 6.204000 0.000000 0.000000 -0.074001 -0.006928 -1.231764
26 3.549245 0.198823 -1.489468 -0.272697 -0.071391 -0.003050
27 1.219000 0.000000 0.000000 -0.416582 0.363238 -1.710889
28 0.679999 0.000001 0.000000 -0.030462 0.149154 -1.164094
29 3.698009 0.267556 -0.728978 -0.055551 -0.097354 -0.073276
30 1.749002 -0.000001 0.000000 -0.194800 0.216732 -1.463557
31 0.959998 0.000000 0.000000 -0.005405 0.048654 -1.297675
32 3.768502 0.152548 0.071384 0.099679 -0.097318 -0.126608
33 2.038001 0.000004 0.000000 -0.067381 0.068570 -1.553301
34 1.067000 0.000000 0.000000 -0.003165 0.020606 -0.304754
35 3.783925 -0.017258 0.794554 0.338437 -0.014265 -0.573566
36 1.629001 0.000000 0.000000 0.061357 -0.118481 -0.954978
37 0.955999 0.000002 0.000000 0.029626 -0.087958 -0.649422
38 1.258963 -0.297984 1.252590 -1.334933 -0.347161 -0.464489
39 1.392998 -0.000001 -0.000001 0.003373 0.026659 0.251694
40 1.100000 0.000000 -0.000001 0.000000 0.000000 0.000000
41 3.549268 0.211410 1.487669 0.560944 -0.054963 -0.848680
42 1.219002 -0.000002 0.000000 0.082431 -0.261844 -1.353156
43 0.679999 0.000000 0.000000 0.205131 -0.375124 -0.993844
44 3.698019 0.273716 0.726623 0.178874 -0.147543 -0.771519
45 1.749000 0.000000 0.000000 0.051552 -0.155709 -1.608333
46 0.959998 0.000000 0.000000 0.193941 -0.249770 -1.318455
47 3.768503 0.151949 -0.072740 -0.132651 -0.109709 -0.860495
48 2.037998 -0.000002 0.000000 0.018742 -0.055385 -1.681364
49 1.066998 0.000000 0.000000 0.091856 -0.091056 -1.579555
50 3.783906 -0.023953 -0.794451 -0.313039 0.155948 -0.025643
51 1.629000 -0.000002 0.000000 0.000000 0.000000 -0.212057
52 0.956001 -0.000001 0.000000 0.000000 0.000000 -0.212057
53 1.258940 -0.308546 -1.250052 1.056164 0.100047 -1.187520
54 1.393001 0.000000 -0.000001 0.016661 0.092788 0.355095
55 1.099999 -0.000002 -0.000001 0.015882 0.090670 0.346589
56 0.280611 2.817061 5.211885 1.570796 0.640460 1.668069
57 0.000000 0.000000 -4.507177 0.000000 0.000000 0.004216
58 2.330670 -1.877761 0.104131 -1.861300 0.207908 -1.328386
end

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@ -0,0 +1,328 @@
// Created by Crowbar 0.71
$declaresequence "dummy_attachment"
$declaresequence "idlenoise"
$declaresequence "Idle_subtle"
$declaresequence "Idle_angry"
$declaresequence "Idle01"
$declaresequence "Idle02"
$declaresequence "Idle03"
$declaresequence "Idle_p_stimulated"
$declaresequence "idle_p_stimulated_fidget01"
$declaresequence "idle_p_stimulated_fidget02"
$declaresequence "Pistol_idle"
$declaresequence "Pistol_idle_fidget01"
$declaresequence "Pistol_idle_fidget02"
$declaresequence "idle_p_stealth"
$declaresequence "idle_p_aim_stealth"
$declaresequence "reloadpistol"
$declaresequence "idle_p_crouch"
$declaresequence "crouch_shoot_pistol"
$declaresequence "crouch_aim_pistol"
$declaresequence "crouch_reload_pistol"
$declaresequence "gesture_reload_pistolspine"
$declaresequence "gesture_reload_pistolarms"
$declaresequence "gesture_reload_pistol"
$declaresequence "Crouchidle_to_crouchagitated"
$declaresequence "crouchagitated_to_Crouchidle"
$declaresequence "Crouch_to_stand"
$declaresequence "Stand_to_crouch"
//$declaresequence "Crouch_to_shoot"
//$declaresequence "Shoot_to_crouch"
$declaresequence "Crouch_to_running"
$declaresequence "Running_to_crouch"
$declaresequence "Crouchshoot_to_stand"
$declaresequence "Stand_to_crouchshoot"
//$declaresequence "Crouchshoot_to_standshoot"
//$declaresequence "Standshoot_to_crouchshoot"
$declaresequence "crouch_turn_in_place"
$declaresequence "gesture_transition_relaxed_stimulatedspine"
$declaresequence "gesture_transition_relaxed_stimulatedarms"
$declaresequence "gesture_transition_relaxed_stimulated"
$declaresequence "gesture_transition_agitated_stimulatedspine"
$declaresequence "gesture_transition_agitated_stimulatedarms"
