// ================================================================ // // New Soldier Crouch Movement Animations // // ================================================================ $weightlist "WeightsLayerLowCoverAim" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.5 //"ValveBiped.Bip01_L_Clavicle" 0 //"ValveBiped.Bip01_R_Clavicle" 0 //"ValveBiped.Bip01_L_Thigh" 0 //"ValveBiped.Bip01_R_Thigh" 0 } $weightlist "weights_layer_crouch_move" { "ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine" 0.1 "ValveBiped.Bip01_Spine1" 0.2 "ValveBiped.Bip01_Spine2" 0.3 "ValveBiped.Bip01_Spine4" 0.4 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $sequence "Crouch_RunAim_ALL" { $a_CrouchRunBlends activity "ACT_RUN_CROUCH_AIM_RIFLE" 1 blendlayer "layer_run_aiming" 0 0 0 0 local addlayer "Aim_crouch_delta_all" } $sequence "Crouch_WalkAim_ALL" { $a_CrouchWalkBlends activity "ACT_WALK_CROUCH_AIM_RIFLE" 1 blendlayer "layer_walk_aiming" 0 0 0 0 local addlayer "Aim_crouch_delta_all" } // ---------------------------------------------------------------- $sequence "layer_pistolangryidle2_crouch" { "police_animations_anims\pistolangryidle2.smd" // TODO: For now, this looks better than the new soldier variant weightlist "weights_layer_crouch_move" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden } $sequence "Crouch_RunAim_pistol_ALL" { $a_CrouchRunBlends activity "ACT_RUN_CROUCH_AIM_PISTOL" 1 blendlayer "layer_pistolangryidle2_crouch" 0 0 0 0 local addlayer "Aim_crouch_delta_all" } $sequence "Crouch_WalkAim_pistol_ALL" { $a_CrouchWalkBlends activity "ACT_WALK_CROUCH_AIM_PISTOL" 1 blendlayer "layer_pistolangryidle2_crouch" 0 0 0 0 local addlayer "Aim_crouch_delta_all" } $sequence "layer_pistol_idle_crouch" { "police_animations_anims\Crouch_idle_pistol.smd" weightlist "weights_layer_crouch_move" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden } $sequence "Crouch_Run_pistol_ALL" { $a_CrouchRunBlends activity "ACT_RUN_CROUCH_PISTOL" 1 blendlayer "layer_pistol_idle_crouch" 0 0 0 0 local } $sequence "Crouch_Walk_pistol_ALL" { $a_CrouchWalkBlends activity "ACT_WALK_CROUCH_PISTOL" 1 blendlayer "layer_pistol_idle_crouch" 0 0 0 0 local } // ----------------------------------------------------------------