Fixed IK issues on player animations (again)

This commit is contained in:
Blixibon 2021-11-21 00:29:52 -06:00
parent fd8f576476
commit cd07857ced
5 changed files with 100 additions and 77 deletions

View File

@ -89,8 +89,12 @@ $continue $layername$
//
// make an idle animation from a single frame, add in aiming
//
$definemacro makeidle_noik idlename filename frame aimlayer \\
$sequence $idlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop addlayer $aimlayer$ \\
$continue $idlename$
$definemacro makeidle idlename filename frame aimlayer \\
$sequence $idlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" addlayer $aimlayer$ \\
$makeidle_noik $idlename$ $filename$ $frame$ $aimlayer$ ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
$continue $idlename$
@ -143,14 +147,18 @@ $continue $runname$
//
// make an idle animation from a single frame, add in aiming
//
$definemacro makecidle_noik cidlename filename frame aimlayer \\
$sequence $cidlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop addlayer $aimlayer$ \\
$continue $cidlename$
$definemacro makecidle cidlename filename frame aimlayer \\
$sequence $cidlename$ $filename$ alignto reference frame $frame$ $frame$ numframes 30 loop ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" addlayer $aimlayer$ \\
$makecidle_noik $cidlename$ $filename$ $frame$ $aimlayer$ ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
$continue $cidlename$
//
// make an idle animation from a composite of a standing animation and a crouch animation, add in aiming
//
$definemacro makecidleB cidlename filename frame filenameB frameB aimlayer \\
$definemacro makecidleB_noik cidlename filename frame filenameB frameB aimlayer \\
$animation a_$cidlename$_base $filename$ frame $frame$ $frame$ \\
$sequence $cidlename$ $filenameB$ { \\
frame $frameB$ $frameB$ \\
@ -159,11 +167,14 @@ $sequence $cidlename$ $filenameB$ { \\
worldspaceblend a_$cidlename$_base \\
weightlist AllBones \\
addlayer $aimlayer$ \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
loop \\
} \\
$continue $cidlename$
$definemacro makecidleB cidlename filename frame filenameB frameB aimlayer \\
$makecidleB_noik $cidlename$ $filename$ $frame$ $filenameB$ $frameB$ $aimlayer$ ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" \\
$continue $cidlename$
//
// make a crouched walking animation from a world spacecomposite of an upper body animation
// and a crouch walkN animation, then blend them on top of a multiway walk and aiming

View File

@ -35,16 +35,16 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
$sequence idle "idle_subtle" loop activity ACT_HL2MP_IDLE 1
$makeidle idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle idle_pistol "..\male_shared_anims\custom\Idle_Pistol_Aim" 0 weapons_Pistol_aim_matrix ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "Idle_SMG1_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "idle_ar2_aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle_noik idle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
// ---------------------------------------------------
// Run
@ -75,16 +75,16 @@ $makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_A
$sequence cidle "crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB cidle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB cidle_smg1 "Idle_SMG1_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB cidle_ar2 "idle_ar2_aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB_noik cidle_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
// ---------------------------------------------------
// Crouch Walk
@ -118,10 +118,10 @@ $makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 f
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange_releaseik range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange_releaseik range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_melee "..\hl2mp_ported_anims\HL2DM_MeleeAttack" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
// ---------------------------------------------------

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@ -40,19 +40,31 @@ $makeweapongesturep range2_ar2 "..\combine_soldier_anims_anims\shootAR2alt.smd"
// ---------------------------------------------------
// Prop carrying animations
$makeidle idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1
// General +USE animations (prop carrying, func_tank, etc.)
//
// The IK attachment rules mainly just come in handy for func_tanks, although you're unlikely to see
// that externally anyway, so it's more of an afterthought/experiment than anything
//
$cmdlist IK_LHand {
ikrule "lhand" attachment "L_hand"
}
$cmdlist IK_BothHands {
ikrule "lhand" attachment "L_hand"
ikrule "rhand" attachment "R_hand"
}
$makeidle idle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE 1 cmdlist IK_LHand
$makematchrun_9way run_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_RUN_USE 1
$makecidleB cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1
$makecidleB cidle_use "..\male_shared_anims\custom\hl2dm_use_light" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE 1 cmdlist IK_LHand
$makecwalk_9way cwalk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_CROUCH_USE 1
$makejump jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1
$makejump jump_use "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_JUMP_USE 1 cmdlist IK_LHand
$makematchwalk_9way walk_use "..\male_shared_anims\custom\hl2dm_use_light" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_light" 0 ACT_HL2MP_WALK_USE 1
$makeidle idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1
$makeidle idle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_USE_HEAVY 1 cmdlist IK_BothHands
$makematchrun_9way run_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_RUN_USE_HEAVY 1
$makecidleB cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1
$makecidleB cidle_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_USE_HEAVY 1 cmdlist IK_BothHands
$makecwalk_9way cwalk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Crouch_aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_CROUCH_USE_HEAVY 1
$makejump jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1
$makejump jump_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_JUMP_USE_HEAVY 1 cmdlist IK_BothHands
$makematchwalk_9way walk_use_heavy "..\male_shared_anims\custom\hl2dm_use_heavy" 0 soldier_Aim_9_directions "..\male_shared_anims\custom\hl2dm_use_heavy" 0 ACT_HL2MP_WALK_USE_HEAVY 1
// ---------------------------------------------------

