// Created by Crowbar 0.56 $modelname "Humans\male_shared.mdl" //$includemodel "player/male_anims.mdl" // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" $include "hl2mp_ported_anims/weaponmacros.qci" // Used to compile new movement animations since $declareanimation doesn't work // (TODO: Is there a possible IK issue in here?) $include "MaleCitizenMoveAnims.qci" $includemodel "humans/male_shared_original.mdl" $include "male_shared_DeclareSequence.qci" // ================================================================ // // Pistol Animations // // ================================================================ $include "NewPistolAnimations_MaleCitizen.qci" $include "NewPistolAnimations_357_MaleCitizen.qci" // ================================================================ $sequence "MeleeAttack01_Act" { "male_shared_anims\MeleeAttack01.smd" activity "ACT_MELEE_ATTACK1" 1 { event 3 13 "" } ikrule rhand touch "ValveBiped.Bip01_R_Hand" usesource cmdlist lockfeet } $pushd "male_shared_anims" $include "DefaultHolster.qci" $popd $definevariable Blend_Idle_Default "Idle_SMG1_Aim" $definevariable Blend_Idle_Unarmed "idle_subtle" $definevariable Blend_Idle_Panicked "crouchIdle_panicked4" $definevariable Blend_Idle_Pistol "Idle_Pistol_Aim" $definevariable Blend_Idle_Rifle "Idle_SMG1_Aim" $definevariable Blend_Idle_Rifle_Crouched "crouch_aim_smg1" $definevariable Blend_SMD_Default "male_shared_anims\Idle_SMG1_Aim.smd" $definevariable Blend_SMD_Unarmed "male_shared_anims\idle_subtle.smd" $definevariable Blend_SMD_Panicked "male_shared_anims\crouchIdle_panicked4.smd" $definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd" $definevariable Blend_SMD_Rifle "male_shared_anims\Idle_SMG1_Aim.smd" $definevariable Blend_SMD_Rifle_Crouched "male_shared_anims\crouch_aim_smg1.smd" $definevariable Blend_Node_Default "shooting" $definevariable Blend_Node_Pistol "shooting" $definevariable Blend_Node_Rifle "shooting" $animation a_AnimMatch_Default "male_shared_anims\Idle_SMG1_Aim.smd" frame 0 0 $definevariable AnimMatch_Default a_AnimMatch_Default $include "BaseDI.qci" $include "AlyxDI.qci" $include "AntlionRecvDI.qci" // Needs to use response criteria now $include "HunterRecvDI.qci" $include "OnFirePolice.qci" $include "AlyxBlindfire.qci" $include "Rappel.qci" $include "GenericAnimationMacros.qci" $include "SoldierSignals.qci" // Soldiers' original signals had a FPS of 48 $definevariable SignalFPS 36 //32 $DefaultSignalGestures $SignalFPS$ $DefaultSignalSequences "male_shared_anims\Idle_SMG1_Aim.smd" $SignalFPS$ $weightlist "GrenadeCorrectionWeights" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 0.25 "ValveBiped.Bip01_L_Calf" 0.15 "ValveBiped.Bip01_L_Foot" 0 } //$MakeGrenadeGesture $DI_Idle_Default$ "combine_soldier_anims_anims/grenThrow" 10 40 50 45 $SoldierGrenadeAnimation $Blend_SMD_Default$ $append "grenThrow_layer" { weightlist "GrenadeCorrectionWeights" } // Not good enough at/m //$SoldierGrenadeDropAnimation $Blend_SMD_Default$ //$append "grenDrop_layer" { // weightlist "GrenadeCorrectionWeights" //} //$SoldierGrenadePlaceAnimation $Blend_SMD_Default$ //$append "grenPlace_layer" { // weightlist "GrenadeCorrectionWeights" //} $MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30 $MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30 $MakeManhackDeployGesture $Blend_SMD_Default$ // Funny bit //$weightlist "FunnyTorsoWeightlist" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Clavicle" 1 } //$animation "a_Idle_Angry_Shotgun" "female_shared_anims\shoot_shotgun.smd" frame 0 0 //$sequence "funny01" a_Idle_Angry_Shotgun { // numframes 30 // addlayer "shotgun_layer" // weightlist "FunnyTorsoWeightlist" //} $include "PoliceFlinches.qci" // ================================================================ // // Harass Animations // // Harass animations on citizens. // // ================================================================ $include "PoliceHarassGestures.qci" $sequence "harassfront1" { "male_shared_anims\Idle_SMG1_Relaxed.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" { "male_shared_anims\Idle_SMG1_Relaxed.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 } // ================================================================ // // Misc. // // ================================================================ $include "SoldierEP1Rappel.qci" $pushd "male_shared_anims" $include "ArrestAnims.qci" $include "CitizenPackageRun_Male.qci" $popd $weightlist "weights_layer_luggage_run" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Neck1" 0.4 "ValveBiped.Bip01_Head1" 0.4 "ValveBiped.Bip01_R_Clavicle" 0.4 "ValveBiped.Bip01_R_UpperArm" 0.6 "ValveBiped.Bip01_R_Forearm" 0.8 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 } $sequence "layer_luggage_run" { "male_shared_anims\layer_luggage_walk.smd" fadein 0.2 fadeout 0.2 hidden fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1 weightlist "weights_layer_luggage_run" } $sequence "luggage_run_all" { "a_MaleCitizenRunS" "a_MaleCitizenRunSE" "a_MaleCitizenRunE" "a_MaleCitizenRunNE" "a_MaleCitizenRunN" // a_luggage_walk "a_MaleCitizenRunNW" "a_MaleCitizenRunW" "a_MaleCitizenRunSW" "a_MaleCitizenRunS" activity "ACT_RUN_SUITCASE" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_Citizen" } { event 6005 15 "NPC_Citizen" } fadein 0.2 fadeout 0.2 addlayer "layer_luggage_run" node "running" } $KeyValues { dynamic_interactions { $DIKV_Alyx } }