// ================================================================ // // weapon_stunstick animations // // ================================================================ $weightlist "weights_melee_neck_trans_x" { "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_Spine" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $weightlist "weights_melee_gesture_reload_pistolarms" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_L_Clavicle" 1 } $weightlist "weights_melee_gesture_reload_pistol" { "ValveBiped.Bip01_Pelvis" 0 } $weightlist "weights_melee_layer_walk_hold_baton_angry" { "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_Neck1" 1 "ValveBiped.Bip01_Head1" 1 "ValveBiped.forward" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $weightlist "weights_melee_layer_run_hold_baton_angry" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 1 "ValveBiped.Bip01_Spine1" 1 "ValveBiped.Bip01_Spine2" 1 "ValveBiped.Bip01_Spine4" 1 "ValveBiped.Bip01_Neck1" 1 "ValveBiped.Bip01_Head1" 1 "ValveBiped.forward" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 1 "ValveBiped.Bip01_R_Forearm" 1 "ValveBiped.Bip01_R_Hand" 1 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $weightlist "weights_melee_baton_only" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_R_Clavicle" 0.4 "ValveBiped.Bip01_R_UpperArm" 0.6 "ValveBiped.Bip01_R_Forearm" 0.8 "ValveBiped.Bip01_R_Hand" 1 } $sequence "layer_batonidle1" { "police_animations_anims\batonidle1.smd" fadein 0.2 fadeout 0.2 fps 30 loop weightlist "weights_melee_baton_only" } $sequence "batonangryidle1" { "police_animations_anims\batonangryidle1.smd" activity "ACT_IDLE_ANGRY_MELEE" 1 fadein 0.2 fadeout 0.2 node "standing_baton" fps 30 loop ikrule "lfoot" footstep contact 0 fakeorigin 3.84 10.83 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -4.76 -5.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1 } $sequence "swing" { "police_animations_anims\swing.smd" activity "ACT_MELEE_ATTACK_SWING" 1 { event 3001 13 "" } fadein 0.2 fadeout 0.2 fps 35 ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 1 } $sequence "thrust" { "police_animations_anims\thrust.smd" activity "ACT_MELEE_ATTACK_THRUST" 1 { event 3001 13 "" } fadein 0.2 fadeout 0.2 fps 35 ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 3 ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1 } $animation "@swinggesturespine_corrective_animation" "police_animations_anims\@swinggesturespine_corrective_animation.smd" { } $sequence "swinggesturespine" { "police_animations_anims\swinggesturespine.smd" delta // Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled. subtract "@swinggesturespine_corrective_animation" 0 fadein 0.2 fadeout 0.2 hidden fps 30 weightlist "weights_neck_trans_x" } $sequence "swinggesturearms" { "police_animations_anims\swinggesturearms.smd" fadein 0.2 fadeout 0.2 hidden fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1 weightlist "weights_gesture_reload_pistolarms" } $sequence "swinggesture" { "police_animations_anims\swinggesture.smd" activity "ACT_MELEE_ATTACK_SWING_GESTURE" 1 { event 3001 13 "" } fadein 0.2 fadeout 0.2 iklock "rfoot" 1 0 iklock "lfoot" 1 0 blendlayer "swinggesturearms" 0 7 19 30 spline blendlayer "swinggesturespine" 0 7 19 30 spline fps 35 weightlist "weights_gesture_reload_pistol" } $animation "a_walkN_hold_baton_angry" "police_animations_anims\a_walkN_hold_baton_angry.smd" { fps 30 loop ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3 ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1 walkframe 30 LX LY } $sequence "layer_walk_hold_baton_angry" { "police_animations_anims\layer_walk_hold_baton_angry.smd" fadein 0.2 fadeout 0.2 hidden fps 30 loop ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1 weightlist "weights_melee_layer_walk_hold_baton_angry" } $sequence "layer_run_hold_baton_angry" { "police_animations_anims\a_RunN.smd" fadein 0.2 fadeout 0.2 hidden fps 30 loop ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1 weightlist "weights_melee_layer_run_hold_baton_angry" } //$sequence "walk_hold_baton_angry" { // "a_WalkS" // "a_WalkSE" // "a_WalkE" // "a_WalkNE" // "a_walkN_hold_baton_angry" // "a_WalkNW" // "a_WalkW" // "a_WalkSW" // "a_WalkS" // activity "ACT_MP_WALK_MELEE" 1 // ACT_WALK_ANGRY // blend "move_yaw" -180 180 // blendwidth 9 // { event 6004 9 "NPC_MetroPolice" } // { event 6005 25 "NPC_MetroPolice" } // fadein 0.2 // fadeout 0.2 // addlayer "layer_walk_hold_baton_angry" //}