// Created by Crowbar 0.36.0.0 $ModelName "combine_soldier_anims.mdl" //$includemodel "player/male_anims.mdl" $includemodel "combine_soldier_anims_original.mdl" $include "combine_soldier_anims_DeclareSequence.qci" // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" $include "hl2mp_ported_anims/weaponmacros.qci" //$pushd "male_shared_anims" //$include "DefaultHolster.qci" //$popd $definevariable Blend_Idle_Default "CombatIdle1_SMG1" $definevariable Blend_Idle_Pistol "CombatIdle1_SMG1" $definevariable Blend_Idle_Rifle "CombatIdle1_SMG1" $definevariable Blend_SMD_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" $definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" $definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" // Soldiers don't use nodes... $definevariable Blend_Node_Default "shooting" $definevariable Blend_Node_Pistol "shooting" $definevariable Blend_Node_Rifle "shooting" $animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0 $definevariable AnimMatch_Default a_AnimMatch_Default $animation a_AnimMatch_Idle "combine_soldier_anims_anims\Idle1.smd" frame 0 0 $definevariable AnimMatch_Idle a_AnimMatch_Idle $include "BaseDI.qci" // DO NOT uncomment unless you have the interaction keyvalues ready for each model! // Having the interaction sequences without the keyvalues bypasses our fix for the "interaction twinning" bug // and makes soldiers susceptible to it. //$include "AlyxDI.qci" $include "GenericAnimationMacros.qci" $include "SoldierSignals.qci" $include "HunterRecvDI.qci" $include "AlyxBlindfire.qci" $weightlist "FeetOnly" { "ValveBiped.Bip01_L_Foot" 1 "ValveBiped.Bip01_R_Foot" 1 "ValveBiped.Bip01_L_Calf" 0 "ValveBiped.Bip01_R_Calf" 0 } $MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30 $MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30 $MakeManhackDeployGesture $Blend_SMD_Default$ // ================================================================ // // Harass Animations // // Harass animations on soldiers. // // ================================================================ $include "PoliceHarassGestures.qci" //$sequence "harassfront1" { // "police_animations_anims\harassfront2.smd" // activity "ACT_POLICE_HARASS1" 1 // match $AnimMatch_Idle$ // addlayer harassfront1_layer // cmdlist lockfeet //} // //$sequence "harassfront2" { // "police_animations_anims\harassfront2.smd" // activity "ACT_POLICE_HARASS2" 1 // match $AnimMatch_Idle$ // addlayer harassfront2_layer // cmdlist lockfeet //} $sequence "harassfront1" { "combine_soldier_anims_anims\Idle1.smd" numframes 50 activity "ACT_POLICE_HARASS1" 1 blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } $sequence "harassfront2" { "combine_soldier_anims_anims\Idle1.smd" numframes 50 activity "ACT_POLICE_HARASS2" 1 blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } // ================================================================ // ================================================================ //$sequence deploy_layer $AnimMatch_Default$ weightlist "FeetOnly" hidden //$sequence "deploy" { // "police_animations_anims\deploy.smd" // activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1 // { event AE_METROPOLICE_START_DEPLOY 10 "" } // { event AE_METROPOLICE_DEPLOY_MANHACK 33 "" } // match $AnimMatch_Default$ // addlayer deploy_layer // cmdlist lockfeet //} //$sequence "pickup_weird" { // "male_shared_anims\pickup.smd" // activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1 // { event 2040 13 "" } // match $AnimMatch_Default$ // cmdlist lockfeet //} // Use our DI blending techniques $sequence pickup_unarmed_layer "combine_soldier_anims_anims\Idle_Unarmed.smd" numframes 2 hidden $MakeAdjustedAnimation pickup "male_shared_anims\pickup.smd" $Blend_SMD_Default$ 8 24 43 $append pickup { activity "ACT_PICKUP_GROUND" 1 { event 2040 13 "" } blendlayer pickup_unarmed_layer 0 0 0 13 } $MakeAdjustedAnimation gunrack "male_shared_anims\gunrack.smd" $Blend_SMD_Default$ 12 16 40 $append gunrack { activity "ACT_PICKUP_RACK" 1 { event 2040 15 "" } blendlayer pickup_unarmed_layer 0 0 0 13 } // // AR2 Alt-Fire Gesture Experiment // // 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 "Aim_stand_delta_all" activity "ACT_GESTURE_AR2_ALTFIRE" 1 { event COMBINE_AE_BEGIN_ALTFIRE 0 "" } { event COMBINE_AE_ALTFIRE 16 "" } } $DefaultSignalGestures 36 //$Attachment "eyes" "ValveBiped.Bip01_Head1" 4.5 -5 0 rotate 0 -90 -90 //$include "body_poses_lean.qci" // ================================================================ // // Misc. // // ================================================================ // Use our DI blending techniques to add a heal animation $MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 12 32 50 //$MakeAdjustedDelta Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 50 30 $append Heal { activity "ACT_CIT_HEAL" 1 { event AE_CITIZEN_HEAL 31 "" } }