// ================================================================ // // Reimplements wall cover animations with new activities. // Also adds pistol and unarmed variants. // // (See CitizenWallCover.qci for citizen equivalent) // // ================================================================ $sequence "cover_noise" "Idle_Unarmed.smd" subtract "cover_noise" 0 delta hidden // ---------------------------------------------------------------- // The unarmed idle layer // WeightsUnarmedCover_R has more weight on the left clavicle and WeightsUnarmedCover_L is the other way around $weightlist "WeightsUnarmedCover" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 } $weightlist "WeightsUnarmedCover_R" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 } $weightlist "WeightsUnarmedCover_L" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 } $sequence "cover_unarmed_r" "Idle_Unarmed.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_R" loop hidden $sequence "cover_unarmed_l" "Idle_Unarmed.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_L" loop hidden $sequence "cover_unarmed_low" "../male_shared_anims/crouchidlehide.smd" { frame 0 0 numframes 30 weightlist "WeightsUnarmedCover" loop hidden } // ---------------------------------------------------------------- $definemacro MakeCoverAnim SeqName FileName ActivityName \\ $sequence $SeqName$ $FileName$ { \\ activity $ActivityName$ 1 \\ rotate 90 \\ loop \\ addlayer "cover_noise" \\ numframes 34 \\ fps 3 \\ ikrule "lfoot" footstep usesequence \\ ikrule "rfoot" footstep usesequence \\ ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\ ikrule "rhand" release usesequence \\ } $definemacro MakePistolCoverAnim SeqName FileName ActivityName \\ $sequence $SeqName$ $FileName$ { \\ activity $ActivityName$ 1 \\ rotate 90 \\ loop \\ blendlayer "cover_pistol_layer" 0 0 0 0 local \\ addlayer "cover_noise" \\ numframes 34 \\ fps 3 \\ ikrule "lfoot" footstep usesequence \\ ikrule "rfoot" footstep usesequence \\ ikrule "rhand" release usesequence \\ } $definemacro MakeCoverAnim_NoHandIK SeqName FileName ActivityName \\ $sequence $SeqName$ $FileName$ { \\ activity $ActivityName$ 1 \\ rotate 90 \\ loop \\ addlayer "cover_noise" \\ numframes 34 \\ fps 3 \\ ikrule "lfoot" footstep usesequence \\ ikrule "rfoot" footstep usesequence \\ } // ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesequence \\ // ikrule "rhand" release usesequence \\ // ================================================================ $MakeCoverAnim "leanwall_act_right_idle" "leanwall_right_idle.smd" "ACT_COVER_WALL_R_RIFLE" $append leanwall_act_right_idle { rotate -90 } // This aligns this animation with the others $MakeCoverAnim "leanwall_act_left_idle" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L_RIFLE" //$MakeCoverAnim "leanwall_act_left_B_idle" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L_RIFLE" $MakeCoverAnim "leanwall_act_crouch_left_A_idle" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE" $MakeCoverAnim "leanwall_act_crouch_left_B_idle" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE" $MakeCoverAnim "leanwall_act_crouch_left_C_idle" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE" $MakeCoverAnim "leanwall_act_crouch_left_D_idle" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE" $MakeCoverAnim "leanwall_act_crouch_right_A_idle" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R_RIFLE" // ================================================================ // New $weightlist "WeightsPistolCoverLayer" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 } $sequence "cover_pistol_layer" { "..\police_animations_anims\a_walkN_hold_pistol.smd" frame 0 0 numframes 30 weightlist "WeightsPistolCoverLayer" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource loop hidden } $MakePistolCoverAnim "leanwall_act_right_idle_pistol" "leanwall_right_idle.smd" "ACT_COVER_WALL_R_PISTOL" $append leanwall_act_right_idle_pistol { rotate -90 } // This aligns this animation with the others $MakePistolCoverAnim "leanwall_act_left_idle_pistol" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L_PISTOL" //$MakePistolCoverAnim "leanwall_act_left_B_idle_pistol" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L_PISTOL" $MakePistolCoverAnim "leanwall_act_crouch_left_A_idle_pistol" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL" $MakePistolCoverAnim "leanwall_act_crouch_left_B_idle_pistol" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL" $MakePistolCoverAnim "leanwall_act_crouch_left_C_idle_pistol" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL" $MakePistolCoverAnim "leanwall_act_crouch_left_D_idle_pistol" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL" $MakePistolCoverAnim "leanwall_act_crouch_right_A_idle_pistol" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R_PISTOL" // ---------------------------------------------------------------- $MakeCoverAnim_NoHandIK "leanwall_act_right_idle_unarmed" "leanwall_right_idle.smd" "ACT_COVER_WALL_R" $append leanwall_act_right_idle_unarmed { rotate -90 // This aligns this animation with the others blendlayer "cover_unarmed_r" 0 0 0 0 local } $MakeCoverAnim_NoHandIK "leanwall_act_left_idle_unarmed" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L" $append leanwall_act_left_idle_unarmed { blendlayer "cover_unarmed_l" 0 0 0 0 local } //$MakeCoverAnim_NoHandIK "leanwall_act_left_B_idle_unarmed" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L" //$append leanwall_act_left_B_idle_unarmed { // blendlayer "cover_unarmed_l" 0 0 0 0 local //} $MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_A_idle_unarmed" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L" $append leanwall_act_crouch_left_A_idle_unarmed { blendlayer "cover_unarmed_low" 0 0 0 0 local } $MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_B_idle_unarmed" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L" $append leanwall_act_crouch_left_B_idle_unarmed { blendlayer "cover_unarmed_low" 0 0 0 0 local } $MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_C_idle_unarmed" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L" $append leanwall_act_crouch_left_C_idle_unarmed { blendlayer "cover_unarmed_low" 0 0 0 0 local } $MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_D_idle_unarmed" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L" $append leanwall_act_crouch_left_D_idle_unarmed { blendlayer "cover_unarmed_low" 0 0 0 0 local } $MakeCoverAnim_NoHandIK "leanwall_act_crouch_right_A_idle_unarmed" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R" $append leanwall_act_crouch_right_A_idle_unarmed { blendlayer "cover_unarmed_low" 0 0 0 0 local }