// ================================================================ // // 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 } // ----------------------------------------------------------------