// ================================================================ // // New Soldier Readiness Animations // // ================================================================ //$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } //$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } //$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } // Stimulated idle is basically half-idle, half-combat. $weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 } $weightlist "weights_stimulated_idle_walk" { "ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine" 0.5 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Cod" 1 } $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 "ValveBiped.Cod" 1 } $weightlist "weights_stimulated_aim_legs" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_Spine" 0 "ValveBiped.Cod" 0.5 } // 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 "ValveBiped.Cod" 1 } // ---------------------------------------------------------------- $sequence "layer_stimulated_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_aim_legs" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim_legs" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_aim_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } // ---------------------------------------------------------------- // // IDLE RELAXED // // ---------------------------------------------------------------- // These are identical to the regular soldier idles. Now that readiness can handle missing activiites, these aren't needed at the moment //$SoldierIdle "Idle1_SMG1_Relaxed" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_RELAXED" //$SoldierIdle "Idle1_AR2_Relaxed" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_RELAXED" //$SoldierIdle "Idle1_Shotgun_Relaxed" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_RELAXED" // ---------------------------------------------------------------- $sequence "walk_relaxed_all_AR2" { $a_WalkEasyBlends activity "ACT_WALK_AR2_RELAXED" 1 blendlayer "oldidle_to_ar2" 0 0 0 0 local } $sequence "walk_relaxed_all_SMG1" { $a_WalkEasyBlends activity "ACT_WALK_RIFLE_RELAXED" 1 blendlayer "oldidle_to_smg1" 0 0 0 0 local } $sequence "walk_relaxed_all_SG" { $a_WalkEasyBlends activity "ACT_WALK_SHOTGUN_RELAXED" 1 blendlayer "oldidle_to_shotgun" 0 0 0 0 local } $sequence "walk_relaxed_all_Pistol" { $a_WalkEasyBlends activity "ACT_WALK_PISTOL_RELAXED" 1 blendlayer "layer_walk_hold_pistol" 0 0 0 0 local //addlayer "layer_pistolangryidle2_armsonly" //node "standing_pistol" } // ---------------------------------------------------------------- // // IDLE STIMULATED // // ---------------------------------------------------------------- $definemacro SoldierStimulatedIdle IdleName IdleSeq IdleAct StimulatedLayer \\ $sequence $IdleName$ { \\ $IdleSeq$ \\ activity $IdleAct$ 1 \\ loop \\ cmdlist lockfeet \\ blendlayer $StimulatedLayer$ 0 0 0 0 local \\ } $SoldierStimulatedIdle "Idle2_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_STIMULATED" "layer_stimulated_ar2" $SoldierStimulatedIdle "Idle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_STIMULATED" "layer_stimulated_smg1" $SoldierStimulatedIdle "Idle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_STIMULATED" "layer_stimulated_shotgun" $SoldierStimulatedIdle "Idle2_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL_STIMULATED" "layer_stimulated_pistol" // ---------------------------------------------------------------- $sequence "walk_stimulated_layer" { "combine_soldier_anims_anims\a_WalkN.smd" weightlist "weights_stimulated_idle_walk" worldspace //frame 0 0 hidden } $sequence "walk_stimulated_all_AR2" { $a_WalkEasyBlends activity "ACT_WALK_AR2_STIMULATED" 1 keyvalues { interior ACT_IDLE_AR2_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local blendlayer "oldidle_to_ar2" 0 0 0 0 local } $sequence "walk_stimulated_all_SMG1" { $a_WalkEasyBlends activity "ACT_WALK_RIFLE_STIMULATED" 1 keyvalues { interior ACT_IDLE_RIFLE_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local blendlayer "oldidle_to_smg1" 0 0 0 0 local } $sequence "walk_stimulated_all_SG" { $a_WalkEasyBlends activity "ACT_WALK_SHOTGUN_STIMULATED" 1 keyvalues { interior ACT_IDLE_SHOTGUN_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local blendlayer "oldidle_to_shotgun" 0 0 0 0 local } $sequence "walk_stimulated_all_Pistol" { $a_WalkEasyBlends activity "ACT_WALK_PISTOL_STIMULATED" 1 keyvalues { interior ACT_IDLE_PISTOL_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local addlayer "layer_walk_hold_pistol" } // ---------------------------------------------------------------- // // AIMING STIMULATED // // ---------------------------------------------------------------- $definemacro SoldierStimulatedAimIdle IdleName IdleSeq IdleAct StimulatedLayer \\ $sequence $IdleName$ { \\ $IdleSeq$ \\ activity $IdleAct$ 1 \\ loop \\ cmdlist lockfeet \\ blendlayer "layer_stimulated_aim_legs" 0 0 0 0 local \\ addlayer $StimulatedLayer$ \\ // "blendlayer $StimulatedLayer$ 0 0 0 0 local" apparently doesn't keep IK } $SoldierStimulatedAimIdle "CombatIdle2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" $SoldierStimulatedAimIdle "CombatIdle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" $SoldierStimulatedAimIdle "CombatIdle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" $SoldierStimulatedAimIdle "CombatIdle2_Pistol" "combine_soldier_anims_anims\Idle1.smd" "ACT_IDLE_AIM_PISTOL_STIMULATED" "layer_stimulated_aim_pistol" // ---------------------------------------------------------------- $sequence "layer_stimulated_aim_walk_ar2" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" blendlayer "smg1_to_ar2" 0 0 0 0 local ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_walk_smg1" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden } $sequence "layer_stimulated_aim_walk_shotgun" { "combine_soldier_anims_anims\layer_walk_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden } // not worldspace $sequence "layer_stimulated_aim_walk_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden } $sequence "layer_stimulated_aim_run_ar2" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" blendlayer "smg1_to_ar2" 0 0 0 0 local addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_run_smg1" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden } $sequence "layer_stimulated_aim_run_shotgun" { "combine_soldier_anims_anims\layer_run_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden } // not worldspace $sequence "layer_stimulated_aim_run_pistol" { "police_animations_anims\layer_run_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden } // ---------------------------------------------------------------- $sequence "walk_aiming_stimulated_all_AR2" { $a_WalkEasyBlends activity "ACT_WALK_AIM_AR2_STIMULATED" 1 keyvalues { interior ACT_IDLE_AR2_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_aim_walk_ar2" } $sequence "walk_aiming_stimulated_all_SMG1" { $a_WalkEasyBlends activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1 keyvalues { interior ACT_IDLE_RIFLE_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_aim_walk_smg1" } $sequence "walk_aiming_stimulated_all_SG" { $a_WalkEasyBlends activity "ACT_WALK_AIM_SHOTGUN_STIMULATED" 1 keyvalues { interior ACT_IDLE_SHOTGUN_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_aim_walk_shotgun" } $sequence "walk_aiming_stimulated_all_Pistol" { $a_WalkEasyBlends activity "ACT_WALK_AIM_PISTOL_STIMULATED" 1 keyvalues { interior ACT_IDLE_PISTOL_STIMULATED } //blendlayer "layer_walk_unarmed" 0 0 0 0 local blendlayer "walk_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_aim_walk_pistol" } $sequence "run_aiming_stimulated_all_AR2" { $a_RunBlends activity "ACT_RUN_AIM_AR2_STIMULATED" 1 keyvalues { interior ACT_IDLE_AR2_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local addlayer "layer_stimulated_aim_run_ar2" } $sequence "run_aiming_stimulated_all_SMG1" { $a_RunBlends activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1 keyvalues { interior ACT_IDLE_RIFLE_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local addlayer "layer_stimulated_aim_run_smg1" } $sequence "run_aiming_stimulated_all_SG" { $a_RunBlends activity "ACT_RUN_AIM_SHOTGUN_STIMULATED" 1 keyvalues { interior ACT_IDLE_SHOTGUN_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local addlayer "layer_stimulated_aim_run_shotgun" } $sequence "run_aiming_stimulated_all_pistol" { $a_RunBlends activity "ACT_RUN_AIM_PISTOL_STIMULATED" 1 keyvalues { interior ACT_IDLE_PISTOL_STIMULATED } blendlayer "layer_walk_unarmed" 0 0 0 0 local addlayer "layer_stimulated_aim_run_pistol" } // ----------------------------------------------------------------