// ================================================================ // // Shared 357 Animations // // ================================================================ $weightlist "weights_357_shoot" { "ValveBiped.Bip01_Pelvis" 3 "ValveBiped.Bip01_R_Clavicle" 3 "ValveBiped.Bip01_R_UpperArm" 1.6 "ValveBiped.Bip01_R_Forearm" 3 "ValveBiped.Bip01_R_Hand" 3 "ValveBiped.Bip01_L_Clavicle" 3 "ValveBiped.Bip01_L_UpperArm" 2 "ValveBiped.Bip01_L_Forearm" 5 "ValveBiped.Bip01_L_Hand" 5 } $sequence "gesture_shoot_357_layer" { "police_animations_anims\gesture_shoot_pistol.smd" activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1 frame 0 0 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@gesture_shoot_pistol_corrective_animation" 0 weightlist "weights_357_shoot" hidden } $sequence "gesture_shoot_357" { "police_animations_anims\gesture_shoot_pistol.smd" fps 30 noanimation blendlayer "gesture_shoot_357_layer" 0 4 6 16 spline numframes 16 activity "ACT_GESTURE_RANGE_ATTACK_REVOLVER" 1 fadein 0.2 fadeout 0.2 { event 3014 1 "" } } //$sequence "shootp2" { // "police_animations_anims\pistolangryidle2.smd" // activity "ACT_RANGE_ATTACK_REVOLVER" 1 // numframes 16 // fadein 0.2 // fadeout 0.2 // { event 3014 1 "" } // addlayer "pistol_Aim_all" // node "shooting_pistol" // blendlayer "gesture_shoot_357" 0 0 0 0 local // //weightlist "weights_357_shoot" // fps 30 // ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3 // ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2 // ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0 // ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1 //}