// ================================================================ // // New Soldier Transition Animations // // Node graph: // // - Unarmed_Idle standing // - Idle1_AR2, Idle1_SMG1, etc. standing_ar2, standing_smg1, etc. // - CombatIdle1_AR2, etc. shooting_ar2, etc. // - crouch_aim_ar2, etc. crouching_ar2, etc. // - cover_crouch_low cover // // For now, walk/run use "standing_" and "shooting_" nodes // // ================================================================ $pushd "combine_soldier_anims_anims" $definemacro GenericTransitionBlend SeqName BaseFile StartSeq EndSeq StartNode EndNode NumFrames \\ $sequence $SeqName$ { \\ $BaseFile$ \\ numframes $NumFrames$ \\ blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\ blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\ activity "ACT_TRANSITION" 1 \\ transition $StartNode$ $EndNode$ \\ } $definemacro GenericTransitionBlendFromSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\ $sequence $SeqName$ { \\ $StartSeq$ \\ numframes $NumFrames$ \\ blendlayer $EndSeq$ 0 $NumFrames$ $NumFrames$ $NumFrames$ xfade spline \\ activity "ACT_TRANSITION" 1 \\ transition $StartNode$ $EndNode$ \\ } $definemacro GenericTransitionBlendToSMD SeqName StartSeq EndSeq StartNode EndNode NumFrames \\ $sequence $SeqName$ { \\ $EndSeq$ \\ numframes $NumFrames$ \\ blendlayer $StartSeq$ 0 0 0 $NumFrames$ spline \\ activity "ACT_TRANSITION" 1 \\ transition $StartNode$ $EndNode$ \\ } // ---------------------------------------------------------------- $definemacro CombatStandCrouchTransition SeqName BaseFile StartNode EndNode \\ $sequence $SeqName$ { \\ $BaseFile$ \\ activity "ACT_TRANSITION" 1 \\ blendlayer "Aim_stand_delta_all" 0 0 0 16 local \\ blendlayer "Aim_crouch_delta_all" 0 16 16 16 local \\ transition $StartNode$ $EndNode$ \\ walkframe 7 LX \\ cmdlist lockfeet \\ } $definemacro CombatCrouchStandTransition SeqName BaseFile StartNode EndNode \\ $sequence $SeqName$ { \\ $BaseFile$ \\ activity "ACT_TRANSITION" 1 \\ blendlayer "Aim_crouch_delta_all" 0 0 0 16 local \\ blendlayer "Aim_stand_delta_all" 0 16 16 16 local \\ transition $StartNode$ $EndNode$ \\ walkframe 7 LX \\ cmdlist lockfeet \\ } // ---------------------------------------------------------------- // TODO: Remove these $CombatStandCrouchTransition "Combat_stand_to_crouch" "Combat_stand_to_crouch.smd" "shooting_ar2_old" "crouching_ar2_old" $CombatCrouchStandTransition "Crouch_to_combat_stand" "Crouch_to_combat_stand.smd" "crouching_ar2_old" "shooting_ar2_old" // AR2 to crouch $CombatStandCrouchTransition "Combat_stand_to_crouch_ar2" "Combat_stand_to_crouch.smd" "shooting_ar2" "crouching_ar2" $append "Combat_stand_to_crouch_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local } $CombatCrouchStandTransition "Crouch_to_combat_stand_ar2" "Crouch_to_combat_stand.smd" "crouching_ar2" "shooting_ar2" $append "Crouch_to_combat_stand_ar2" { blendlayer "oldidle_to_ar2" 0 0 0 0 local } // SMG1 to crouch $CombatStandCrouchTransition "Combat_stand_to_crouch_smg1" "Combat_stand_to_crouch.smd" "shooting_smg1" "crouching_smg1" $append "Combat_stand_to_crouch_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local } $CombatCrouchStandTransition "Crouch_to_combat_stand_smg1" "Crouch_to_combat_stand.smd" "crouching_smg1" "shooting_smg1" $append "Crouch_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local } // Shotgun to crouch $GenericTransitionBlendToSMD "Combat_stand_to_crouch_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting_sg" "crouching_sg" 16 $GenericTransitionBlendFromSMD "Crouch_to_combat_stand_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching_sg" "shooting_sg" 15 // Pistol to crouch $GenericTransitionBlend "Combat_stand_to_crouch_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting_pistol" "crouching_pistol" 16 $GenericTransitionBlend "Crouch_to_combat_stand_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching_pistol" "shooting_pistol" 15 // ---------------------------------------------------------------- // AR2 to cover $GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_ar2" "CrouchIdle.smd" "cover_crouch_low" "crouching_ar2" "cover" 15 $GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_ar2" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_ar2" "cover" 16 $append "combat_stand_to_cover_crouch_low_ar2" { walkframe 7 LX } // SMG1 to cover $GenericTransitionBlendFromSMD "crouch_to_cover_crouch_low_smg1" "crouch_aim_sm1.smd" "cover_crouch_low" "crouching_smg1" "cover" 15 $GenericTransitionBlendFromSMD "combat_stand_to_cover_crouch_low_smg1" "Combat_stand_to_crouch.smd" "cover_crouch_low" "shooting_smg1" "cover" 16 $append "combat_stand_to_cover_crouch_low_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX } // Cover to AR2 $GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_ar2" "cover_crouch_low" "CrouchIdle.smd" "cover" "crouching_ar2" 15 $GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_ar2" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_ar2" 16 $append "cover_crouch_low_to_combat_stand_ar2" { walkframe 7 LX } // Cover to SMG1 $GenericTransitionBlendToSMD "cover_crouch_low_to_crouch_smg1" "cover_crouch_low" "crouch_aim_sm1.smd" "cover" "crouching_smg1" 15 $GenericTransitionBlendToSMD "cover_crouch_low_to_combat_stand_smg1" "cover_crouch_low" "Crouch_to_combat_stand.smd" "cover" "shooting_smg1" 16 $append "cover_crouch_low_to_combat_stand_smg1" { blendlayer "oldidle_to_smg1" 0 0 0 0 local walkframe 7 LX } // ---------------------------------------------------------------- $definemacro IdleToCombatStandTransition SeqName BaseFile StartNode EndNode AimLayer \\ $sequence $SeqName$ { \\ $BaseFile$ \\ activity "ACT_TRANSITION" 1 \\ transition $StartNode$ $EndNode$ \\ blendlayer $AimLayer$ 0 8 19 19 local spline \\ ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\ ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 4 \\ ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\ ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 9 12 18 18 \\ } $definemacro CombatToIdleStandTransition SeqName BaseFile StartNode EndNode AimLayer \\ $sequence $SeqName$ { \\ $BaseFile$ \\ activity "ACT_TRANSITION" 1 \\ transition $StartNode$ $EndNode$ \\ blendlayer $AimLayer$ 0 0 0 25 local spline \\ ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 0 0 10 14 \\ ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 0 0 0 2 \\ ikrule "lfoot" footstep contact 0 height 20 radius 2.5 range 20 24 24 24 \\ ikrule "rfoot" footstep contact 0 height 20 radius 2.5 range 11 15 24 24 \\ } // AR2 idle to combat $IdleToCombatStandTransition "idle_to_combat_stand_ar2" "custom/idle_to_combat_stand.smd" "standing_ar2" "shooting_ar2" "Aim_stand_delta_all" $CombatToIdleStandTransition "combat_stand_to_idle_ar2" "custom/combat_stand_to_idle.smd" "shooting_ar2" "standing_ar2" "Aim_stand_delta_all" // AR2 idle stimulated to combat $GenericTransitionBlendToSMD "idle_stimulated_to_combat_stand_ar2" "Idle2_AR2" "custom/idle_to_combat_stand.smd" "standing_alert_ar2" "shooting_ar2" 15 $GenericTransitionBlendFromSMD "combat_stand_to_idle_stimulated_ar2" "custom/combat_stand_to_idle.smd" "Idle2_AR2" "shooting_ar2" "standing_alert_ar2" 