// Created by Crowbar 0.36.0.0 $ModelName "combine_soldier_anims.mdl" //$includemodel "player/male_anims.mdl" // Must be included $include "BaseModel.qci" $include "hl2mp_ported_anims/commonbones.qci" $include "hl2mp_ported_anims/weaponmacros.qci" $include "GenericWeightlists.qci" $include "GenericAnimationMacros.qci" $definebone "ValveBiped.Cod" "ValveBiped.Bip01_Pelvis" -0.044717 2.313936 4.661499 0 0 -2.250005 0 0 0 0 0 0 // Used to compile new movement animations since $declareanimation doesn't work $include "SoldierMoveAnims.qci" $includemodel "combine_soldier_anims_original.mdl" $include "combine_soldier_anims_DeclareSequence.qci" $include "SoldierActivityFixes.qci" $include "SoldierNewWeaponActivities.qci" $include "SoldierTransitions.qci" $include "SoldierReadinessAnims.qci" $pushd "male_shared_anims" $include "DefaultHolster.qci" $popd $definevariable Blend_Idle_Default "CombatIdle1_SMG1" $definevariable Blend_Idle_Unarmed "Idle_Unarmed" $definevariable Blend_Idle_Panicked "Idle_Unarmed" $definevariable Blend_Idle_Pistol "CombatIdle1_Pistol" $definevariable Blend_Idle_Rifle "CombatIdle1_SMG1" $definevariable Blend_Idle_Rifle_Crouched "crouch_aim_sm1" $definevariable Blend_SMD_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" $definevariable Blend_SMD_Unarmed "combine_soldier_anims_anims\Idle_Unarmed.smd" $definevariable Blend_SMD_Panicked "combine_soldier_anims_anims\Idle_Unarmed.smd" $definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" $definevariable Blend_SMD_Pistol_Crouched "combine_soldier_anims_anims\custom\crouch_aim_pistol.smd" $definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" $definevariable Blend_SMD_Rifle_Crouched "combine_soldier_anims_anims\crouch_aim_sm1.smd" $definevariable Blend_SMD_Annabelle "combine_soldier_anims_anims\CombatIdle1.smd" $definevariable Blend_SMD_Annabelle_Crouch "combine_soldier_anims_anims\CrouchIdle.smd" $definevariable Blend_Node_Default "shooting_smg1" $definevariable Blend_Node_Pistol "shooting_pistol" $definevariable Blend_Node_Rifle "shooting_ar2" $definevariable Blend_Aim_Rifle "Aim_stand_delta_all" $animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0 $definevariable AnimMatch_Default a_AnimMatch_Default $animation a_AnimMatch_Idle "combine_soldier_anims_anims\Idle1.smd" frame 0 0 $definevariable AnimMatch_Idle a_AnimMatch_Idle // ================================================================ // // Pistol Animations // // ================================================================ $include "NewPistolAnimations_Soldier.qci" $include "NewPistolAnimations_357_Soldier.qci" // ================================================================ $include "BaseDI.qci" // DO NOT uncomment unless you have the interaction keyvalues ready for each model! // Having the interaction sequences without the keyvalues bypasses our fix for the "interaction twinning" bug // and makes soldiers susceptible to it. //$include "AlyxDI.qci" $include "SoldierSignals.qci" $include "HunterRecvDI.qci" $include "AlyxBlindfire.qci" $weightlist "FeetOnly" { "ValveBiped.Bip01_L_Foot" 1 "ValveBiped.Bip01_R_Foot" 1 "ValveBiped.Bip01_L_Calf" 0 "ValveBiped.Bip01_R_Calf" 0 } $MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30 $MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30 $MakeManhackDeployGesture $Blend_SMD_Default$ // ================================================================ // // Harass Animations // // Harass animations on soldiers. // // ================================================================ $include "PoliceHarassGestures.qci" //$sequence "harassfront1" { // "police_animations_anims\harassfront2.smd" // activity "ACT_POLICE_HARASS1" 1 // match $AnimMatch_Idle$ // addlayer harassfront1_layer // cmdlist lockfeet //} // //$sequence "harassfront2" { // "police_animations_anims\harassfront2.smd" // activity "ACT_POLICE_HARASS2" 1 // match $AnimMatch_Idle$ // addlayer harassfront2_layer // cmdlist lockfeet //} $sequence "harassfront1" { "combine_soldier_anims_anims\Idle1.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 } $sequence "harassfront2" { "combine_soldier_anims_anims\Idle1.smd" numframes 50 activity "ACT_POLICE_HARASS2" 1 blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too ikrule "lfoot" footstep ikrule "rfoot" footstep ikrule "rhand" release ikrule "lhand" release } // ================================================================ // ================================================================ //$sequence deploy_layer $AnimMatch_Default$ weightlist "FeetOnly" hidden //$sequence "deploy" { // "police_animations_anims\deploy.smd" // activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1 // { event AE_METROPOLICE_START_DEPLOY 10 "" } // { event AE_METROPOLICE_DEPLOY_MANHACK 33 "" } // match $AnimMatch_Default$ // addlayer deploy_layer // cmdlist lockfeet //} //$sequence "pickup_weird" { // "male_shared_anims\pickup.smd" // activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1 // { event 2040 