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https://github.com/mapbase-source/mapbase-model-src.git
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Added custom male citizen pistol animations
This commit is contained in:
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commit
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@ -6,38 +6,28 @@
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$include "NewPistolAnimations_357.qci"
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$include "NewPistolAnimations_357.qci"
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$sequence "shootp2" {
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$GenericShootFromIdle "shootp2" "male_shared_anims\custom\Idle_Pistol_Aim.smd" "ACT_RANGE_ATTACK_REVOLVER" "soldier_Aim_9_directions" "gesture_shoot_357" 16
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"male_shared_anims\Idle_SMG1_Aim.smd" // "police_animations_anims\pistolangryidle2.smd"
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$append shootp2 { node "shooting_pistol" }
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activity "ACT_RANGE_ATTACK_REVOLVER" 1
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numframes 16
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{ event 3014 1 "" }
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addlayer "pistol_Aim_all"
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blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
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blendlayer "gesture_shoot_357" 0 0 0 0 local
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node "shooting_pistol"
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//weightlist "weights_357_shoot"
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ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 2
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}
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$sequence "crouch_shoot_357" {
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$GenericShootFromIdle "crouch_shoot_357" "male_shared_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_ATTACK_REVOLVER_LOW" "soldier_Aim_9_directions" "gesture_shoot_357" 16
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"male_shared_anims\crouch_aim_smg1.smd"
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$append crouch_shoot_357 { node "crouchShooting_pistol" }
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activity "ACT_RANGE_ATTACK_REVOLVER_LOW" 1
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numframes 16
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blendlayer "Crouch_ShootPistol_Layer" 0 0 0 0 local
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addlayer "pistol_Aim_all"
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$sequence "Crouch_idle_357" {
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node "crouchShooting_pistol"
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"police_animations_anims\Crouch_idle_pistol.smd"
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blendlayer "gesture_shoot_357" 0 0 0 0 local
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activity "ACT_COVER_REVOLVER_LOW" 1
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//weightlist "weights_357_shoot"
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fadein 0.2
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{ event 3002 0 "" }
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fadeout 0.2
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ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 3
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node "crouching_pistol"
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ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 15 15 target 2
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fps 30
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loop
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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
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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
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}
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}
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// ----------------------------------------------------------------
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// ----------------------------------------------------------------
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$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
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// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
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// HACKHACK: Need soldier_Aim_9_directions instead of pistol_Aim_all to get past IK issues
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$GenericReload "reload_357" "police_animations_anims\custom\reload_357.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" 15 51 62 41
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$GenericReload "reload_357" "police_animations_anims\custom\reload_357.smd" "ACT_RELOAD_REVOLVER" "soldier_Aim_9_directions" 15 51 62 41
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@ -46,3 +36,10 @@ $append "reload_357" {
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node "shooting_pistol"
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node "shooting_pistol"
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fps 30
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fps 30
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}
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}
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$GenericReloadFromIdle_NoAim "crouch_reload_357" "police_animations_anims\crouch_reload_pistol.smd" "ACT_RELOAD_REVOLVER_LOW" "gesture_reload_357" 62 41
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$append "crouch_reload_357" {
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$357ReloadSounds
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node "crouching_pistol"
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}
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@ -134,44 +134,20 @@ $sequence "layer_run_aiming_pistol_posture" {
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// ================================================================
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// ================================================================
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// Re-use the regular metrocop animation as a readiness activity
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// Re-use the regular metrocop animation as a readiness activity
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$sequence "pistolangryidle2" {
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$GenericCombatIdle "pistolangryidle2" "police_animations_anims\pistolangryidle2.smd" "ACT_IDLE_AIM_PISTOL_STIMULATED" "pistol_Aim_all"
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"police_animations_anims\pistolangryidle2.smd"
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$append pistolangryidle2 {
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activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1 // ACT_IDLE_ANGRY_PISTOL
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fadein 0.2
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fadeout 0.2
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addlayer "pistol_Aim_all"
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node "shooting_pistol"
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node "shooting_pistol"
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fps 4
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fps 4
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ikrule "lfoot" footstep contact 0 fakeorigin 11.96 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 3 3 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 3 3 target 2
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}
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}
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$sequence "Idle_Pistol_Aim" { // pistolangryidle2
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$GenericCombatIdle "Idle_Pistol_Aim" "male_shared_anims\custom\Idle_Pistol_Aim.smd" "ACT_IDLE_ANGRY_PISTOL" "soldier_Aim_9_directions"
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"male_shared_anims\Idle_SMG1_Aim.smd"
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$append Idle_Pistol_Aim {
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activity "ACT_IDLE_ANGRY_PISTOL" 1
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fadein 0.2
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fadeout 0.2
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blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
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addlayer "pistol_Aim_all"
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node "shooting_pistol"
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node "shooting_pistol"
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fps 4
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fps 4
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ikrule "lfoot" footstep contact 0 fakeorigin 13.32 4.21 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.26 -2.18 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
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//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
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//ikrule "rhand" release
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}
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}
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$sequence "Crouch_idle_pistol" {
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$GenericIdle "Crouch_idle_pistol" "police_animations_anims\Crouch_idle_pistol.smd" "ACT_COVER_PISTOL_LOW"
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"police_animations_anims\Crouch_idle_pistol.smd"
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$append Crouch_idle_pistol { node "crouching_pistol" }
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activity "ACT_COVER_PISTOL_LOW" 1
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fadein 0.2
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fadeout 0.2
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node "crouching_pistol"
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fps 30
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loop
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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
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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
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}
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$sequence "gesture_shoot_pistol" {
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$sequence "gesture_shoot_pistol" {
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"police_animations_anims\gesture_shoot_pistol.smd"
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"police_animations_anims\gesture_shoot_pistol.smd"
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@ -184,20 +160,7 @@ $sequence "gesture_shoot_pistol" {
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fps 30
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fps 30
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}
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}
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$sequence "shootp1" {
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$GenericShootFromIdle "shootp1" "male_shared_anims\custom\Idle_Pistol_Aim.smd" "ACT_RANGE_ATTACK_PISTOL" "soldier_Aim_9_directions" "gesture_shoot_pistol" 5
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"male_shared_anims\Idle_SMG1_Aim.smd" // "police_animations_anims\shootp1.smd"
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numframes 5
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activity "ACT_RANGE_ATTACK_PISTOL" 1
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fadein 0.2
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fadeout 0.2
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blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
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addlayer "pistol_Aim_all"
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addlayer "gesture_shoot_pistol"
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node "shooting_pistol"
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fps 30
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ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
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}
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$sequence "reload_pistol" {
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$sequence "reload_pistol" {
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"police_animations_anims\reload_pistol.smd"
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"police_animations_anims\reload_pistol.smd"
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@ -260,23 +223,13 @@ $sequence "gesture_reload_pistol" {
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// ================================================================
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// ================================================================
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// Low Cover Animations
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// Low Cover Animations
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// ================================================================
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// ================================================================
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$sequence "crouch_reload_pistol" {
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"police_animations_anims\crouch_reload_pistol.smd"
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activity "ACT_RELOAD_PISTOL_LOW" 1
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{ event 3017 0 "" }
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{ event 3018 56 "" }
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fadein 0.2
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fadeout 0.2
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node "crouching_pistol"
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fps 30
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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 60 60 target 3
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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 60 60 target 2
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}
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$weightlist "weights_pistol_crouch_layer" {
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$weightlist "weights_pistol_crouch_layer" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_Spine4" 1
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Neck1" 0
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"ValveBiped.Bip01_Spine1" 0.3
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"ValveBiped.Bip01_Spine2" 0.4
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"ValveBiped.Bip01_Spine4" 0.5
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"ValveBiped.Bip01_Neck1" 0.25
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_L_UpperArm" 1
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"ValveBiped.Bip01_L_UpperArm" 1
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"ValveBiped.Bip01_L_Forearm" 1
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"ValveBiped.Bip01_L_Forearm" 1
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@ -288,60 +241,24 @@ $weightlist "weights_pistol_crouch_layer" {
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}
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}
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$sequence "Crouch_Pistol_Layer" {
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$sequence "Crouch_Pistol_Layer" {
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"police_animations_anims\pistolangryidle2.smd"
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"male_shared_anims\custom\crouch_aim_pistol.smd"
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frame 0 0
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frame 0 0
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numframes 30
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numframes 30
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worldspace
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weightlist "weights_pistol_crouch_layer"