View File

@ -35,16 +35,16 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
$sequence idle "custom/unarmedidle1" loop activity ACT_HL2MP_IDLE 1
$makeidle idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle idle_pistol "pistolangryidle2" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "custom/shotgunangryidle1" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "smg1angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "custom/ar2angryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle_noik idle_melee "batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
// ---------------------------------------------------
// Run
@ -75,16 +75,16 @@ $makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_A
$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidle cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidle cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle cidle_shotgun "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidle cidle_smg1 "custom/crouch_aim_smg1" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidle cidle_ar2 "custom/crouch_aim_ar2" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB_noik cidle_melee "batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
// ---------------------------------------------------
// Crouch Walk
@ -118,10 +118,10 @@ $makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 f
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange_releaseik range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange_releaseik range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping
$makerange range_melee "custom/hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
// ---------------------------------------------------

View File

@ -35,16 +35,16 @@ $makeaimlayer HL2DM_crouch_aim_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim
$sequence idle "Idle_Unarmed" loop activity ACT_HL2MP_IDLE 1
$makeidle idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
$makeidle idle_pistol "custom\CombatIdle1_Pistol" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_PISTOL 1
$makeidle idle_shotgun "..\hl2mp_ported_anims\Aim_9_directions_SG" 4 soldier_Aim_9_directions_SG ACT_HL2MP_IDLE_SHOTGUN 1
$makeidle idle_smg1 "CombatIdle1_SMG1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SMG1 1
$makeidle idle_ar2 "CombatIdle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_AR2 1
$makeidle idle_gravgun "..\hl2mp_ported_anims\HL2DM_Aim_Gravgun" 4 HL2DM_Aim_Gravgun ACT_HL2MP_IDLE_PHYSGUN 1
$makeidle_noik idle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_GRENADE 1
$makeidle idle_rpg "..\hl2mp_ported_anims\Aim_RPG_9_directions" 4 weapons_Aim_RPG_9_directions ACT_HL2MP_IDLE_RPG 1
$makeidle idle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROSSBOW 1
$makeidle_noik idle_melee "..\police_animations_anims\batonangryidle1" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_MELEE 1
$makeidle_noik idle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_Aim_9_directions ACT_HL2MP_IDLE_SLAM 1
// ---------------------------------------------------
// Run
@ -75,16 +75,16 @@ $makematchrun_9way run_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 soldier_A
$sequence cidle "..\male_shared_anims\crouchidlehide" loop activity ACT_HL2MP_IDLE_CROUCH 1
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
$makecidle cidle_pistol "..\hl2mp_ported_anims\HL2DM_crouch_aim_pistol" 4 HL2DM_crouch_aim_pistol ACT_HL2MP_IDLE_CROUCH_PISTOL 1
$makecidle cidle_shotgun "..\combine_soldier_anims_anims\shootSGc" 0 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SHOTGUN 1
$makecidleB cidle_smg1 "CombatIdle1_SMG1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_SMG1 1
$makecidleB cidle_ar2 "CombatIdle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_AR2 1
$makecidle cidle_gravgun "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 HL2DM_crouch_aim_gravgun ACT_HL2MP_IDLE_CROUCH_PHYSGUN 1
$makecidleB_noik cidle_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_GRENADE 1
$makecidle cidle_rpg "..\hl2mp_ported_anims\HL2DM_crouch_aim_RPG" 4 HL2DM_crouch_aim_RPG ACT_HL2MP_IDLE_CROUCH_RPG 1
$makecidleB cidle_crossbow "..\male_shared_anims\custom\Idle_Crossbow_Aim" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Crouch_aim_9_directions ACT_HL2MP_IDLE_CROUCH_CROSSBOW 1
$makecidleB_noik cidle_melee "..\police_animations_anims\batonangryidle1" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_MELEE 1
$makecidleB_noik cidle_slam "..\hl2mp_ported_anims\HL2DM_Idle_Slam" 0 "..\hl2mp_ported_anims\HL2DM_crouch_aim_gravgun" 4 soldier_Aim_9_directions ACT_HL2MP_IDLE_CROUCH_SLAM 1
// ---------------------------------------------------
// Crouch Walk
@ -118,10 +118,10 @@ $makerange_releaseik range_shotgun "..\combine_soldier_anims_anims\shootSGs" 0 f
$makerange range_smg1 "..\combine_soldier_anims_anims\shootSMG1s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1 1
$makerange range_ar2 "..\combine_soldier_anims_anims\shootAR2s" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 1
$makerange range_gravgun "..\hl2mp_ported_anims\HL2DM_Fire_Gravgun" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN 1
$makerange_releaseik range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_grenade "..\hl2mp_ported_anims\HL2DM_Throw_Grenade" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE 1
$makerange range_rpg "..\male_shared_anims\shoot_rpg" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG 1
$makerange range_crossbow "..\male_shared_anims\custom\shoot_crossbow" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW 1
$makerange_releaseik range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_melee "..\police_animations_anims\custom\hl2dm_metrocop_swing" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1 looping fps 45
$makerange range_slam "..\hl2mp_ported_anims\HL2DM_deploy_SLAM" 0 ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM 1
// ---------------------------------------------------