$declaresequence "gesture_transition_agitated_stimulated"
$declaresequence "gesture_transition_stimulated_relaxedspine"
$declaresequence "gesture_transition_stimulated_relaxedarms"
$declaresequence "gesture_transition_stimulated_relaxed"
$declaresequence "gesture_transition_relaxed_stimulated_walkspine"
$declaresequence "gesture_transition_relaxed_stimulated_walkarms"
$declaresequence "gesture_transition_relaxed_stimulated_walk"
$declaresequence "Idle_Angry_Shotgun"
$declaresequence "layer_alyx_Aim_all"
$declaresequence "layer_runAim_all"
$declaresequence "gesture_shoot_shotgun"
$declaresequence "shotgun_rack"
$declaresequence "drop_shotgun"
$declaresequence "Idle_Relaxed_Shotgun_1"
$declaresequence "Idle_Relaxed_Shotgun_2"
$declaresequence "Idle_Relaxed_Shotgun_3"
$declaresequence "Idle_Relaxed_Shotgun_4"
$declaresequence "Idle_Relaxed_Shotgun_5"
$declaresequence "Idle_Relaxed_Shotgun_6"
$declaresequence "Idle_Alert_Shotgun_1"
$declaresequence "Idle_Alert_Shotgun_2"
$declaresequence "Idle_Alert_Shotgun_3"
$declaresequence "Idle_Alert_Shotgun_4"
$declaresequence "Idle_Alert_Shotgun_5"
$declaresequence "Idle_Alert_Shotgun_6"
$declaresequence "reload_smg1"
$declaresequence "run_all"
$declaresequence "run_alert_holding_all"
$declaresequence "run_SMG1_Relaxed_all"
$declaresequence "walkAlertHOLDALL1"
$declaresequence "walk_SMG1_Relaxed_all"
$declaresequence "run_aiming_all"
$declaresequence "walkAIMALL1"
$declaresequence "layer_run_holding_Shotgun_Relaxed"
$declaresequence "run_Shotgun_Relaxed_all"
$declaresequence "layer_run_holding_Shotgun_Stimulated"
$declaresequence "run_Shotgun_Stimulated_all"
$declaresequence "layer_run_aiming_shotgun"
$declaresequence "run_Shotgun_Aiming_all"
$declaresequence "run_P_Stimulated_all"
$declaresequence "layer_walk_p_stimulated"
$declaresequence "Carry_idle"
$declaresequence "walk_carry"
$declaresequence "Carry_pre_pickup_idle"
$declaresequence "Carry_Pickup"
$declaresequence "Carry_Charge"
$declaresequence "Carry_drop"
$declaresequence "Carry_drop_idle"
$declaresequence "Carry_wake"
$declaresequence "walk_all"
$declaresequence "walk_p_all_stimulated"
$declaresequence "layer_walk_holding_Shotgun_Relaxed"
$declaresequence "walk_Shotgun_Relaxed_all"
$declaresequence "layer_walk_holding_Shotgun_Stimulated"
$declaresequence "walk_Shotgun_Stimulated_all"
$declaresequence "layer_walk_aiming_shotgun"
$declaresequence "walk_shotgun_Aiming_all"
$declaresequence "layer_Aim_p_all"
$declaresequence "weapon_draw_gesturespine"
$declaresequence "weapon_draw_gesturearms"
$declaresequence "weapon_draw_gesture"
$declaresequence "weapon_holster_gesturespine"
$declaresequence "weapon_holster_gestureworld"
$declaresequence "weapon_holster_gesture"
$declaresequence "weapon_pistol2SMG"
$declaresequence "weapon_SMG2Rifle"
$declaresequence "FlipLeft"
$declaresequence "FlipRight"
$declaresequence "PrisonJumpDown"
$declaresequence "VentDropDown"
$declaresequence "ButtonPush"
$declaresequence "crawl_thru"
$declaresequence "ep2_ladderclimb_drop"
$declaresequence "crawl_thru_stimulated"
$declaresequence "scrapyard_climbup"
$declaresequence "scrapyard_hopdown"
$declaresequence "teleport_hopdown"
$declaresequence "jumpdownsm"
$declaresequence "Jump_Distance"
$declaresequence "a_g_pointinDelta"
$declaresequence "a_g_pointinFrameArms"
$declaresequence "a_g_pointinFrameSpine"
$declaresequence "a_g_pointinLoopDelta"
$declaresequence "a_g_pointloopFrameArms"
$declaresequence "a_g_pointloopFrameSpine"
$declaresequence "a_g_pointloopDelta"
$declaresequence "a_g_pointoutLoopDelta"
$declaresequence "a_g_pointOutFrameArms"
$declaresequence "a_g_pointOutFrameSpine"
$declaresequence "a_g_pointoutDelta"
$declaresequence "a_g_pointaimDelta"
$declaresequence "a_g_point"
