// ================================================================ // // Reimplements wall cover animations with new activities. // Also adds pistol and unarmed variants. // "PistolIdleLayer" and "PistolIdleLowLayer" MUST be declared as variables! // // (See SoldierWallCover.qci for soldier equivalent) // // ================================================================ // Using idle_noise as it is causes an exception $sequence "cover_noise" "idle_subtle.smd" subtract "cover_noise" 0 delta hidden // ---------------------------------------------------------------- // The unarmed idle layer // WeightsUnarmedCover_R has more weight on the left clavicle and WeightsUnarmedCover_L is the other way around $weightlist "WeightsUnarmedCover" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 } $weightlist "WeightsUnarmedCover_R" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 } $weightlist "WeightsUnarmedCover_L" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 } $sequence "cover_unarmed_r" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_R" loop hidden $sequence "cover_unarmed_l" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_L" loop hidden $sequence "cover_unarmed_low" "crouchidlehide.smd" { frame 0 0 numframes 30 weightlist "WeightsUnarmedCover" loop hidden } // ---------------------------------------------------------------- $definemacro MakeCoverAnim SeqName FileName ActivityName \\ $sequence $SeqName$ $FileName$ { \\ activity $ActivityName$ 1 \\ loop \\ ikrule "lfoot" footstep usesource \\ ikrule "rfoot" footstep usesource \\ ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\ ikrule "rhand" release usesource \\ } $definemacro MakeCoverAnimWithNoise SeqName FileName ActivityName \\ $sequence $SeqName$ $FileName$ { \\ activity $ActivityName$ 1 \\ addlayer "cover_noise" \\ loop \\ ikrule "lfoot" footstep usesequence \\ ikrule "rfoot" footstep usesequence \\ ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\ ikrule "rhand" release usesequence \\ } $definemacro MakeCoverAnim_NoHandIK SeqName FileName ActivityName \\ $sequence $SeqName$ $FileName$ { \\ activity $ActivityName$ 1 \\ loop \\ ikrule "lfoot" footstep usesequence \\ ikrule "rfoot" footstep usesequence \\ } $definemacro MakeCoverAnimWithNoise_NoHandIK SeqName FileName ActivityName \\ $sequence $SeqName$ $FileName$ { \\ activity $ActivityName$ 1 \\ addlayer "cover_noise" \\ loop \\ ikrule "lfoot" footstep usesequence \\ ikrule "rfoot" footstep usesequence \\ } // ================================================================ $MakeCoverAnim "Cover_R" "Cover_R.smd" "ACT_COVER_WALL_R_RIFLE" $MakeCoverAnimWithNoise "Cover_L" "Cover_L.smd" "ACT_COVER_WALL_L_RIFLE" $MakeCoverAnim "CoverLow_R" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_RIFLE" $MakeCoverAnimWithNoise "CoverLow_L" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_RIFLE" // ================================================================ // New $MakeCoverAnim_NoHandIK "Cover_R_pistol" "Cover_R.smd" "ACT_COVER_WALL_R_PISTOL" $append Cover_R_pistol { blendlayer $PistolIdleLayer$ 0 0 0 0 local } $MakeCoverAnimWithNoise_NoHandIK "Cover_L_pistol" "Cover_L.smd" "ACT_COVER_WALL_L_PISTOL" $append Cover_L_pistol { blendlayer $PistolIdleLayer$ 0 0 0 0 local } $MakeCoverAnim_NoHandIK "CoverLow_R_pistol" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_PISTOL" $append CoverLow_R_pistol { blendlayer $PistolIdleLowLayer$ 0 0 0 0 local } $MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_pistol" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_PISTOL" $append CoverLow_L_pistol { blendlayer $PistolIdleLowLayer$ 0 0 0 0 local } // ---------------------------------------------------------------- $MakeCoverAnim_NoHandIK "Cover_R_unarmed" "Cover_R.smd" "ACT_COVER_WALL_R" $append Cover_R_unarmed { blendlayer "cover_unarmed_r" 0 0 0 0 local } $MakeCoverAnimWithNoise_NoHandIK "Cover_L_unarmed" "Cover_L.smd" "ACT_COVER_WALL_L" $append Cover_L_unarmed { blendlayer "cover_unarmed_l" 0 0 0 0 local } $MakeCoverAnim_NoHandIK "CoverLow_R_unarmed" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R" $append CoverLow_R_unarmed { blendlayer "cover_unarmed_low" 0 0 0 0 local } $MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_unarmed" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L" $append CoverLow_L_unarmed { blendlayer "cover_unarmed_low" 0 0 0 0 local }