// ================================================================ // // New Police Crouch Movement Animations // // ================================================================ $weightlist "WeightsLayerLowCoverAim" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.5 //"ValveBiped.Bip01_L_Clavicle" 0 //"ValveBiped.Bip01_R_Clavicle" 0 //"ValveBiped.Bip01_L_Thigh" 0 //"ValveBiped.Bip01_R_Thigh" 0 } $weightlist "weights_layer_crouch_move" { "ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine" 0.2 "ValveBiped.Bip01_Spine1" 0.4 "ValveBiped.Bip01_Spine2" 0.6 "ValveBiped.Bip01_Spine4" 0.8 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $animation "a_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_pistol_aim_up_center_corrective_animation.smd" { } $animation "a_layer_lowcover_aim_pistol_up" "police_animations_anims\a_pistol_aim_up_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_pistol_aim_up_center_corrective_animation" 0 weightlist "WeightsLayerLowCoverAim" } $animation "a_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_pistol_aim_mid_center_corrective_animation.smd" { } $animation "a_layer_lowcover_aim_pistol_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_pistol_aim_mid_center_corrective_animation" 0 weightlist "WeightsLayerLowCoverAim" } $animation "a_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_pistol_aim_mid_left_corrective_animation.smd" { } $animation "a_layer_lowcover_aim_pistol_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" { fps 30 // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "a_pistol_aim_mid_left_corrective_animation" 0 weightlist "WeightsLayerLowCoverAim" } $sequence "layer_lowcover_aim_pistol" { "a_layer_lowcover_aim_pistol_mid_center" "a_layer_lowcover_aim_pistol_up" "a_layer_lowcover_aim_pistol_mid_center" blend "move_yaw" -180 180 blendwidth 3 delta //addlayer "layer_lowcover_aim_pistol" } $sequence "layer_lowcover_aim_pistol_2" { "a_layer_lowcover_aim_pistol_mid_center" "a_layer_lowcover_aim_pistol_mid_left" "a_layer_lowcover_aim_pistol_mid_center" blend "aim_yaw" -60 60 blendwidth 3 delta //addlayer "layer_lowcover_aim_pistol" } //$sequence "layer_lowcover_aim_pistol" { // "police_animations_anims\lowcover_aim_pistol.smd" // //addlayer "pistol_Aim_all" // weightlist "WeightsLayerLowCoverAim" // subtract "a_PoliceCrouch_walkN" 0 // delta // rotate 60 // loop //} // ---------------------------------------------------------------- $sequence "layer_crouch_run_aiming_pistol" { "police_animations_anims\layer_run_aiming_pistol.smd" hidden addlayer "WalkN_pistol_Aim_all" fps 30 worldspace rotate 90 loop weightlist "weights_layer_crouch_move" } $sequence "layer_crouch_run_hold_pistol" { "police_animations_anims\layer_run_hold_pistol.smd" hidden fps 30 worldspace rotate 90 loop weightlist "weights_layer_crouch_move" } $sequence "Crouch_walk_aim_pistol_all" { "a_PoliceCrouch_walkS" "a_PoliceCrouch_walkSE" "a_PoliceCrouch_walkE" "a_PoliceCrouch_walkNE" "a_PoliceCrouch_walkN" "a_PoliceCrouch_walkNW" "a_PoliceCrouch_walkW" "a_PoliceCrouch_walkSW" "a_PoliceCrouch_walkS" activity "ACT_WALK_CROUCH_AIM_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 