$declaresequence "layer_buggy_idle_lean"
$declaresequence "layer_buggy_ready_lean"
$declaresequence "buggy_idle"
$declaresequence "buggy_idle_fidget_01"
$declaresequence "buggy_idle_fidget_02"
$declaresequence "buggy_idle_fidget_03"
$declaresequence "buggy_enter1"
$declaresequence "buggy_exit1"
$declaresequence "buggy_enter2"
$declaresequence "buggy_exit2"
$declaresequence "buggy_exit3"
$declaresequence "layer_point_vehicle_all"
$declaresequence "buggy_point"
$declaresequence "buggy_point_behind"
$declaresequence "buggy_take_cover_relaxed_in"
$declaresequence "buggy_take_cover_relaxed_loop"
$declaresequence "buggy_take_cover_relaxed_out"
$declaresequence "layer_gun_aim_vehicle_all"
$declaresequence "buggy_gun_draw"
$declaresequence "buggy_gun_holster"
$declaresequence "buggy_gun_fire"
$declaresequence "buggy_gun_reload"
$declaresequence "buggy_ready_idle"
$declaresequence "gesture_transition_passenger_relaxed_stimulatedspine"
$declaresequence "gesture_transition_passenger_relaxed_stimulatedarms"
$declaresequence "gesture_transition_passenger_relaxed_stimulated"
$declaresequence "gesture_transition_passenger_stimulated_relaxedspine"
$declaresequence "gesture_transition_passenger_stimulated_relaxedarms"
$declaresequence "gesture_transition_passenger_stimulated_relaxed"
$declaresequence "gesture_transition_passenger_agitated_stimulatedspine"
$declaresequence "gesture_transition_passenger_agitated_stimulatedarms"
$declaresequence "gesture_transition_passenger_agitated_stimulated"
$declaresequence "buggy_gun_idle"
$declaresequence "buggy_overturn_enter"
$declaresequence "buggy_overturn_loop"
$declaresequence "buggy_overturn_exit"
$declaresequence "buggy_gun_head_on"
$declaresequence "buggy_head_on"
$declaresequence "injured_idle"
$declaresequence "layer_walk_injured"
$declaresequence "Hurt_walk_all"
$declaresequence "layer_run_injured"
$declaresequence "hurt_run"
$declaresequence "injured_cower_enter"
$declaresequence "injured_cower"
$declaresequence "injured_cower_exit"
$declaresequence "injured_cower_flinch"
$declaresequence "injured_rest1_in"
$declaresequence "injured_rest1_idle"
$declaresequence "injured_rest1_out"
$declaresequence "E1_Dog_pickup_scrap"
$declaresequence "draw_tool"
$declaresequence "idle_tool"
$declaresequence "zap_tool"
$declaresequence "holster_tool"
$declaresequence "useEMP_leftHand"
$declaresequence "rt_ft_roll"
$declaresequence "alyx_openPowerBox"
$declaresequence "alyx_startPowerBox"
$declaresequence "alyx_actBusyPowerBox"
$declaresequence "alyx_exitPowerBox"
$declaresequence "alyx_closePowerBox"
$declaresequence "CrouchHide_01_enter"
$declaresequence "CrouchHide_01"
$declaresequence "CrouchHide_01_exit"
$declaresequence "alyx_zombieDuck"
$declaresequence "alyx_zombie_fight1"
$declaresequence "alyx_zombie_fight2"
$declaresequence "alyx_zombie_kick1"
$declaresequence "alyx_zombie_shotgun_fight1"
$declaresequence "alyx_zombie_shotgun_fight2"
$declaresequence "alyx_zombie_shotgun_fight3"
$declaresequence "alyx_zombie_shotgun_fight4"
$declaresequence "alyx_headcrab_stomp"
$declaresequence "alyx_antlion_fight1"
$declaresequence "flinch_head_placeholder"
$declaresequence "flinch_head"
$declaresequence "flinch_rightArm"
$declaresequence "flinch_leftArm"
$declaresequence "vort_carry_alyx_walkn"
$declaresequence "vort_carry_alyx_idle"
$declaresequence "alyx_torso_fight1"
$declaresequence "alyx_wall_lean"
$declaresequence "intro_gunship"
$declaresequence "Alyx_rhand_closed"
$declaresequence "A_think_zombine"
$declaresequence "scrapyard_gravgun_get"
$declaresequence "scrapyard_gravgun_offerIdle"
$declaresequence "elevator_lean"
$declaresequence "elevator_lean_PI"
$declaresequence "elevator_lean_exit"
$declaresequence "gman_whisper_pre"
$declaresequence "gman_whisper"
