// ================================================================ // // New Citizen Crouch Movement Animations // // ================================================================ $weightlist "weights_layer_walk_aiming" { "ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $sequence "layer_crouch_run_holding_pistol" { "layer_crouch_run_holding.smd" fadein 0.2 fadeout 0.2 hidden addlayer $PistolIdleLowLayer$ worldspace fps 30 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release weightlist "weights_layer_walk_aiming" } $sequence "layer_crouch_run_aiming_pistol" { "layer_crouch_run_aiming.smd" fadein 0.2 fadeout 0.2 hidden blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local addlayer $PistolAimLayer$ worldspace fps 30 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release weightlist "weights_layer_walk_aiming" } $sequence "crouchRUNHOLDINGALL1_pistol" { "a_CitizenRunS" "a_CitizenRunSE" "a_CitizenRunE" "a_CitizenRunNE" "a_CitizenCrouch_runN" "a_CitizenRunNW" "a_CitizenRunW" "a_CitizenRunSW" "a_CitizenRunS" activity "ACT_RUN_CROUCH_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } fadein 0.2 fadeout 0.2 blendlayer "layer_crouch_run_holding_pistol" 0 0 0 0 local node "run_crouching" } $sequence "crouchRUNAIMINGALL1_pistol" { "a_CitizenRunS" "a_CitizenRunSE" "a_CitizenRunE" "a_CitizenRunNE" "a_CitizenCrouch_runN" "a_CitizenRunNW" "a_CitizenRunW" "a_CitizenRunSW" "a_CitizenRunS" activity "ACT_RUN_CROUCH_AIM_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_Citizen" } { event 6005 16 "NPC_Citizen" } fadein 0.2 fadeout 0.2 blendlayer "layer_crouch_run_aiming_pistol" 0 0 0 0 local node "run_crouching" } $sequence "layer_crouch_walk_holding_pistol" { "layer_crouch_walk_holding.smd" fadein 0.2 fadeout 0.2 hidden addlayer $PistolIdleLowLayer$ worldspace fps 30 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release weightlist "weights_layer_walk_aiming" } $sequence "layer_crouch_walk_aiming_pistol" { "layer_crouch_walk_aiming.smd" fadein 0.2 fadeout 0.2 hidden blendlayer $PistolCrouchAimLayer$ 0 0 0 0 local addlayer $PistolAimLayer$ worldspace fps 30 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" ikrule "rhand" release weightlist "weights_layer_walk_aiming" } $sequence "Crouch_walk_holding_pistol_all" { "a_CitizenCrouch_walkS" "a_CitizenCrouch_walkSE" "a_CitizenCrouch_walkE" "a_CitizenCrouch_walkNE" "a_CitizenCrouch_walkN" "a_CitizenCrouch_walkNW" "a_CitizenCrouch_walkW" "a_CitizenCrouch_walkSW" "a_CitizenCrouch_walkS" activity "ACT_WALK_CROUCH_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 fadein 0.2 fadeout 0.2 blendlayer "layer_crouch_walk_holding_pistol" 0 0 0 0 local node "walk_crouching" } $sequence "Crouch_walk_aiming_pistol_all" { "a_CitizenCrouch_walkS" "a_CitizenCrouch_walkSE" "a_CitizenCrouch_walkE" "a_CitizenCrouch_walkNE" "a_CitizenCrouch_walkN" "a_CitizenCrouch_walkNW" "a_CitizenCrouch_walkW" "a_CitizenCrouch_walkSW" "a_CitizenCrouch_walkS" activity "ACT_WALK_CROUCH_AIM_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 fadein 0.2 fadeout 0.2 blendlayer "layer_crouch_walk_aiming_pistol" 0 0 0 0 local node "walk_crouching" }