// ================================================================ // // Citizen SMG2 Activities // // ================================================================ // New Idles $GenericIdle "Idle_Angry_SMG2" "custom\Idle_Angry_SMG2.smd" "ACT_IDLE_SMG2" $GenericCombatIdle "Idle_SMG2_Aim" "custom\Idle_SMG2_Aim.smd" "ACT_IDLE_ANGRY_SMG2" "soldier_Aim_9_directions" $GenericShoot "shoot_smg2" "shoot_smg1.smd" "ACT_RANGE_ATTACK_SMG2" "soldier_Aim_9_directions" match "idle_smg2_aim" $GenericReloadNoAim "reload_smg2" "reload_smg1.smd" "ACT_RELOAD_SMG2" 60 fps 35 $sequence "gesture_shoot_smg2" "shoot_smg1.smd" subtract "shoot_smg2" 0 delta activity "ACT_GESTURE_RANGE_ATTACK_SMG2" 1 $makeweapongesturep "gesture_reload_smg2" "shoot_smg1.smd" 16 90 105 $append gesture_reload_smg2 { fps 40 activity "ACT_GESTURE_RELOAD_SMG2" 1 { event 3015 60 "" } } // ---------------------------------------------------------------- $sequence "relaxed_smg1_to_smg2" "custom\Idle_SMG2_Relaxed.smd" frame 0 0 subtract "layer_relaxed_smg1" 0 delta hidden $sequence "relaxed_smg2_full_arms" "custom\Idle_SMG2_Relaxed.smd" frame 0 0 weightlist "weapongesture_armsonly" hidden // ---------------------------------------------------------------- $GenericIdle "Idle_SMG2_Relaxed" "custom\Idle_SMG2_Relaxed.smd" "ACT_NEUTRAL_SMG2_RELAXED" // ---------------------------------------------------------------- $GenericIdleHands "Idle_Relaxed_SMG2_1" "Idle_Relaxed_SMG1_1.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Relaxed_SMG2_2" "Idle_Relaxed_SMG1_2.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Relaxed_SMG2_3" "Idle_Relaxed_SMG1_3.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Relaxed_SMG2_4" "Idle_Relaxed_SMG1_4.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Relaxed_SMG2_5" "Idle_Relaxed_SMG1_5.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Relaxed_SMG2_6" "Idle_Relaxed_SMG1_6.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" //$GenericIdleHands "Idle_Relaxed_SMG2_7" "Idle_Relaxed_SMG1_7.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" //$GenericIdleHands "Idle_Relaxed_SMG2_8" "Idle_Relaxed_SMG1_8.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg1_to_smg2" //$GenericIdleHands "Idle_Relaxed_SMG2_9" "Idle_Relaxed_SMG1_9.smd" "ACT_IDLE_SMG2_RELAXED" "relaxed_smg2_full_arms" $GenericIdleHands "Idle_Alert_SMG2_1" "Idle_Alert_SMG1_1.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Alert_SMG2_2" "Idle_Alert_SMG1_2.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Alert_SMG2_3" "Idle_Alert_SMG1_3.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Alert_SMG2_4" "Idle_Alert_SMG1_4.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2" $GenericIdleHands "Idle_Alert_SMG2_5" "Idle_Alert_SMG1_5.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg2_full_arms" $GenericIdleHands "Idle_Alert_SMG2_6" "Idle_Alert_SMG1_6.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2" //$GenericIdleHands "Idle_Alert_SMG2_7" "Idle_Alert_SMG1_7.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg1_to_smg2" //$GenericIdleHands "Idle_Alert_SMG2_8" "Idle_Alert_SMG1_8.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg2_full_arms" //$GenericIdleHands "Idle_Alert_SMG2_9" "Idle_Alert_SMG1_9.smd" "ACT_IDLE_SMG2_STIMULATED" "relaxed_smg2_full_arms" // ---------------------------------------------------------------- $ReadinessMoveLayer "layer_walk_holding_smg2_relaxed" "layer_walk_holding_SMG1_Relaxed.