// Created by Crowbar 0.56 $include "hl2mp_ported_anims/weaponmacros.qci" $modelname "Police_animations.mdl" //$includemodel "player/male_anims.mdl" $includemodel "police_animations_original.mdl" $include "police_animations_DeclareSequence.qci" // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" $weightlist "HolsterWeightlist" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_Spine" 0.35 "ValveBiped.Bip01_Spine2" 0.75 "ValveBiped.Bip01_Spine2" 1 "ValveBiped.Bip01_L_Clavicle" 0.35 "ValveBiped.Bip01_Neck1" 0.2 } //$makeweapongesturep weapon_draw_gesture "police_animations_anims\weapon_draw_gesture.smd" 10 20 35 //$append weapon_draw_gesture { // fps 30 // activity "ACT_ARM" 1 // { event AE_NPC_DRAW 11 "" } //} //$append weapon_draw_gesturearms { // // This is needed for some reason // //rotateto -90 //} // //$makeweapongesturep weapon_holster_gesture "police_animations_anims\weapon_holster_gesture.smd" 15 25 40 //$append weapon_holster_gesture { // fps 30 // activity "ACT_DISARM" 1 // { event AE_NPC_HOLSTER 24 "" } //} //$append weapon_holster_gesturearms { // // This is needed for some reason // //rotateto -90 //} $sequence "weapon_draw_layer" hidden { "police_animations_anims\weapon_draw_gesture.smd" fps 30 weightlist "HolsterWeightlist" } $sequence "weapon_draw_gesture" { "police_animations_anims\weapon_draw_gesture.smd" activity "ACT_ARM" 1 noanimation numframes 40 // 35 blendlayer weapon_draw_layer 0 15 20 40 spline { event AE_NPC_DRAW 11 "" } ikrule lhand attachment L_hand radius 10 ikrule rhand attachment R_hand radius 10 } $sequence "weapon_holster_layer" hidden { "police_animations_anims\weapon_holster_gesture.smd" fps 30 weightlist "HolsterWeightlist" } $sequence "weapon_holster_gesture" { "police_animations_anims\weapon_holster_gesture.smd" activity "ACT_DISARM" 1 noanimation numframes 40 // 35 blendlayer weapon_holster_layer 0 15 20 40 spline { event AE_NPC_HOLSTER 24 "" } ikrule lhand attachment L_hand radius 10 ikrule rhand attachment R_hand radius 10 } // ================================================================ // // Harass Gestures // // I've always wanted these and I'm sure I'm not the only one. // // ================================================================ $include "PoliceHarassGestures.qci" // ================================================================ // ================================================================ $weightlist "NoHeadMovement" { "ValveBiped.Bip01_Head1" 0 "ValveBiped.Bip01_Neck1" 0.25 "ValveBiped.Bip01_Pelvis" 1 } $sequence "gesture_shoot_shotgun" { "combine_soldier_anims_anims\a_shootShotgun" activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1 weightlist "NoHeadMovement" delta } $sequence "shoot_shotgun" { "police_animations_anims\smg1angryidle1.smd" { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } numframes 45 activity "ACT_RANGE_ATTACK_SHOTGUN" 1 addlayer "gesture_shoot_shotgun" addlayer "SMG1_Aim_all" node "shooting_smg" } $makeweapongesture "gesture_reload_shotgun" "male_shared_anims\reload_shotgun1.smd" 10 60 75 $append "gesture_reload_shotgun" { activity "ACT_GESTURE_RELOAD_SHOTGUN" 1 { event 3015 29 "" } { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } } $sequence "reload_shotgun1_legs" "male_shared_anims\reload_shotgun1.smd" subtract "shoot_shotgun" 0 delta weightlist "weapongesture_legsonly" hidden $sequence "reload_shotgun1" { "police_animations_anims\smg1angryidle1.smd" numframes 75 activity "ACT_RELOAD_SHOTGUN" 1 { event 3015 29 "" } { event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" } addlayer "gesture_reload_shotgun" addlayer "reload_shotgun1_legs" //blendlayer "Idle_Angry_Shotgun" 59 75 75 75 spline node "standing_smg" ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } // ================================================================ // ================================================================ // // AR2 Alt-Fire Gesture // // Programming not included // $weightlist "AR2AltFireWeightlistDelta" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_Spine" 1 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_Neck1" 0 } $weightlist "AR2AltFireWeightlist" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_Neck1" 1 } $sequence "shootAR2alt_gesture_delta" { "combine_soldier_anims_anims\shootAR2alt.smd" subtract "shootAR2alt_gesture_delta" 0 delta hidden weightlist "AR2AltFireWeightlistDelta" } $sequence "shootAR2alt_gesture" { "combine_soldier_anims_anims\shootAR2alt.smd" weightlist "AR2AltFireWeightlist" addlayer "shootAR2alt_gesture_delta" addlayer "SMG1_Aim_all" activity "ACT_GESTURE_AR2_ALTFIRE" 1 { event COMBINE_AE_BEGIN_ALTFIRE 0 "" } { event COMBINE_AE_ALTFIRE 16 "" } } $sequence "shootAR2alt_delta" { "combine_soldier_anims_anims\shootAR2alt.smd" subtract "shootAR2alt_delta" 0 delta hidden } $sequence "shootAR2alt" { "police_animations_anims\smg1angryidle1.smd" numframes 36 activity "ACT_COMBINE_AR2_ALTFIRE" 1 { event COMBINE_AE_BEGIN_ALTFIRE 0 "" } { event COMBINE_AE_ALTFIRE 16 "" } addlayer "shootAR2alt_delta" addlayer "SMG1_Aim_all" node "standing_smg" ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } // ================================================================ // ================================================================ $definevariable Blend_Idle_Default "pistolangryidle2" $definevariable Blend_Idle_Pistol "pistolangryidle2" $definevariable Blend_Idle_Rifle "smg1angryidle1" $definevariable Blend_SMD_Default "police_animations_anims\pistolangryidle2.smd" $definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd" $definevariable Blend_SMD_Rifle "police_animations_anims\smg1angryidle1.smd" $definevariable Blend_Node_Default "shooting_pistol" $definevariable Blend_Node_Pistol "shooting_pistol" $definevariable Blend_Node_Rifle "shooting_smg" $include "BaseDI.qci" $include "AlyxDI.qci" $include "AntlionRecvDI.qci" $include "HunterRecvDI.qci" $include "AlyxBlindfire.qci" $include "GenericAnimationMacros.qci" $include "SoldierSignals.qci" // Soldiers' original signals had a FPS of 48 $definevariable SignalFPS 36 //32 $DefaultSignalGestures $SignalFPS$ $DefaultSignalSequences "police_animations_anims\pistolangryidle2.smd" $SignalFPS$ // Not good enough at/m //$SoldierGrenadeDropAnimation $Blend_SMD_Rifle$ //$SoldierGrenadePlaceAnimation $Blend_SMD_Rifle$ // Gesture version of manhack deploy $MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30 $MakeManhackDeployGesture "police_animations_anims\smg1angryidle1.smd" // ================================================================ // // Misc. // // ================================================================ $include "SoldierEP1Rappel.qci" // Add a heal animation $MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Rifle$ 12 32 50 $append Heal { activity "ACT_CIT_HEAL" 1 { event AE_CITIZEN_HEAL 31 "" } } $KeyValues { dynamic_interactions { $DIKV_Alyx } }