// Created by Crowbar 0.56 $declaresequence "LH_attachment_Init" //$declaresequence "Idle1" //$declaresequence "Idle1_SMG1" //$declaresequence "CombatIdle1" //$declaresequence "CombatIdle1_SG" //$declaresequence "CombatIdle1_SMG1" $declaresequence "cower" $declaresequence "CrouchIdle" //$declaresequence "crouch_aim_ar2" //$declaresequence "crouch_aim_sm1" $declaresequence "flinchhead" $declaresequence "flinchchest" $declaresequence "flinchgut" $declaresequence "flinchleft" $declaresequence "flinchright" $declaresequence "flinchbig" $declaresequence "flinchsmall" $declaresequence "flinch_gesture" $declaresequence "flinchheadgest" $declaresequence "flinchgutgest" $declaresequence "flinchlarmgest" $declaresequence "flinchrarmgest" $declaresequence "deathpose_front" $declaresequence "deathpose_back" $declaresequence "deathpose_right" $declaresequence "deathpose_left" $declaresequence "bugbait_hit" //$declaresequence "cover_crouch" //$declaresequence "cover_crouch_low" //$declaresequence "cover_crouch_med" //$declaresequence "grenThrow" //$declaresequence "grenDrop" //$declaresequence "grenPlace" //$declaresequence "reload_low" //$declaresequence "reload" $declaresequence "gesture_reloadspine" $declaresequence "gesture_reloadarms" $declaresequence "gesture_reload" $declaresequence "gesture_reload_SMG1spine" $declaresequence "gesture_reload_SMG1arms" $declaresequence "gesture_reload_SMG1" //$declaresequence "melee_gunhit" $declaresequence "rappelloop" //$declaresequence "shootSMG1s" //$declaresequence "shootSMG1c" //$declaresequence "shootAR2s" //$declaresequence "shootAR2c" $declaresequence "shootAR2g" //$declaresequence "shootAR2alt" //$declaresequence "shootSGs" //$declaresequence "shootSGc" //$declaresequence "signal_advance" //$declaresequence "signal_forward" //$declaresequence "signal_group" //$declaresequence "signal_halt" //$declaresequence "signal_left" //$declaresequence "signal_right" //$declaresequence "signal_takecover" //$declaresequence "Combat_stand_to_crouch" //$declaresequence "Crouch_to_combat_stand" $declaresequence "Aim_stand_delta_all" $declaresequence "Aim_stand_delta_all_SG" $declaresequence "Aim_crouch_delta_all" //$declaresequence "Crouch_RunALL" //$declaresequence "Crouch_WalkALL" $declaresequence "Aim_all" $declaresequence "Aim_all_SG" //$declaresequence "RunALL" $declaresequence "layer_run_aiming" //$declaresequence "RunAIMALL1" $declaresequence "layer_run_aiming_SG" //$declaresequence "RunAIMALL1_SG" $declaresequence "Run_turretCarry_Upperbody" //$declaresequence "Run_turretCarry_ALL" $weightlist "weights_Run_turretCarry_Upperbody_idle" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 1 } $animation "a_Run_turretCarry_Upperbody_idle" "combine_soldier_anims_anims\a_Run_turretCarry_Upperbody.smd" { fps 30 loop ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1 weightlist "weights_Run_turretCarry_Upperbody_idle" } $sequence "Run_turretCarry_Upperbody_idle" { "a_Run_turretCarry_Upperbody_idle" fadein 0.2 fadeout 0.2 frame 0 0 hidden } $sequence "Run_turretCarry_ALL" { "a_SoldierRunS" "a_SoldierRunSE" "a_SoldierRunE" "a_SoldierRunNE" "a_SoldierRunN" "a_SoldierRunNW" "a_SoldierRunW" "a_SoldierRunSW" "a_SoldierRunS" activity "ACT_TURRET_CARRY_RUN" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 7 "NPC_CombineS" } { event 6005 16 "NPC_CombineS" } fadein 0.2 fadeout 0.2 addlayer "Run_turretCarry_Upperbody" } $sequence "Walk_turretCarry_all" { "a_SoldierWalkS" "a_SoldierWalkSE" "a_SoldierWalkE" "a_SoldierWalkNE" "a_SoldierWalkN" "a_SoldierWalkNW" "a_SoldierWalkW" "a_SoldierWalkSW" "a_SoldierWalkS" activity "ACT_TURRET_CARRY_WALK" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 9 "NPC_CombineS" } { event 6005 25 "NPC_CombineS" } fadein 0.2 fadeout 0.2 blendlayer "Run_turretCarry_Upperbody" 0 0 0 0 local } $sequence "Idle1_turretCarry" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" activity "ACT_TURRET_CARRY_IDLE" 1 fadein 0.2 fadeout 0.2 addlayer "Aim_stand_delta_all" fps 1 loop ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 