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weightlist "weights_pistol_crouch_layer"
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addlayer "layer_pistolangryidle2_mid_right"
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loop
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loop
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ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
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hidden
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hidden
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ikrule lhand touch "ValveBiped.Bip01_R_Hand"
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}
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}
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$sequence "Crouch_ShootPistol_Layer" {
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$GenericReloadNoAim "crouch_reload_pistol" "police_animations_anims\crouch_reload_pistol.smd" "ACT_RELOAD_PISTOL_LOW" 56
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"police_animations_anims\shootp1.smd"
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$append crouch_reload_pistol { node "crouching_pistol" }
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weightlist "weights_pistol_crouch_layer"
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addlayer "layer_pistolangryidle2_mid_right"
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loop
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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
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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
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hidden
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}
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$sequence "crouch_shoot_pistol" {
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$GenericCombatIdle "crouch_aim_pistol" "male_shared_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_AIM_PISTOL_LOW" "soldier_Aim_9_directions"
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"male_shared_anims\crouch_shoot_smg1.smd"
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$append crouch_aim_pistol { node "crouchShooting_pistol" }
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activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
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{ event 3002 0 "" }
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fadein 0.2
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fadeout 0.2
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blendlayer "Crouch_ShootPistol_Layer" 0 0 0 0 local
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addlayer "pistol_Aim_all"
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node "crouchShooting_pistol"
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fps 25
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ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 6 6 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 6 6 target 2
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//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1
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ikrule "lhand" release
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ikrule "rhand" release
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}
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$sequence "crouch_aim_pistol" {
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$GenericShootFromIdle "crouch_shoot_pistol" "male_shared_anims\custom\crouch_aim_pistol.smd" "ACT_RANGE_ATTACK_PISTOL_LOW" "soldier_Aim_9_directions" "gesture_shoot_pistol" 4
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"male_shared_anims\crouch_aim_smg1.smd"
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$append crouch_shoot_pistol { node "crouchShooting_pistol" }
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activity "ACT_RANGE_AIM_PISTOL_LOW" 1
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fadein 0.2
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fadeout 0.2
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blendlayer "Crouch_Pistol_Layer" 0 0 0 0 local
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addlayer "pistol_Aim_all"
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node "crouchShooting_pistol"
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fps 30
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loop
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ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
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//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
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ikrule "lhand" release
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ikrule "rhand" release
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}
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// ================================================================
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// ================================================================
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// Aim Animations
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// Aim Animations
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@ -425,6 +342,9 @@ $sequence "WalkN_pistol_Aim_all" {
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//iklock "lfoot" 1 0
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//iklock "lfoot" 1 0
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}
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}
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// We need this instead of pistol_Aim_all in some animations
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$makeaimlayer soldier_Aim_9_directions "hl2mp_ported_anims\Aim_9_directions"
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// ================================================================
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// ================================================================
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// Walk Animations
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// Walk Animations
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// ================================================================
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// ================================================================
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@ -56,7 +56,7 @@ $definevariable Blend_Idle_Rifle_Crouched "crouch_aim_smg1"
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$definevariable Blend_SMD_Default "male_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Default "male_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Unarmed "male_shared_anims\idle_subtle.smd"
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$definevariable Blend_SMD_Unarmed "male_shared_anims\idle_subtle.smd"
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$definevariable Blend_SMD_Panicked "male_shared_anims\crouchIdle_panicked4.smd"
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$definevariable Blend_SMD_Panicked "male_shared_anims\crouchIdle_panicked4.smd"
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$definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd"
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$definevariable Blend_SMD_Pistol "male_shared_anims\custom\Idle_Pistol_Aim.smd"
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$definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd"
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$definevariable Blend_SMD_Rifle_Crouched "male_shared_anims\crouch_aim_smg1.smd"
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$definevariable Blend_SMD_Rifle_Crouched "male_shared_anims\crouch_aim_smg1.smd"
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4282
modelsrc/male_shared_anims/custom/Idle_Pistol_Aim.smd
Normal file
4282
modelsrc/male_shared_anims/custom/Idle_Pistol_Aim.smd
Normal file
File diff suppressed because it is too large
Load Diff
4282
modelsrc/male_shared_anims/custom/crouch_aim_pistol.smd
Normal file
4282
modelsrc/male_shared_anims/custom/crouch_aim_pistol.smd
Normal file
File diff suppressed because it is too large
Load Diff
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