// ================================================================ // // 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 // ---------------------------------------------------------------- $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 "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" // ---------------------------------------------------------------- // SoldierCrouchMovement.qci // ----------------------------------------------------------------