$declaresequence "gman_whisper_post"
$declaresequence "ss_alyx_knockdown_pre"
$declaresequence "ss_alyx_knockdown"
$declaresequence "ss_alyx_knockdown_post"
$declaresequence "gman_whisper_demo_pre"
$declaresequence "gman_whisper_demo"
$declaresequence "gman_whisper_demo_post"
$declaresequence "getup"
$declaresequence "layalyxdown"
$declaresequence "vort_defend_alyx_idle"
$declaresequence "alyx_surgery"
$declaresequence "alyx_surgery_spaz_1"
$declaresequence "alyx_surgery_spaz_2"
$declaresequence "alyx_surgery_idle"
$declaresequence "alyx_surgery_wakeup"
$declaresequence "ss_trainride_holdon"
$declaresequence "ss_trainride_holdon_idle"
$declaresequence "duck"
$declaresequence "alyx_hunter_death_pre"
$declaresequence "alyx_hunter_death"
$declaresequence "alyx_hunter_crawl_pre"
$declaresequence "alyx_hunter_crawl"
$declaresequence "alyx_hunter_death_post"
$declaresequence "alyx_gravgun_pickup"
$declaresequence "alyx_gravgun_pickup_post"
$declaresequence "alyx_gravgun_use"
$declaresequence "alyx_gravgun_use_post"
$declaresequence "walk_gravgun"
$declaresequence "cable_fix_begin"
$declaresequence "cable_fix_loop"
$declaresequence "cable_fix_end"
$declaresequence "e1_enterVan"
$declaresequence "shoot_ar2_alt_scene"
$declaresequence "alyx_hug_dog"
$declaresequence "SS_alyx_eli_hug"
$declaresequence "SS_alyx_eli_Dad"
$declaresequence "SS_alyx_eli_whathappen"
$declaresequence "SS_eli_collapse"
$declaresequence "give_tea"
$declaresequence "give_tea_postI"
$declaresequence "SS_give_tea_postI_hands"
$declaresequence "give_EMP"
$declaresequence "alyx_kleiner_hug"
$declaresequence "eli_alyx_lifthug"
$declaresequence "SS_alyx_eli_launchhug"
$declaresequence "eli_alyx_door"
$declaresequence "SS_alyx_comfort_eli"
$declaresequence "SS_alyx_comfort"
$declaresequence "SS_eli_proud_alyx"
$declaresequence "alyx_vort_getup"
$declaresequence "alyx_vort_getup_postidle"
$declaresequence "elevator_leave"
$declaresequence "Buggy_fast_dynamic01"
$declaresequence "ss_sit_rocks_pre"
$declaresequence "ss_sit_rocks_idle"
$declaresequence "ss_sit_rocks_post"
$declaresequence "ss_hunter_intro_cower_idle"
$declaresequence "ss_hunter_intro_react"
$declaresequence "ss_hunter_intro_cower_idle2"
$declaresequence "ss_hunter_intro_roof"
$declaresequence "ss_hunter_intro_roof_loop"
$declaresequence "ss_hunter_intro_run"
$declaresequence "ss_hunter_intro_cower_idle3"
$declaresequence "ss_hunter_intro_getup"
$declaresequence "ss_open_gate"
$declaresequence "ss_pain_lean_pre"
$declaresequence "ss_pain_lean_loop"
$declaresequence "ss_pain_lean_post"
$declaresequence "ss_moveguy"
$declaresequence "ss_alyx_advisor"
$declaresequence "ss_alyx_advisor_idle"
$declaresequence "ss_alyx_advisor_drop"
$declaresequence "blindfire_left_entry"
$declaresequence "blindfire_left_action"
$declaresequence "blindfire_left_high_action"
$declaresequence "blindfire_left_low_action"
$declaresequence "blindfire_left_exit"
$declaresequence "blindfire_low_entry"
$declaresequence "blindfire_low_action"
$declaresequence "blindfire_low_high_action"
$declaresequence "blindfire_low_exit"
$declaresequence "cover_right_entry"
$declaresequence "cover_right_action"
$declaresequence "cover_right_exit"
$declaresequence "gman_freeze_pose"
$declaresequence "SS_eli_death"
$declaresequence "SS_eli_death_postI_hands"
$declaresequence "SS_eli_death_pre_hands"
$declaresequence "ss_alyx_hangergrabtest"
$declaresequence "vort_operate"
$declaresequence "vort_operate_idle"
$declaresequence "vort_operate_pre"
$declaresequence "vort_operate_post"
$declaresequence "elevator_tired_idle"
$declaresequence "Al_Kleiner_hug"
$declaresequence "g_shoot_rightArm"
$declaresequence "vort_operate_wake_up"
$declaresequence "vort_operate_wake_up_grabhead"
$declaresequence "vort_operate_wake_up_grabhead_idle"
