// ================================================================ // // RPG Animations for Metrocops/Soldiers // // ================================================================ $weightlist "weights_layer_Aim_all" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_Spine" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $animation "@gesture_shoot_rpg_corrective_animation" "male_shared_anims\@gesture_shoot_rpg_corrective_animation.smd" { } $animation "a_RPG_aim_straight_up_corrective_animation" "male_shared_anims\a_RPG_aim_straight_up_corrective_animation.smd" { } $animation "a_RPG_aim_up_right_corrective_animation" "male_shared_anims\a_RPG_aim_up_right_corrective_animation.smd" { } $animation "a_RPG_aim_up_center_corrective_animation" "male_shared_anims\a_RPG_aim_up_center_corrective_animation.smd" { } $animation "a_RPG_aim_up_left_corrective_animation" "male_shared_anims\a_RPG_aim_up_left_corrective_animation.smd" { } $animation "a_RPG_aim_mid_right_corrective_animation" "male_shared_anims\a_RPG_aim_mid_right_corrective_animation.smd" { } $animation "a_RPG_aim_mid_center_corrective_animation" "male_shared_anims\a_RPG_aim_mid_center_corrective_animation.smd" { } $animation "a_RPG_aim_mid_left_corrective_animation" "male_shared_anims\a_RPG_aim_mid_left_corrective_animation.smd" { } $animation "a_RPG_aim_down_right_corrective_animation" "male_shared_anims\a_RPG_aim_down_right_corrective_animation.smd" { } $animation "a_RPG_aim_down_center_corrective_animation" "male_shared_anims\a_RPG_aim_down_center_corrective_animation.smd" { } $animation "a_RPG_aim_down_left_corrective_animation" "male_shared_anims\a_RPG_aim_down_left_corrective_animation.smd" { } $animation "a_aim_RPG_neutral" "male_shared_anims\a_aim_RPG_neutral.smd" { fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 } $animation "a_RPG_aim_down_left" "male_shared_anims\a_RPG_aim_down_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_down_left_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_down_center" "male_shared_anims\a_RPG_aim_down_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_down_center_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_down_right" "male_shared_anims\a_RPG_aim_down_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_down_right_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_mid_left" "male_shared_anims\a_RPG_aim_mid_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_mid_left_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_mid_center" "male_shared_anims\a_RPG_aim_mid_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_mid_center_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_mid_right" "male_shared_anims\a_RPG_aim_mid_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_mid_right_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_up_left" "male_shared_anims\a_RPG_aim_up_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_up_left_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_up_center" "male_shared_anims\a_RPG_aim_up_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_up_center_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_up_right" "male_shared_anims\a_RPG_aim_up_right.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_up_right_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $animation "a_RPG_aim_straight_up" "male_shared_anims\a_RPG_aim_straight_up.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_RPG_aim_straight_up_corrective_animation" 0 weightlist "weights_layer_Aim_all" } $weightlist "weights_layer_rpg" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 0.8 "ValveBiped.Bip01_Neck1" 1 "ValveBiped.Bip01_Head1" 1 "ValveBiped.forward" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Anim_Attachment_RH" 1 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Anim_Attachment_LH" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $sequence "layer_rpg_aim" { "male_shared_anims\Idle_RPG_Aim.smd" fadein 0.2 fadeout 0.2 weightlist "weights_layer_rpg" node "shootingRPG" fps 30 loop hidden ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 } $sequence "layer_rpg_aim_crouch" { "male_shared_anims\Idle_RPG_Aim.smd" fadein 0.2 fadeout 0.2 weightlist "weights_layer_rpg" node "shootingRPG" fps 30 loop hidden ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 } $sequence "gesture_shoot_rpg" { "male_shared_anims\gesture_shoot_rpg.smd" activity "ACT_GESTURE_RANGE_ATTACK_RPG" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@gesture_shoot_rpg_corrective_animation" 0 fadein 0.2 fadeout 0.2 fps 30 } $sequence "layer_Aim_RPG_all" { "a_RPG_aim_straight_up" "a_RPG_aim_straight_up" "a_RPG_aim_straight_up" "a_RPG_aim_up_right" "a_RPG_aim_up_center" "a_RPG_aim_up_left" "a_RPG_aim_mid_right" "a_RPG_aim_mid_center" "a_RPG_aim_mid_left" "a_RPG_aim_down_right" "a_RPG_aim_down_center" "a_RPG_aim_down_left" blend "aim_yaw" -48.5701 48.5905 blend "aim_pitch" -88.88165 49.98479 blendwidth 3 delta fadein 0.2 fadeout 0.2 hidden iklock "rfoot" 1 0 iklock "lfoot" 1 0 } $sequence "shoot_rpg" { "police_animations_anims\smg1angryidle1.smd" activity "ACT_RANGE_ATTACK_RPG" 1 numframes 21 fadein 0.2 fadeout 0.2 addlayer "layer_Aim_RPG_all" blendlayer "layer_rpg_aim" 0 0 0 0 local addlayer "gesture_shoot_rpg" node "shootingRPG" fps 30 ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2 ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0 } $sequence "rpgangryidle1" { "police_animations_anims\smg1angryidle1.smd" activity "ACT_IDLE_ANGRY_RPG" 1 fadein 0.2 fadeout 0.2 addlayer "layer_Aim_RPG_all" blendlayer "layer_rpg_aim" 0 0 0 0 local node "shootingRPG" fps 30 loop ikrule "lfoot" footstep contact 0 fakeorigin 11.23 7.33 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -5.86 -5.69 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1 } $sequence "lowcover_shoot_rpg" { "police_animations_anims\lowcover_aim_smg1.smd" activity "ACT_RANGE_ATTACK_RPG_LOW" 1 numframes 21 fadein 0.2 fadeout 0.2 addlayer "layer_Aim_RPG_all" blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local addlayer "gesture_shoot_rpg" node "shootingRPG" fps 30 ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1 } $sequence "lowcover_aim_rpg" { "police_animations_anims\lowcover_aim_smg1.smd" activity "ACT_RANGE_AIM_RPG_LOW" 1 fadein 0.2 fadeout 0.2 addlayer "layer_Aim_RPG_all" blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local node "shootingRPG" fps 30 loop ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 1 }