// ================================================================ // // New Metrocop Readiness Animations // // ================================================================ $pushd "police_animations_anims" // ================================================================ //$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } //$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } //$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } // Stimulated idle is basically half-idle, half-combat. $weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 } $weightlist "weights_stimulated_idle_walk" { "ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine" 0.5 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } $weightlist "weights_stimulated_aim" { "ValveBiped.Bip01_Pelvis" 0.1 "ValveBiped.Bip01_Spine" 0.1 "ValveBiped.Bip01_Spine1" 0.2 "ValveBiped.Bip01_Spine2" 0.3 "ValveBiped.Bip01_Spine4" 0.4 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } // Stronger and doesn't care about the pelvis (for non-worldspace layers) $weightlist "weights_stimulated_aim_2" { "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_L_Clavicle" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_Thigh" 0 "ValveBiped.Bip01_L_Thigh" 0 } // ---------------------------------------------------------------- $sequence "layer_stimulated_smg1" { "smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_pistol" { "layer_walk_hold_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden } $sequence "layer_stimulated_ar2" { "custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_shotgun" { "custom\shotgunangryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_aim_smg1" { "lowcover_aim_smg1.smd" weightlist "weights_stimulated_aim" addlayer "SMG1_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_pistol" { "layer_walk_aiming_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" addlayer "WalkN_pistol_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden } $sequence "layer_stimulated_aim_ar2" { "custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } $sequence "layer_stimulated_aim_shotgun" { "custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } // TEMP? // ---------------------------------------------------------------- // // IDLE RELAXED // // ---------------------------------------------------------------- // ---------------------------------------------------------------- // // IDLE STIMULATED // // ---------------------------------------------------------------- $sequence "idle_stimulated_layer" { "smg1angryidle1.smd" weightlist "weights_stimulated_idle" worldspace //frame 0 0 hidden } $sequence "pistolidle3" { "pistolidle2.smd" activity "ACT_IDLE_PISTOL_STIMULATED" 1 node "standing_pistol" loop blendlayer "idle_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_pistol" cmdlist lockfeet } $sequence "smg1idle3" { "smg1idle2.smd" activity "ACT_IDLE_RIFLE_STIMULATED" 1 node "standing_smg" loop //blendlayer "idle_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_smg1" cmdlist lockfeet } $sequence "ar2idle3" { "custom\ar2idle1.smd" activity "ACT_IDLE_AR2_STIMULATED" 1 node "standing_smg" loop //blendlayer "idle_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_ar2" cmdlist lockfeet } $sequence "shotgunidle3" { "custom\shotgunidle1.smd" activity "ACT_IDLE_SHOTGUN_STIMULATED" 1 node "standing_smg" loop //blendlayer "idle_stimulated_layer" 0 0 0 0 local addlayer "layer_stimulated_shotgun" cmdlist lockfeet } // ---------------------------------------------------------------- // // AIMING STIMULATED // // ---------------------------------------------------------------- $sequence "pistolangryidle3" { "pistolangryidle2.smd" activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1 addlayer "layer_stimulated_aim_pistol" node "shooting_pistol" fps 4 cmdlist lockfeet } $GenericCombatIdle "smg1angryidle2" "custom\smg1angryidle2.smd" "ACT_IDLE_AIM_RIFLE_STIMULATED" "soldier_Aim_9_directions" fps 4 node "shooting_smg" $GenericCombatIdle "ar2angryidle2" "custom\ar2angryidle2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "soldier_Aim_9_directions" fps 4 node "shooting_smg" $GenericCombatIdle "shotgunangryidle2" "custom\ar2angryidle2.smd" "ACT_IDLE_AIM_AR2_STIMULATED" "soldier_Aim_9_directions" fps 4 node "shooting_smg" // TEMP? // ---------------------------------------------------------------- $GenericWalkLayered "walk_aiming_stimulated_SMG1_all" "ACT_WALK_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED" $GenericRunLayered "run_aiming_stimulated_SMG1_all" "ACT_RUN_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED" $GenericWalkLayered "walk_aiming_stimulated_AR2_all" "ACT_WALK_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED" $GenericRunLayered "run_aiming_stimulated_AR2_all" "ACT_RUN_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED" $GenericWalkLayered "walk_aiming_stimulated_shotgun_all" "ACT_WALK_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED" $GenericRunLayered "run_aiming_stimulated_shotgun_all" "ACT_RUN_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED" // ---------------------------------------------------------------- $popd