addlayer "layer_crouch_run_aiming_pistol" } $sequence "Crouch_run_aim_pistol_all" { "a_PoliceRunS" "a_PoliceRunSE" "a_PoliceRunE" "a_PoliceRunNE" "a_PoliceCrouch_runN" "a_PoliceRunNW" "a_PoliceRunW" "a_PoliceRunSW" "a_PoliceRunS" activity "ACT_RUN_CROUCH_AIM_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } addlayer "layer_crouch_run_aiming_pistol" } $sequence "Crouch_walk_hold_pistol_all" { "a_PoliceCrouch_walkS" "a_PoliceCrouch_walkSE" "a_PoliceCrouch_walkE" "a_PoliceCrouch_walkNE" "a_PoliceCrouch_walkN" "a_PoliceCrouch_walkNW" "a_PoliceCrouch_walkW" "a_PoliceCrouch_walkSW" "a_PoliceCrouch_walkS" activity "ACT_WALK_CROUCH_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 addlayer "layer_crouch_run_hold_pistol" } $sequence "Crouch_run_hold_pistol_all" { "a_PoliceCrouch_walkS" "a_PoliceCrouch_walkSE" "a_PoliceCrouch_walkE" "a_PoliceCrouch_walkNE" "a_PoliceCrouch_runN" "a_PoliceCrouch_walkNW" "a_PoliceCrouch_walkW" "a_PoliceCrouch_walkSW" "a_PoliceCrouch_walkS" activity "ACT_RUN_CROUCH_PISTOL" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } addlayer "layer_crouch_run_hold_pistol" } // ---------------------------------------------------------------- $sequence "layer_crouch_run_aiming_smg1" { "police_animations_anims\layer_run_aiming_smg1.smd" hidden addlayer "WalkN_SMG1_Aim_all" fps 30 worldspace rotate 90 loop weightlist "weights_layer_crouch_move" } $sequence "layer_crouch_run_hold_smg1" { "police_animations_anims\layer_run_hold_smg1.smd" hidden fps 30 worldspace rotate 90 loop weightlist "weights_layer_crouch_move" } $sequence "Crouch_walk_aim_smg1_all" { "a_PoliceCrouch_walkS" "a_PoliceCrouch_walkSE" "a_PoliceCrouch_walkE" "a_PoliceCrouch_walkNE" "a_PoliceCrouch_walkN" "a_PoliceCrouch_walkNW" "a_PoliceCrouch_walkW" "a_PoliceCrouch_walkSW" "a_PoliceCrouch_walkS" activity "ACT_WALK_CROUCH_AIM_RIFLE" 1 blend "move_yaw" -180 180 blendwidth 9 addlayer "layer_crouch_run_aiming_smg1" } $sequence "Crouch_run_aim_smg1_all" { "a_PoliceRunS" "a_PoliceRunSE" "a_PoliceRunE" "a_PoliceRunNE" "a_PoliceCrouch_runN" "a_PoliceRunNW" "a_PoliceRunW" "a_PoliceRunSW" "a_PoliceRunS" activity "ACT_RUN_CROUCH_AIM_RIFLE" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } addlayer "layer_crouch_run_aiming_smg1" } $sequence "Crouch_walk_hold_smg1_all" { "a_PoliceCrouch_walkS" "a_PoliceCrouch_walkSE" "a_PoliceCrouch_walkE" "a_PoliceCrouch_walkNE" "a_PoliceCrouch_walkN" "a_PoliceCrouch_walkNW" "a_PoliceCrouch_walkW" "a_PoliceCrouch_walkSW" "a_PoliceCrouch_walkS" activity "ACT_WALK_CROUCH_RIFLE" 1 blend "move_yaw" -180 180 blendwidth 9 addlayer "layer_crouch_run_hold_smg1" } $sequence "Crouch_run_hold_smg1_all" { "a_PoliceCrouch_walkS" "a_PoliceCrouch_walkSE" "a_PoliceCrouch_walkE" "a_PoliceCrouch_walkNE" "a_PoliceCrouch_runN" "a_PoliceCrouch_walkNW" "a_PoliceCrouch_walkW" "a_PoliceCrouch_walkSW" "a_PoliceCrouch_walkS" activity "ACT_RUN_CROUCH_RIFLE" 1 blend "move_yaw" -180 180 blendwidth 9 { event 6004 6 "NPC_MetroPolice" } { event 6005 16 "NPC_MetroPolice" } addlayer "layer_crouch_run_hold_smg1" } // ----------------------------------------------------------------