// Created by Crowbar 0.56 $modelname "Police_animations.mdl" //$includemodel "player/male_anims.mdl" // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" $include "hl2mp_ported_anims/weaponmacros.qci" $include "hl2mp_ported_anims/player_macros.qci" $include "GenericWeightlists.qci" $include "GenericAnimationMacros.qci" // Used to compile new movement animations since $declareanimation doesn't work $include "PoliceMoveAnims.qci" $includemodel "police_animations_original.mdl" $include "police_animations_DeclareSequence.qci" $include "PoliceActivityFixes.qci" $include "PoliceReadinessAnims.qci" $pushd "male_shared_anims" $include "DefaultHolster.qci" $popd // ================================================================ // // Harass Gestures // // I've always wanted these and I'm sure I'm not the only one. // // ================================================================ $include "PoliceHarassGestures.qci" // ================================================================ // ================================================================ // // AR2 Alt-Fire Gesture // // 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 "SMG1_Aim_all" activity "ACT_GESTURE_AR2_ALTFIRE" 1 { event COMBINE_AE_BEGIN_ALTFIRE 0 "" } { event COMBINE_AE_ALTFIRE 16 "" } } $sequence "shootAR2alt_delta" { "combine_soldier_anims_anims\shootAR2alt.smd" subtract "shootAR2alt_delta" 0 delta hidden } $sequence "shootAR2alt" { "police_animations_anims\smg1angryidle1.smd" numframes 36 activity "ACT_COMBINE_AR2_ALTFIRE" 1 { event COMBINE_AE_BEGIN_ALTFIRE 0 "" } { event COMBINE_AE_ALTFIRE 16 "" } addlayer "shootAR2alt_delta" addlayer "SMG1_Aim_all" node "standing_smg" ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } // ================================================================ // ================================================================ $definevariable Blend_Idle_Default "pistolangryidle2" $definevariable Blend_Idle_Unarmed "batonidle1" $definevariable Blend_Idle_Panicked "batonidle1" $definevariable Blend_Idle_Pistol "pistolangryidle2" $definevariable Blend_Idle_Rifle "smg1angryidle1" $definevariable Blend_Idle_Rifle_Crouched "lowcover_aim_pistol" $definevariable Blend_SMD_Default "police_animations_anims\pistolangryidle2.smd" $definevariable Blend_SMD_Unarmed "police_animations_anims\batonidle1.smd" $definevariable Blend_SMD_Panicked "police_animations_anims\batonidle1.smd" $definevariable Blend_SMD_Pistol "police_animations_anims\pistolangryidle2.smd" $definevariable Blend_SMD_Rifle "police_animations_anims\smg1angryidle1.smd" $definevariable Blend_SMD_Rifle_Crouched "police_animations_anims\lowcover_aim_pistol.smd" $definevariable Blend_Node_Default "shooting_pistol" $definevariable Blend_Node_Pistol "shooting_pistol" $definevariable Blend_Node_Rifle "shooting_smg" $include "BaseDI.qci" $include "AlyxDI.qci" $include "AntlionRecvDI.qci" $include "HunterRecvDI.qci" $include "AlyxBlindfire.qci" $include "SoldierSignals.qci" // Soldiers' original signals had a FPS of 48 $definevariable SignalFPS 36 //32 $DefaultSignalGestures $SignalFPS$ $DefaultSignalSequences "police_animations_anims\pistolangryidle2.smd" $SignalFPS$ // Not good enough at/m //$SoldierGrenadeDropAnimation $Blend_SMD_Rifle$ //$SoldierGrenadePlaceAnimation $Blend_SMD_Rifle$ // Gesture version of manhack deploy $MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30 $MakeManhackDeployGesture "police_animations_anims\smg1angryidle1.smd" // ================================================================ // // Misc. // // ================================================================ $include "SoldierEP1Rappel.qci" $pushd "male_shared_anims" $include "ArrestAnims.qci" $include "CitizenPackage_Police.qci" $include "CitizenSuitcase_Police.qci" $popd $pushd "combine_soldier_anims_anims" $definevariable PistolIdleLayer "Idle_Pistol_Layer2a" $definevariable PistolIdleLowLayer "Idle_Pistol_Layer2a" $include "SoldierWallCover.qci" $popd $include "CitizenRPG_Police.qci" $animation "@gesture_shoot_pistol_corrective_animation" "police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" { } $include "NewPistolAnimations_357_Metrocop.qci" $include "PoliceCrouchMovement.qci" $MakeAdjustedAnimation "melee_gunhit" "combine_soldier_anims_anims\melee_gunhit.smd" "police_animations_anims\smg1angryidle1.smd" 7 20 27 $append melee_gunhit { activity "ACT_MELEE_ATTACK1" 1 { event 3 13 "" } } $makeflinchgesture "gesture_melee_gunhit" "combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27 $append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } } $include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci" $include "l4d1_ported_anims\L4D1_PistolAnims.qci" // Metrocops technically have their own pistol draw animation, but that's harder to turn into a gesture which works well $include "NPCDoorAnims.qci" // ================================================================ $include "ProtectedRun.qci" $sequence "run_protected_all" { "a_PoliceRunS" "a_PoliceRunSE" "a_PoliceRunE" "a_PoliceRunNE" "a_PoliceRunN" "a_PoliceRunNW" "a_PoliceRunW" "a_PoliceRunSW" "a_PoliceRunS" activity "ACT_RUN_PROTECTED" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_MetroPolice" } { event 6005 15 "NPC_MetroPolice" } fadein 0.2 fadeout 0.2 blendlayer "layer_run_protected" 0 0 0 0 local node "running" } // ================================================================ // Add a heal animation $MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Rifle$ 12 32 50 $append Heal { activity "ACT_CIT_HEAL" 1 { event AE_CITIZEN_HEAL 31 "" } } $KeyValues { dynamic_interactions { $DIKV_Alyx } }