13 "" } // match $AnimMatch_Default$ // cmdlist lockfeet //} // Use our DI blending techniques $sequence pickup_unarmed_layer "combine_soldier_anims_anims\Idle_Unarmed.smd" numframes 2 hidden $MakeAdjustedAnimation pickup "male_shared_anims\pickup.smd" $Blend_SMD_Default$ 8 24 43 $append pickup { activity "ACT_PICKUP_GROUND" 1 { event 2040 13 "" } blendlayer pickup_unarmed_layer 0 0 0 13 } $MakeAdjustedAnimation gunrack "male_shared_anims\gunrack.smd" $Blend_SMD_Default$ 12 16 40 $append gunrack { activity "ACT_PICKUP_RACK" 1 { event 2040 15 "" } blendlayer pickup_unarmed_layer 0 0 0 13 } // ================================================================ // // Combine animation gestures // $makeweapongesturep grenThrow_gesture "combine_soldier_anims_anims\grenThrow.smd" 10 35 50 $append grenThrow_gesture { fps 45 activity "ACT_GESTURE_COMBINE_THROW_GRENADE" 1 { event 7 30 "" } } $makeweapongesturep grenDrop_gesture "combine_soldier_anims_anims\grenDrop.smd" 12 32 43 $append grenDrop_gesture { fps 35 activity "ACT_GESTURE_SPECIAL_ATTACK1" 1 { event 7 26 "" } } $makeweapongesturep grenPlace_gesture "combine_soldier_anims_anims\grenPlace.smd" 12 35 45 $append grenPlace_gesture { fps 35 activity "ACT_GESTURE_SPECIAL_ATTACK2" 1 { event 9 25 "" } } $makeweapongesturep shootAR2alt_gesture "combine_soldier_anims_anims\shootAR2alt.smd" 12 24 36 $append shootAR2alt_gesture { activity "ACT_GESTURE_COMBINE_AR2_ALTFIRE" 1 { event COMBINE_AE_BEGIN_ALTFIRE 0 "" } { event COMBINE_AE_ALTFIRE 16 "" } } $DefaultSignalGestures 36 //$Attachment "eyes" "ValveBiped.Bip01_Head1" 4.5 -5 0 rotate 0 -90 -90 //$include "body_poses_lean.qci" // ================================================================ // // Misc. // // ================================================================ $pushd "male_shared_anims" $include "ArrestAnims.qci" $include "CitizenPackage_Soldier.qci" $include "CitizenSuitcase_Soldier.qci" $popd $pushd "combine_soldier_anims_anims" $include "SoldierWallCover.qci" $popd $include "CitizenRPG_Soldier.qci" $include "PoliceMelee_Soldier.qci" $sequence "melee_kick" { "police_ss_anims\adoorkick.smd" activity "ACT_MELEE_ATTACK2" 1 frame 0 45 fps 40 { event 3 20 "" } blendlayer $Blend_Idle_Default$ 0 0 1 7 blendlayer $Blend_Idle_Default$ 30 37 46 46 } $sequence "melee_kick_scripted" { "police_ss_anims\adoorkick.smd" frame 0 40 fps 30 { event 1003 20 "1" } blendlayer $Blend_Idle_Default$ 0 0 1 7 blendlayer $Blend_Idle_Default$ 30 38 38 41 xfade } $makeflinchgesture "gesture_melee_gunhit" "combine_soldier_anims_anims\melee_gunhit.smd" 7 20 27 $append gesture_melee_gunhit { activity "ACT_GESTURE_MELEE_ATTACK1" 1 { event 3 13 "" } } $weightlist weapongesture_upperbody_and_rleg "ValveBiped.Bip01_Pelvis" 1.0 "ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 1.0 $definemacro makeflinchgesture_rleg gesturename filename InFrame OutFrame LastFrame \\ $sequence $gesturename$inDelta $filename$ frame 0 $InFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ $sequence $gesturename$inFrame $filename$ frame $InFrame$ $InFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ $sequence $gesturename$CoreDelta $filename$ frame $InFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ $sequence $gesturename$OutFrame $filename$ frame $OutFrame$ $OutFrame$ weightlist weapongesture_upperbody_and_rleg hidden noautoik \\ $sequence $gesturename$outDelta $filename$ frame $OutFrame$ $LastFrame$ weightlist weapongesture_upperbody_and_rleg splinedelta delta hidden \\ \\ $sequence $gesturename$ { \\ $filename$ noanimation numframes $LastFrame$ \\ blendlayer $gesturename$inFrame 0 $InFrame$ $InFrame$ $OutFrame$ spline xfade \\ blendlayer $gesturename$OutFrame $InFrame$ $OutFrame$ $OutFrame$ $LastFrame$ spline \\ blendlayer $gesturename$inDelta 0 0 $InFrame$ $InFrame$ \\ blendlayer $gesturename$CoreDelta $InFrame$ $InFrame$ $OutFrame$ $OutFrame$ \\ blendlayer $gesturename$outDelta $OutFrame$ $OutFrame$ $LastFrame$ $LastFrame$ \\ } \\ $continue $gesturename$ $makeflinchgesture_rleg "gesture_melee_kick" "police_ss_anims\adoorkick.smd" 7 32 45 $append gesture_melee_kick { activity "ACT_GESTURE_MELEE_ATTACK2" 1 { event 3 20 "" } fps 40 } $include "SoldierCrouchMovement.qci" $include "l4d1_ported_anims\L4D1_LadderClimb_Male.qci" $include "l4d1_ported_anims\L4D1_PistolAnims.qci" $include "NPCDoorAnims.qci" $include "AnnabelleAnimations.qci" // ================================================================ $include "ProtectedRun.qci" $sequence "run_protected_all" { $a_RunBlends activity "ACT_RUN_PROTECTED" 1 blendlayer "layer_run_protected" 0 0 0 0 local node "running" } // ================================================================ // Use our DI blending techniques to add a heal animation $MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 12 32 50 //$MakeAdjustedDelta Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 50 30 $append Heal { activity "ACT_CIT_HEAL" 1 { event AE_CITIZEN_HEAL 31 "" } } $include "SoldierAnimationNodes.qci"