// ================================================================ // // New Pistol Animations for Combine Soldiers // // Author: Blixibon // // (Metrocop animations were decompiled by Crowbar 0.71) // // ================================================================ // // This QCI file implements full pistol idle, walk, run, aim, and crouch animations based on decompiled metrocop animations // and soldier animations modified in Blender. // // The adapated metrocop animations are combined with soldier animations using various QC commands to help make them fit in // with the soldier's existing posture/animation set and differentiate them from metrocops. They also use soldier walk/run blends // and "NPC_CombineS" footstep animation events. // // ================================================================ // ================================================================ // Metrocop Base Animations // ================================================================ $include "NewPistolAnimations_MetrocopBase.qci" // ================================================================ // New Weightlists // ================================================================ $weightlist "weights_pistol_new_arms" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 } $weightlist "weights_legs_only" { "ValveBiped.Bip01_Spine" 0 "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 1 "ValveBiped.Bip01_R_Thigh" 1 } $sequence "layer_shootp1" "combine_soldier_anims_anims\custom\shootp1.smd" subtract "layer_shootp1" 4 delta hidden $sequence "layer_reload_pistol" "police_animations_anims\reload_pistol.smd" weightlist "weights_pistol_new_arms" hidden $sequence "layer_reload_combine" "combine_soldier_anims_anims\reload.smd" weightlist "weights_legs_only" hidden $sequence "layer_reload_combine_low" "combine_soldier_anims_anims\reload_low.smd" weightlist "weights_legs_only" hidden // ================================================================ // Combat Animations // ================================================================ $sequence "CombatIdle1_Pistol" { // pistolangryidle2 $Blend_SMD_Pistol$ addlayer "Aim_stand_delta_all" activity "ACT_IDLE_ANGRY_PISTOL" 1 loop cmdlist lockfeet ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource } $sequence "Crouch_idle_pistol" { "police_animations_anims\Crouch_idle_pistol.smd" activity "ACT_COVER_PISTOL_LOW" 1 //node "crouching_pistol" loop cmdlist lockfeet ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource } $sequence "shootp1" { "combine_soldier_anims_anims\custom\shootp1.smd" addlayer "Aim_stand_delta_all" activity "ACT_RANGE_ATTACK_PISTOL" 1 cmdlist lockfeet ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource } $sequence "gesture_shoot_pistol" { "combine_soldier_anims_anims\custom\shootp1.smd" subtract "gesture_shoot_pistol" 4 activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1 delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@gesture_shoot_pistol_corrective_animation" 0 } $sequence "reload_pistol" { $Blend_SMD_Pistol$ blendlayer "Aim_stand_delta_all" 0 0 1 5 local blendlayer "Aim_stand_delta_all" 33 39 41 41 local blendlayer "layer_reload_pistol" 0 5 33 39 blendlayer "layer_reload_combine" 0 5 35 40 numframes 41 activity "ACT_RELOAD_PISTOL" 1 { event 3017 0 "" } { event 3018 34 "" } cmdlist lockfeet ikrule "lhand" release ikrule "rhand" release } $sequence "reload_pistol_low" { // crouch_reload_pistol $Blend_SMD_Pistol_Crouched$ blendlayer "Aim_stand_delta_all" 0 0 1 5 local blendlayer "Aim_stand_delta_all" 33 39 41 41 local blendlayer "layer_reload_pistol" 0 8 33 39 blendlayer "layer_reload_combine_low" 0 5 35 40 numframes 41 activity "ACT_RELOAD_PISTOL_LOW" 1 { event 3017 0 "" } { event 3018 34 "" } cmdlist lockfeet ikrule "lhand" release ikrule "rhand" release } $sequence "gesture_reload_pistolspine" { "police_animations_anims\gesture_reload_pistolspine.