// Created by Crowbar 0.56 $modelname "Humans\female_shared.mdl" //$includemodel "player/female_anims.mdl" // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones_female.qci" $include "hl2mp_ported_anims/weaponmacros.qci" $include "hl2mp_ported_anims/player_macros.qci" $include "GenericWeightlists.qci" $include "GenericAnimationMacros.qci" $include "FemaleCitizenMoveAnims.qci" $includemodel "humans/female_shared_original.mdl" $include "female_shared_DeclareSequence.qci" $pushd "female_shared_anims" $include "CitizenActivityFixes.qci" $popd // A quick way of retargeting male animations to the female skeleton. $weightlist "MaleToFemaleWeights" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_R_UpperArm" 0 } $sequence "male_to_female_layer_base" "male_shared_anims\ragdoll.smd" hidden $sequence "male_to_female_layer" "female_shared_anims\ragdoll.smd" weightlist "MaleToFemaleWeights" subtract "male_to_female_layer_base" 0 delta hidden // ================================================================ // // Pistol Animations // // ================================================================ $include "NewPistolAnimations_FemaleCitizen.qci" $include "NewPistolAnimations_357_FemaleCitizen.qci" // ================================================================ $sequence "MeleeAttack01_Act" { "female_shared_anims\MeleeAttack01.smd" activity "ACT_MELEE_ATTACK1" 1 { event 3 13 "" } cmdlist lockfeet } $pushd "female_shared_anims" $include "DefaultHolster.qci" $popd $definevariable Blend_Idle_Default "Idle_SMG1_Aim" $definevariable Blend_Idle_Unarmed "idle_subtle" $definevariable Blend_Idle_Panicked "crouch_panicked" $definevariable Blend_Idle_Pistol "Pistol_idle_aim" $definevariable Blend_Idle_Rifle "Idle_SMG1_Aim" $definevariable Blend_Idle_Rifle_Crouched "crouch_aim_smg1" $definevariable Blend_SMD_Default "female_shared_anims\Idle_SMG1_Aim.smd" $definevariable Blend_SMD_Unarmed "female_shared_anims\idle_subtle.smd" $definevariable Blend_SMD_Panicked "female_shared_anims\crouch_panicked.smd" $definevariable Blend_SMD_Pistol "female_shared_anims\Pistol_idle_aim.smd" $definevariable Blend_SMD_Rifle "female_shared_anims\Idle_SMG1_Aim.smd" $definevariable Blend_SMD_Rifle_Crouched "female_shared_anims\crouch_aim_smg1.smd" $definevariable Blend_Node_Default "shooting" $definevariable Blend_Node_Pistol "shooting" $definevariable Blend_Node_Rifle "shooting" $include "BaseDI.qci" $include "AlyxDI.qci" $include "AntlionRecvDI.qci" $include "HunterRecvDI.qci" $include "OnFirePolice.qci" $include "AlyxBlindfire.qci" $include "AlyxHolster.qci" $include "Rappel.qci" $include "SoldierSignals.qci" // Soldiers' original signals had a FPS of 48 $definevariable SignalFPS 36 //32 $DefaultSignalGestures $SignalFPS$ $DefaultSignalSequences "female_shared_anims\Idle_SMG1_Aim.smd" $SignalFPS$ $weightlist "GrenadeCorrectionWeights" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 0.25 "ValveBiped.Bip01_L_Calf" 0.15 "ValveBiped.Bip01_L_Foot" 0 } $SoldierGrenadeAnimation $Blend_SMD_Default$ $append "grenThrow_layer" { weightlist "GrenadeCorrectionWeights" } // Not good enough at/m //$SoldierGrenadeDropAnimation $Blend_SMD_Default$ //$append "grenDrop_layer" { // weightlist "GrenadeCorrectionWeights" //} //$SoldierGrenadePlaceAnimation $Blend_SMD_Default$ //$append "grenPlace_layer" { // weightlist "GrenadeCorrectionWeights" //} $MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30 $MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30 $MakeManhackDeployGesture $Blend_SMD_Default$ $include "PoliceFlinches.qci" // ================================================================ // // Harass Animations // // Harass animations on citizens. // // ================================================================ $include "PoliceHarassGestures.qci" $sequence "harassfront1" { "female_shared_anims\Idle_SMG1_Relaxed.smd" numframes 50 activity "ACT_POLICE_HARASS1" 1 blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } $sequence "harassfront2" { "female_shared_anims\Idle_SMG1_Relaxed.smd" numframes 50 activity "ACT_POLICE_HARASS2" 1 blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } // ================================================================ // // Misc. // // ================================================================ $include "SoldierEP1Rappel.qci" $sequence "arrestidle" "female_shared_anims\arrestidle.smd" $sequence "arrestidle2" "male_shared_anims\arrestidle.smd" $sequence "arrestcurious" "female_shared_anims\arrestcurious.smd" $pushd "female_shared_anims" $include "ArrestAnims.qci" $include "CitizenPackageRun_Female.qci" $include "CitizenSuitcase_FemaleCitizen.qci" $definevariable PistolIdleLayer "Idle_Pistol_Layer2" $definevariable PistolIdleLowLayer "Idle_Pistol_Layer2" $definevariable PistolCrouchAimLayer "Idle_Pistol_Layer3" $definevariable PistolAimLayer "layer_Aim_p_all" $include "CitizenWallCover.qci" $include "CitizenCrouchMovement.qci" $popd $include "l4d1_ported_anims\L4D1_LadderClimb_Female.qci" $include "NPCDoorAnims.qci" // Converts certain sequences from the above files to the female skeleton // (Keep this at the bottom!) $include "FemaleCitizenConversions.qci" $KeyValues { dynamic_interactions { $DIKV_Alyx } }