20 // AR2 idle to crouch $GenericTransitionBlendFromSMD "idle_to_crouch_ar2" "custom/idle_to_combat_stand.smd" "Combat_stand_to_crouch" "standing_ar2" "crouching_ar2" 15 $GenericTransitionBlendToSMD "crouch_to_idle_ar2" "Crouch_to_combat_stand" "custom/combat_stand_to_idle.smd" "crouching_ar2" "standing_ar2" 20 // AR2 idle stimulated to crouch $GenericTransitionBlendToSMD "idle_stimulated_to_crouch_ar2" "Idle2_AR2" "Combat_stand_to_crouch.smd" "standing_alert_ar2" "crouching_ar2" 15 $GenericTransitionBlendFromSMD "crouch_to_idle_stimulated_ar2" "Crouch_to_combat_stand.smd" "Idle2_AR2" "crouching_ar2" "standing_alert_ar2" 20 // ---------------------------------------------------------------- // SMG1 idle to combat $IdleToCombatStandTransition "idle_to_combat_stand_smg1" "custom/idle_to_combat_stand_smg1.smd" "standing_smg1" "shooting_smg1" "Aim_stand_delta_all" $CombatToIdleStandTransition "combat_stand_to_idle_smg1" "custom/combat_stand_to_idle_smg1.smd" "shooting_smg1" "standing_smg1" "Aim_stand_delta_all" // ---------------------------------------------------------------- // Shotgun idle to combat $IdleToCombatStandTransition "idle_to_combat_stand_shotgun" "custom/idle_to_combat_stand_shotgun.smd" "standing_sg" "shooting_sg" "Aim_stand_delta_all" $CombatToIdleStandTransition "combat_stand_to_idle_shotgun" "custom/combat_stand_to_idle_shotgun.smd" "shooting_sg" "standing_sg" "Aim_stand_delta_all" $GenericTransitionBlend "idle_to_crouch_shotgun" "custom/idle_to_combat_stand.smd" "Idle1_SG" "crouch_aim_ar2" "standing_sg" "crouching_sg" 15 $GenericTransitionBlend "crouch_to_idle_shotgun" "custom/combat_stand_to_idle.smd" "crouch_aim_ar2" "Idle1_SG" "crouching_sg" "standing_sg" 20 // ---------------------------------------------------------------- // Stubs $CombatStandCrouchTransition "transition_stub_cs_to_c_ar2" "Combat_stand_to_crouch.smd" "shooting" "crouching_ar2" $CombatStandCrouchTransition "transition_stub_cs_to_c_smg1" "Combat_stand_to_crouch.smd" "shooting" "crouching_smg1" $GenericTransitionBlendToSMD "transition_stub_cs_to_c_sg" "CombatIdle1_SG" "Combat_stand_to_crouch.smd" "shooting" "crouching_sg" 16 $GenericTransitionBlend "transition_stub_cs_to_c_pistol" "Combat_stand_to_crouch.smd" "CombatIdle1_Pistol" "crouch_aim_pistol" "shooting" "crouching_pistol" 16 $append "transition_stub_cs_to_c_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local } $append "transition_stub_cs_to_c_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local } $append "transition_stub_cs_to_c_sg" { hidden walkframe 7 LX } $append "transition_stub_cs_to_c_pistol" { hidden walkframe 7 LX } $CombatCrouchStandTransition "transition_stub_c_to_cs_ar2" "Crouch_to_combat_stand.smd" "crouching" "shooting_ar2" $CombatCrouchStandTransition "transition_stub_c_to_cs_smg1" "Crouch_to_combat_stand.smd" "crouching" "shooting_smg1" $GenericTransitionBlendFromSMD "transition_stub_c_to_cs_sg" "Crouch_to_combat_stand.smd" "CombatIdle1_SG" "crouching" "shooting_sg" 16 $GenericTransitionBlend "transition_stub_c_to_cs_pistol" "Crouch_to_combat_stand.smd" "crouch_aim_pistol" "CombatIdle1_Pistol" "crouching" "shooting_pistol" 16 $append "transition_stub_c_to_cs_ar2" { hidden blendlayer "oldidle_to_ar2" 0 0 0 0 local } $append "transition_stub_c_to_cs_smg1" { hidden blendlayer "oldidle_to_smg1" 0 0 0 0 local } $append "transition_stub_c_to_cs_sg" { hidden walkframe 7 LX } $append "transition_stub_c_to_cs_pistol" { hidden walkframe 7 LX } // ---------------------------------------------------------------- $popd