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@gesture_reload_pistolspine_corrective_animation" 0 hidden weightlist "weights_neck_trans_x" } $sequence "gesture_reload_pistolarms" { "police_animations_anims\gesture_reload_pistolarms.smd" hidden //ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0 //ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 1 weightlist "weights_gesture_reload_pistolarms" } $sequence "gesture_reload_pistol" { "police_animations_anims\gesture_reload_pistol.smd" activity "ACT_GESTURE_RELOAD_PISTOL" 1 { event 3017 0 "" } { event 3018 37 "" } iklock "rfoot" 1 0 iklock "lfoot" 1 0 blendlayer "gesture_reload_pistolarms" 0 5 32 40 spline blendlayer "gesture_reload_pistolspine" 0 5 32 40 spline //node "standing_pistol" //ikrule "lhand" touch "ValveBiped.Bip01_Pelvis" contact 8 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 1 8 16 20 target 1 usesequence //ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 22 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 18 22 38 39 target 1 usesequence weightlist "weights_gesture_reload_pistol" } $sequence "crouch_aim_pistol" { $Blend_SMD_Pistol_Crouched$ addlayer "Aim_stand_delta_all" activity "ACT_RANGE_AIM_PISTOL_LOW" 1 fps 18 loop cmdlist lockfeet ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource } $sequence "shootp1c" { $Blend_SMD_Pistol_Crouched$ addlayer "layer_shootp1" addlayer "Aim_stand_delta_all" //addlayer "Aim_crouch_delta_all" numframes 5 activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1 { event 4 0 "" } cmdlist lockfeet ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource } // ================================================================ // Aim Animations // ================================================================ $sequence "pistol_Aim_all" { "a_pistol_aim_straight_up" "a_pistol_aim_straight_up" "a_pistol_aim_straight_up" "a_pistol_aim_up_right" "a_pistol_aim_up_center" "a_pistol_aim_up_left" "a_pistol_aim_mid_right" "a_pistol_aim_mid_center" "a_pistol_aim_mid_left" "a_pistol_aim_down_right" "a_pistol_aim_down_center" "a_pistol_aim_down_left" blend "aim_yaw" -43.47391 45.51665 blend "aim_pitch" -82.85746 45.59517 blendwidth 3 delta hidden iklock "rfoot" 1 0 iklock "lfoot" 1 0 } $sequence "WalkN_pistol_Aim_all" { "a_WalkN_pistol_aim_straight_up" "a_WalkN_pistol_aim_straight_up" "a_WalkN_pistol_aim_straight_up" "a_WalkN_pistol_aim_up_right" "a_WalkN_pistol_aim_up_center" "a_WalkN_pistol_aim_up_left" "a_WalkN_pistol_aim_mid_right" "a_WalkN_pistol_aim_mid_center" "a_WalkN_pistol_aim_mid_left" "a_WalkN_pistol_aim_down_right" "a_WalkN_pistol_aim_down_center" "a_WalkN_pistol_aim_down_left" blend "aim_yaw" -45.59397 44.46127 blend "aim_pitch" -78.71045 43.57745 blendwidth 3 delta hidden iklock "rfoot" 1 0 iklock "lfoot" 1 0 } // ================================================================ // Walk Animations // ================================================================ $sequence "oldidle_to_pistol_aim_ik" "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" frame 0 0 subtract "layer_stimulated_aim_smg1" 0 delta hidden ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource $sequence "oldidle_to_pistol_ik" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" frame 0 0 subtract "layer_relaxed_oldidle" 0 delta hidden ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource // ---------------------------------------------------------------- $sequence "layer_walk_hold_pistol" { "police_animations_anims\layer_walk_hold_pistol.smd" hidden addlayer "WalkN_pistol_Aim_all" loop weightlist "weights_pistol_new_arms" } // ---------------------------------------------------------------- $sequence "walk_aiming_pistol_all" { $a_WalkBlends activity "ACT_WALK_AIM_PISTOL" 1 blendlayer "layer_walk_aiming" 0 0 0 0 local addlayer "oldidle_to_pistol_aim_ik" } $sequence "walk_hold_pistol" { $a_WalkBlends activity "ACT_WALK_PISTOL" 1 addlayer "oldidle_to_pistol_ik" } // ================================================================ // Run Animations // ================================================================ $sequence "run_hold_pistol" { $a_RunBlends activity "ACT_RUN_PISTOL" 1 addlayer "oldidle_to_pistol_ik" } $sequence "run_aiming_pistol_all" { $a_RunBlends activity "ACT_RUN_AIM_PISTOL" 1 blendlayer "layer_run_aiming" 0 0 0 0 local addlayer "oldidle_to_pistol_aim_ik" } // ================================================================ // Idle Animations // ================================================================ $GenericIdle "Idle1_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL"