// ================================================================ // // 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"