$declaresequence "ss_vort_alyx_goodbye"

View File

@ -0,0 +1,65 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.physgun_attachment" 16
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

View File

@ -0,0 +1,65 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_L_Clavicle" 4
9 "ValveBiped.Bip01_L_UpperArm" 8
10 "ValveBiped.Bip01_L_Forearm" 9
11 "ValveBiped.Bip01_L_Hand" 10
12 "ValveBiped.Anim_Attachment_LH" 11
13 "ValveBiped.Bip01_R_Clavicle" 4
14 "ValveBiped.Bip01_R_UpperArm" 13
15 "ValveBiped.Bip01_R_Forearm" 14
16 "ValveBiped.Bip01_R_Hand" 15
17 "ValveBiped.Anim_Attachment_RH" 16
18 "ValveBiped.Bip01_L_Thigh" 0
19 "ValveBiped.Bip01_L_Calf" 18
20 "ValveBiped.Bip01_L_Foot" 19
21 "ValveBiped.Bip01_L_Toe0" 20
22 "ValveBiped.Bip01_R_Thigh" 0
23 "ValveBiped.Bip01_R_Calf" 22
24 "ValveBiped.Bip01_R_Foot" 23
25 "ValveBiped.Bip01_R_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 11
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 11
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 11
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 11
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 11
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 16
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 16
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 16
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 16
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 16
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.physgun_attachment" 16
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

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@ -4,31 +4,52 @@ $ModelName "combine_soldier_anims.mdl"
//$includemodel "player/male_anims.mdl"
$includemodel "combine_soldier_anims_original.mdl"
$include "combine_soldier_anims_DeclareSequence.qci"
// Must be included
$include "BaseModel.qci"
$include "hl2mp_ported_anims/commonbones.qci"
$include "hl2mp_ported_anims/weaponmacros.qci"
//$pushd "male_shared_anims"
//$include "DefaultHolster.qci"
//$popd
$include "GenericWeightlists.qci"
$include "GenericAnimationMacros.qci"
$definebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis" -0.044717 2.313936 4.661499 0 0 -2.250005 0 0 0 0 0 0
// Used to compile new movement animations since $declareanimation doesn't work
$include "SoldierMoveAnims.qci"
$includemodel "combine_soldier_anims_original.mdl"
$include "combine_soldier_anims_DeclareSequence.qci"
$include "SoldierActivityFixes.qci"
$include "SoldierNewWeaponActivities.qci"
$include "SoldierTransitions.qci"
$include "SoldierReadinessAnims.qci"
$pushd "male_shared_anims"
$include "DefaultHolster.qci"
$popd
$definevariable Blend_Idle_Default "CombatIdle1_SMG1"
$definevariable Blend_Idle_Pistol "CombatIdle1_SMG1"
$definevariable Blend_Idle_Unarmed "Idle_Unarmed"
$definevariable Blend_Idle_Panicked "Idle_Unarmed"
$definevariable Blend_Idle_Pistol "CombatIdle1_Pistol"
$definevariable Blend_Idle_Rifle "CombatIdle1_SMG1"
$definevariable Blend_Idle_Rifle_Crouched "crouch_aim_sm1"
$definevariable Blend_SMD_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Unarmed "combine_soldier_anims_anims\Idle_Unarmed.smd"
$definevariable Blend_SMD_Panicked "combine_soldier_anims_anims\Idle_Unarmed.smd"
$definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd"
$definevariable Blend_SMD_Pistol_Crouched "combine_soldier_anims_anims\custom\crouch_aim_pistol.smd"
$definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
$definevariable Blend_SMD_Rifle_Crouched "combine_soldier_anims_anims\crouch_aim_sm1.smd"
$definevariable Blend_SMD_Annabelle "combine_soldier_anims_anims\CombatIdle1.smd"
$definevariable Blend_SMD_Annabelle_Crouch "combine_soldier_anims_anims\CrouchIdle.smd"
// Soldiers don't use nodes...