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 30 30 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 30 30 target 1 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 blendlayer "Run_turretCarry_Upperbody" 0 0 0 0 local } $declaresequence "Turret_Drop" //$declaresequence "Walk_all" $declaresequence "layer_walk_aiming" //$declaresequence "Walk_aiming_all" $declaresequence "layer_walk_aiming_SG" //$declaresequence "Walk_aiming_all_SG" $declaresequence "gesture_shoot_ar1" $declaresequence "gesture_shoot_ar2" $declaresequence "gesture_shoot_hmg1" $declaresequence "gesture_shoot_smg1" $declaresequence "gesture_shoot_smg2" //$declaresequence "gesture_shoot_shotgun" $animation "a_shootShotgun_corrective_animation" "combine_soldier_anims_anims\a_shootShotgun_corrective_animation.smd" { } $animation "a_shootShotgun" "combine_soldier_anims_anims\a_shootShotgun.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_shootShotgun_corrective_animation" 0 } $sequence "gesture_shoot_shotgun" { "a_shootShotgun" activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1 { event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" } // TODO: Is it a little extreme to add a new sound to an animation as frequent as this? delta fadein 0.2 fadeout 0.2 } $declaresequence "physflinch1" $declaresequence "physflinch2" $declaresequence "turnleft" $declaresequence "turnright" $declaresequence "gesture_turn_left_45default" $declaresequence "gesture_turn_left_45inDelta" $declaresequence "gesture_turn_left_45outDelta" $declaresequence "gesture_turn_left_45" $declaresequence "gesture_turn_left_90default" $declaresequence "gesture_turn_left_90inDelta" $declaresequence "gesture_turn_left_90outDelta" $declaresequence "gesture_turn_left_90" $declaresequence "gesture_turn_right_45default" $declaresequence "gesture_turn_right_45inDelta" $declaresequence "gesture_turn_right_45outDelta" $declaresequence "gesture_turn_right_45" $declaresequence "gesture_turn_right_90default" $declaresequence "gesture_turn_right_90inDelta" $declaresequence "gesture_turn_right_90outDelta" $declaresequence "gesture_turn_right_90" $declaresequence "jump_holding_jump" $declaresequence "jump_holding_glide" $declaresequence "jump_holding_land" $declaresequence "binoculars_idle" $declaresequence "Dropship_Deploy" $declaresequence "leanwall_right_idle" $declaresequence "leanwall_right_exit" $declaresequence "leanwall_corner_right_idle" $declaresequence "leanwall_corner_right_exit" $declaresequence "leanwall_Left_idle" $declaresequence "leanwall_Left_exit" $declaresequence "leanwall_Left_B_idle" $declaresequence "leanwall_Left_B_exit" $declaresequence "leanwall_CrouchLeft_A_idle" $declaresequence "leanwall_CrouchLeft_A_exit" $declaresequence "leanwall_CrouchLeft_B_idle" $declaresequence "leanwall_CrouchLeft_B_exit" $declaresequence "crouchidle_AB" $declaresequence "crouchidle_ABexit" $declaresequence "leanwall_CrouchLeft_C_idle" $declaresequence "leanwall_CrouchLeft_C_exit" $declaresequence "leanwall_CrouchLeft_D_idle" $declaresequence "leanwall_CrouchLeft_D_exit" $declaresequence "breen_grav_grab" $declaresequence "breen_gravCarry_Idle" $declaresequence "breen_grav_placeDesk" //$declaresequence "WalkEasy_all" $declaresequence "Idle_Unarmed" $declaresequence "layer_walk_unarmed" //$declaresequence "WalkUnarmed_all" $declaresequence "WalkMarch_all" $declaresequence "layer_walk_GravCarry" $declaresequence "WalkGravCarry_all" $declaresequence "Man_Gun_Aim_all" $declaresequence "Man_Gun" $declaresequence "d3_c17_07_Kidnap" $declaresequence "CS_Jump" $declaresequence "rappel_a_preIdle" $declaresequence "Rappel_a" $declaresequence "Rappel_a_noturn" $declaresequence "Rappel_b" $declaresequence "Rappel_c" $declaresequence "Rappel_d" $declaresequence "Rappel_e" $declaresequence "Rappel_f" $declaresequence "Rappel_f_noturn" $declaresequence "antlion_soldier_DI_01" $declaresequence "antlion_soldier_DI_02" $declaresequence "console_type" $declaresequence "console_type_entry" $declaresequence "console_type_loop" $declaresequence "console_type_exit" $declaresequence "gman_freeze_pose"