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local $GenericWalkLayered "walk_smg2_relaxed_all" "ACT_WALK_SMG2_RELAXED" "layer_walk_holding_smg2_relaxed" "ACT_NEUTRAL_SMG2_RELAXED" // ---------------------------------------------------------------- $ReadinessMoveLayer "layer_run_holding_smg2_relaxed" "layer_run_holding_SMG1_Relaxed.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local $GenericRunLayered "run_smg2_relaxed_all" "ACT_RUN_SMG2_RELAXED" "layer_run_holding_smg2_relaxed" "ACT_NEUTRAL_SMG2_RELAXED" // ---------------------------------------------------------------- $ReadinessMoveLayer "layer_walk_holding_smg2" "layer_walk_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local $ReadinessMoveLayer "layer_walk_alert_holding_smg2" "layer_walk_alert_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local $GenericWalkLayered "walk_hold_smg2" "ACT_WALK_SMG2" "layer_walk_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED" $GenericWalkLayered "walk_alert_hold_smg2" "ACT_WALK_SMG2_STIMULATED" "layer_walk_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED" // ---------------------------------------------------------------- $ReadinessMoveLayer "layer_run_holding_smg2" "layer_run_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local $ReadinessMoveLayer "layer_run_alert_holding_smg2" "layer_run_alert_holding.smd" blendlayer "relaxed_smg1_to_smg2" 0 0 0 0 local $GenericRunLayered "run_hold_smg2" "ACT_RUN_AR2" "layer_run_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED" $GenericRunLayered "run_alert_hold_smg2" "ACT_RUN_SMG2_STIMULATED" "layer_run_alert_holding_smg2" "ACT_NEUTRAL_SMG2_RELAXED" // ---------------------------------------------------------------- // // Nodes for all of the above animations // // ---------------------------------------------------------------- $definemacro AddNodeToSequence SeqName NodeName \\ $append $SeqName$ { node $NodeName$ } $AddNodeToSequence "Idle_SMG2_Relaxed" "standing" $AddNodeToSequence "idle_angry_smg2" "standing" $AddNodeToSequence "idle_smg2_aim" "shooting" $AddNodeToSequence "shoot_smg2" "shooting" $AddNodeToSequence "reload_smg2" "standing" //$AddNodeToSequence "crouch_reload_smg2" "crouching" //$AddNodeToSequence "crouch_idle_smg2" "crouching" //$AddNodeToSequence "crouch_shoot_smg2" "crouchShooting" $AddNodeToSequence "walk_smg2_relaxed_all" "walking" $AddNodeToSequence "walk_hold_smg2" "walking" $AddNodeToSequence "walk_alert_hold_smg2" "walking" $AddNodeToSequence "run_smg2_relaxed_all" "running" $AddNodeToSequence "run_hold_smg2" "running" $AddNodeToSequence "run_alert_hold_smg2" "running" $AddNodeToSequence "Idle_Relaxed_SMG2_1" "standing" $AddNodeToSequence "Idle_Relaxed_SMG2_2" "standing" $AddNodeToSequence "Idle_Relaxed_SMG2_3" "standing" $AddNodeToSequence "Idle_Relaxed_SMG2_4" "standing" $AddNodeToSequence "Idle_Relaxed_SMG2_5" "standing" $AddNodeToSequence "Idle_Relaxed_SMG2_6" "standing" //$AddNodeToSequence "Idle_Relaxed_SMG2_7" "standing" //$AddNodeToSequence "Idle_Relaxed_SMG2_8" "standing" //$AddNodeToSequence "Idle_Relaxed_SMG2_9" "standing" $AddNodeToSequence "Idle_Alert_SMG2_1" "standing" $AddNodeToSequence "Idle_Alert_SMG2_2" "standing" $AddNodeToSequence "Idle_Alert_SMG2_3" "standing" $AddNodeToSequence "Idle_Alert_SMG2_4" "standing" $AddNodeToSequence "Idle_Alert_SMG2_5" "standing" $AddNodeToSequence "Idle_Alert_SMG2_6" "standing" //$AddNodeToSequence "Idle_Alert_SMG2_7" "standing" //$AddNodeToSequence "Idle_Alert_SMG2_8" "standing" //$AddNodeToSequence "Idle_Alert_SMG2_9" "standing"