$definevariable Blend_Node_Default "shooting"
$definevariable Blend_Node_Pistol "shooting"
$definevariable Blend_Node_Rifle "shooting"
$definevariable Blend_Node_Default "shooting_smg1"
$definevariable Blend_Node_Pistol "shooting_pistol"
$definevariable Blend_Node_Rifle "shooting_ar2"
$definevariable Blend_Aim_Rifle "Aim_stand_delta_all"
$animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0
$definevariable AnimMatch_Default a_AnimMatch_Default
@ -36,6 +57,15 @@ $definevariable AnimMatch_Default a_AnimMatch_Default
$animation a_AnimMatch_Idle "combine_soldier_anims_anims\Idle1.smd" frame 0 0
$definevariable AnimMatch_Idle a_AnimMatch_Idle
// ================================================================
//
// Pistol Animations
//
// ================================================================
$include "NewPistolAnimations_Soldier.qci"
$include "NewPistolAnimations_357_Soldier.qci"
// ================================================================
$include "BaseDI.qci"
// DO NOT uncomment unless you have the interaction keyvalues ready for each model!
@ -43,7 +73,6 @@ $include "BaseDI.qci"
// and makes soldiers susceptible to it.
//$include "AlyxDI.qci"
$include "GenericAnimationMacros.qci"
$include "SoldierSignals.qci"
$include "HunterRecvDI.qci"
@ -147,44 +176,35 @@ $append gunrack {
blendlayer pickup_unarmed_layer 0 0 0 13
}
// ================================================================
//
// AR2 Alt-Fire Gesture Experiment
// Combine animation gestures
//
// Programming not included
//
$weightlist "AR2AltFireWeightlistDelta" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_Neck1" 0
$makeweapongesturep grenThrow_gesture "combine_soldier_anims_anims\grenThrow.smd" 10 35 50
$append grenThrow_gesture {
fps 45
activity "ACT_GESTURE_COMBINE_THROW_GRENADE" 1
{ event 7 30 "" }
}
$weightlist "AR2AltFireWeightlist" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_Neck1" 1
$makeweapongesturep grenDrop_gesture "combine_soldier_anims_anims\grenDrop.smd" 12 32 43
$append grenDrop_gesture {
fps 35
activity "ACT_GESTURE_SPECIAL_ATTACK1" 1
{ event 7 26 "" }
}
$sequence "shootAR2alt_gesture_delta" {
"combine_soldier_anims_anims\shootAR2alt.smd"
subtract "shootAR2alt_gesture_delta" 0
delta
hidden
weightlist "AR2AltFireWeightlistDelta"
$makeweapongesturep grenPlace_gesture "combine_soldier_anims_anims\grenPlace.smd" 12 35 45
$append grenPlace_gesture {
fps 35
activity "ACT_GESTURE_SPECIAL_ATTACK2" 1
{ event 9 25 "" }
}
$sequence "shootAR2alt_gesture" {
"combine_soldier_anims_anims\shootAR2alt.smd"
weightlist "AR2AltFireWeightlist"
addlayer "shootAR2alt_gesture_delta"
addlayer "Aim_stand_delta_all"
activity "ACT_GESTURE_AR2_ALTFIRE" 1
$makeweapongesturep shootAR2alt_gesture "combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36
$append shootAR2alt_gesture {
activity "ACT_GESTURE_COMBINE_AR2_ALTFIRE" 1
{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
{ event COMBINE_AE_ALTFIRE 16 "" }
}
@ -200,6 +220,84 @@ $DefaultSignalGestures 36
//
// ================================================================
$pushd "male_shared_anims"
$include "ArrestAnims.qci"
$include "CitizenPackage_Soldier.qci"
$include "CitizenSuitcase_Soldier.qci"
$popd
$pushd "combine_soldier_anims_anims"
$include "SoldierWallCover.qci"
$popd
$include "CitizenRPG_Soldier.qci"
$include "PoliceMelee_Soldier.qci"
$sequence "melee_kick" {
"police_ss_anims\adoorkick.smd"
activity "ACT_MELEE_ATTACK2" 1
frame 0 45
fps 40
{ event 3 20 "" }
blendlayer $Blend_Idle_Default$ 0 0 1 7
blendlayer $Blend_Idle_Default$ 30 37 46 46
}
$sequence "melee_kick_scripted" {
"police_ss_anims\adoorkick.smd"
frame 0 40
fps 30
{ event 1003 20 "1" }
blendlayer $Blend_Idle_Default$ 0 0 1 7
blendlayer $Blend_Idle_Default$ 30 38 38 41 xfade
}
$makeflinchgesture "gesture_melee_gunhit" "combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27
$append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } }
$weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0
$definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\
$sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
$sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
$sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
$sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\
$sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\
\\
$sequence $gesturename$ { \\
$filename$ noanimation numframes $LastFrame$ \\
blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\
blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\
blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\
blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\
blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\
} \\
$continue $gesturename$
$makeflinchgesture_rleg "gesture_melee_kick" "police_ss_anims\adoorkick.smd" 7 32 45
$append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 }
$include "SoldierCrouchMovement.qci"
$include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci"
$include "l4d1_ported_anims\L4D1_PistolAnims.qci"
$include "NPCDoorAnims.qci"
$include "AnnabelleAnimations.qci"
// ================================================================
$include "ProtectedRun.qci"
$sequence "run_protected_all" {
$a_RunBlends
activity "ACT_RUN_PROTECTED" 1
blendlayer "layer_run_protected" 0 0 0 0 local
node "running"
}
// ================================================================
// Use our DI blending techniques to add a heal animation
$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 12 32 50
//$MakeAdjustedDelta Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 50 30
@ -207,3 +305,5 @@ $append Heal {
activity "ACT_CIT_HEAL" 1
{ event AE_CITIZEN_HEAL 31 "" }
}
$include "SoldierAnimationNodes.qci"

View File

@ -1,15 +1,15 @@
// Created by Crowbar 0.56
$declaresequence "LH_attachment_Init"
$declaresequence "Idle1"
$declaresequence "Idle1_SMG1"
$declaresequence "CombatIdle1"
$declaresequence "CombatIdle1_SG"
$declaresequence "CombatIdle1_SMG1"
//$declaresequence "Idle1"
//$declaresequence "Idle1_SMG1"
//$declaresequence "CombatIdle1"
//$declaresequence "CombatIdle1_SG"
//$declaresequence "CombatIdle1_SMG1"
$declaresequence "cower"
$declaresequence "CrouchIdle"
$declaresequence "crouch_aim_ar2"
$declaresequence "crouch_aim_sm1"
//$declaresequence "crouch_aim_ar2"
//$declaresequence "crouch_aim_sm1"
$declaresequence "flinchhead"
$declaresequence "flinchchest"
$declaresequence "flinchgut"
@ -27,65 +27,161 @@ $declaresequence "deathpose_back"
$declaresequence "deathpose_right"
$declaresequence "deathpose_left"
$declaresequence "bugbait_hit"
$declaresequence "cover_crouch"
$declaresequence "cover_crouch_low"
$declaresequence "cover_crouch_med"
$declaresequence "grenThrow"
$declaresequence "grenDrop"
$declaresequence "grenPlace"
$declaresequence "reload_low"
$declaresequence "reload"
//$declaresequence "cover_crouch"
//$declaresequence "cover_crouch_low"
//$declaresequence "cover_crouch_med"
//$declaresequence "grenThrow"
//$declaresequence "grenDrop"
//$declaresequence "grenPlace"
//$declaresequence "reload_low"
//$declaresequence "reload"
$declaresequence "gesture_reloadspine"
$declaresequence "gesture_reloadarms"
$declaresequence "gesture_reload"
$declaresequence "gesture_reload_SMG1spine"
$declaresequence "gesture_reload_SMG1arms"
$declaresequence "gesture_reload_SMG1"
$declaresequence "melee_gunhit"
//$declaresequence "melee_gunhit"
$declaresequence "rappelloop"
$declaresequence "shootSMG1s"
$declaresequence "shootSMG1c"
$declaresequence "shootAR2s"
$declaresequence "shootAR2c"
//$declaresequence "shootSMG1s"
//$declaresequence "shootSMG1c"
//$declaresequence "shootAR2s"
//$declaresequence "shootAR2c"
$declaresequence "shootAR2g"
$declaresequence "shootAR2alt"
$declaresequence "shootSGs"
$declaresequence "shootSGc"
$declaresequence "signal_advance"
$declaresequence "signal_forward"
$declaresequence "signal_group"
$declaresequence "signal_halt"
$declaresequence "signal_left"
$declaresequence "signal_right"
$declaresequence "signal_takecover"
//$declaresequence "shootAR2alt"
