$include "PoliceMelee.qci" $sequence "batonidle1" { "combine_soldier_anims_anims\Idle_Unarmed.smd" activity "ACT_MP_STAND_MELEE" 1 // ACT_IDLE fadein 0.2 fadeout 0.2 node "standing_baton" blendlayer "layer_batonidle1" 0 0 0 0 local fps 30 loop ikrule "lfoot" footstep contact 0 fakeorigin -1.69 7.7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 300 300 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -1.92 -6.52 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 300 300 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 300 300 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 300 300 target 1 } $sequence "walk_hold_baton_angry" { "a_SoldierWalkEasyS" "a_SoldierWalkEasySE" "a_SoldierWalkEasyE" "a_SoldierWalkEasyNE" "a_SoldierWalkEasyN" "a_SoldierWalkEasyNW" "a_SoldierWalkEasyW" "a_SoldierWalkEasySW" "a_SoldierWalkEasyS" activity "ACT_MP_WALK_MELEE" 1 // ACT_WALK_ANGRY blend "move_yaw" -180 180 blendwidth 9 { event 6004 9 "NPC_CombineS" } { event 6005 25 "NPC_CombineS" } fadein 0.2 fadeout 0.2 blendlayer "layer_walk_hold_baton_angry" 0 0 0 0 local } $sequence "run_hold_baton_angry" { "a_SoldierRunS" "a_SoldierRunSE" "a_SoldierRunE" "a_SoldierRunNE" "a_SoldierRunN" "a_SoldierRunNW" "a_SoldierRunW" "a_SoldierRunSW" "a_SoldierRunS" activity "ACT_MP_RUN_MELEE" 1 // ACT_WALK_ANGRY blend "move_yaw" -180 180 blendwidth 9 { event 6004 7 "NPC_CombineS" } { event 6005 16 "NPC_CombineS" } fadein 0.2 fadeout 0.2 blendlayer "layer_run_hold_baton_angry" 0 0 0 0 local }