// ================================================================ // // Full weapon_citizensuitcase animations // // ================================================================ $weightlist "weights_layer_luggage_idle" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_Neck1" 0.4 "ValveBiped.Bip01_Head1" 0.4 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_R_Clavicle" 3 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_L_Thigh" 0 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 } $weightlist "weights_layer_luggage_drop" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Neck1" 0.4 "ValveBiped.Bip01_Head1" 0.4 "ValveBiped.Bip01_R_Clavicle" 0.4 "ValveBiped.Bip01_R_UpperArm" 0.6 "ValveBiped.Bip01_R_Forearm" 0.8 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 } $weightlist "weights_layer_luggage_walk" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 0.8 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_R_Clavicle" 0 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_L_Clavicle" 0 } $weightlist "weights_layer_luggage_run" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Neck1" 0.4 "ValveBiped.Bip01_Head1" 0.4 "ValveBiped.Bip01_R_Clavicle" 0.4 "ValveBiped.Bip01_R_UpperArm" 0.6 "ValveBiped.Bip01_R_Forearm" 0.8 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_L_Clavicle" 0 "ValveBiped.Bip01_L_UpperArm" 0 "ValveBiped.Bip01_L_Forearm" 0 "ValveBiped.Bip01_L_Hand" 0 } $include "CitizenSuitcase.qci" $weightlist "weights_luggage_larm_only" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_L_Clavicle" 0.4 "ValveBiped.Bip01_L_UpperArm" 0.6 "ValveBiped.Bip01_L_Forearm" 0.8 "ValveBiped.Bip01_L_Hand" 1 } $sequence "layer_luggage_larm" { "..\combine_soldier_anims_anims\Idle_Unarmed.smd" fadein 0.2 fadeout 0.2 fps 30 loop weightlist "weights_luggage_larm_only" } $sequence "luggage_walk_all" { "a_SoldierWalkEasyS" "a_SoldierWalkEasySE" "a_SoldierWalkEasyE" "a_SoldierWalkEasyNE" "a_SoldierWalkEasyN" // a_luggage_walk "a_SoldierWalkEasyNW" "a_SoldierWalkEasyW" "a_SoldierWalkEasySW" "a_SoldierWalkEasyS" activity "ACT_WALK_SUITCASE" 1 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_luggage_walk" 0 0 0 0 local blendlayer "layer_luggage_larm" 0 0 0 0 local node "walking" } $sequence "layer_luggage_run_larm" { "a_RunN.smd" fadein 0.2 fadeout 0.2 fps 30 loop weightlist "weights_luggage_larm_only" } $sequence "luggage_run_all" { "a_SoldierRunS" "a_SoldierRunSE" "a_SoldierRunE" "a_SoldierRunNE" "a_SoldierRunN" // a_luggage_walk "a_SoldierRunNW" "a_SoldierRunW" "a_SoldierRunSW" "a_SoldierRunS" activity "ACT_RUN_SUITCASE" 1 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_luggage_run" 0 0 0 0 local blendlayer "layer_luggage_run_larm" 0 0 0 0 local node "running" }