//$declaresequence "shootSGs"
//$declaresequence "shootSGc"
//$declaresequence "signal_advance"
//$declaresequence "signal_forward"
//$declaresequence "signal_group"
//$declaresequence "signal_halt"
//$declaresequence "signal_left"
//$declaresequence "signal_right"
//$declaresequence "signal_takecover"
$declaresequence "Combat_stand_to_crouch"
$declaresequence "Crouch_to_combat_stand"
$declaresequence "Aim_stand_delta_all"
$declaresequence "Aim_stand_delta_all_SG"
$declaresequence "Aim_crouch_delta_all"
$declaresequence "Crouch_RunALL"
$declaresequence "Crouch_WalkALL"
//$declaresequence "Crouch_RunALL"
//$declaresequence "Crouch_WalkALL"
$declaresequence "Aim_all"
$declaresequence "Aim_all_SG"
$declaresequence "RunALL"
//$declaresequence "RunALL"
$declaresequence "layer_run_aiming"
$declaresequence "RunAIMALL1"
//$declaresequence "RunAIMALL1"
$declaresequence "layer_run_aiming_SG"
$declaresequence "RunAIMALL1_SG"
//$declaresequence "RunAIMALL1_SG"
$declaresequence "Run_turretCarry_Upperbody"
$declaresequence "Run_turretCarry_ALL"
//$declaresequence "Run_turretCarry_ALL"
$weightlist "weights_Run_turretCarry_Upperbody_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
}
$animation "a_Run_turretCarry_Upperbody_idle" "combine_soldier_anims_anims\a_Run_turretCarry_Upperbody.smd" {
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1
weightlist "weights_Run_turretCarry_Upperbody_idle"
}
$sequence "Run_turretCarry_Upperbody_idle" {
"a_Run_turretCarry_Upperbody_idle"
fadein 0.2
fadeout 0.2
frame 0 0
hidden
}
$sequence "Run_turretCarry_ALL" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_TURRET_CARRY_RUN" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
addlayer "Run_turretCarry_Upperbody"
}
$sequence "Walk_turretCarry_all" {
"a_SoldierWalkS"
"a_SoldierWalkSE"
"a_SoldierWalkE"
"a_SoldierWalkNE"
"a_SoldierWalkN"
"a_SoldierWalkNW"
"a_SoldierWalkW"
"a_SoldierWalkSW"
"a_SoldierWalkS"
activity "ACT_TURRET_CARRY_WALK" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "Run_turretCarry_Upperbody" 0 0 0 0 local
}
$sequence "Idle1_turretCarry" {
"combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
activity "ACT_TURRET_CARRY_IDLE" 1
fadein 0.2
fadeout 0.2
addlayer "Aim_stand_delta_all"
fps 1
loop
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
blendlayer "Run_turretCarry_Upperbody" 0 0 0 0 local
}
$declaresequence "Turret_Drop"
$declaresequence "Walk_all"
//$declaresequence "Walk_all"
$declaresequence "layer_walk_aiming"
$declaresequence "Walk_aiming_all"
//$declaresequence "Walk_aiming_all"
$declaresequence "layer_walk_aiming_SG"
$declaresequence "Walk_aiming_all_SG"
//$declaresequence "Walk_aiming_all_SG"
$declaresequence "gesture_shoot_ar1"
$declaresequence "gesture_shoot_ar2"
$declaresequence "gesture_shoot_hmg1"
$declaresequence "gesture_shoot_smg1"
$declaresequence "gesture_shoot_smg2"
$declaresequence "gesture_shoot_shotgun"
//$declaresequence "gesture_shoot_shotgun"
$animation "a_shootShotgun_corrective_animation" "combine_soldier_anims_anims\a_shootShotgun_corrective_animation.smd" {
}
$animation "a_shootShotgun" "combine_soldier_anims_anims\a_shootShotgun.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_shootShotgun_corrective_animation" 0
}
$sequence "gesture_shoot_shotgun" {
"a_shootShotgun"
activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this?
delta
fadein 0.2
fadeout 0.2
}
$declaresequence "physflinch1"
$declaresequence "physflinch2"
$declaresequence "turnleft"
@ -132,10 +228,10 @@ $declaresequence "leanwall_CrouchLeft_D_exit"
$declaresequence "breen_grav_grab"
$declaresequence "breen_gravCarry_Idle"
$declaresequence "breen_grav_placeDesk"
$declaresequence "WalkEasy_all"
//$declaresequence "WalkEasy_all"
$declaresequence "Idle_Unarmed"
$declaresequence "layer_walk_unarmed"
$declaresequence "WalkUnarmed_all"
//$declaresequence "WalkUnarmed_all"
$declaresequence "WalkMarch_all"
$declaresequence "layer_walk_GravCarry"
$declaresequence "WalkGravCarry_all"

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