// EP1 soldier rappel animations. // (Requires GenericAnimationMacros.qci) $sequence "rappel_a_preIdle" { "combine_soldier_anims_anims\rappel_a_preIdle.smd" loop ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1 ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 2 ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 3 } $MakeAdjustedAnimation Rappel_a "combine_soldier_anims_anims\Rappel_a.smd" $Blend_SMD_Rifle$ 0 130 140 $append Rappel_a_layer { walkframe 30 LX LY LZ walkframe 54 LX LY LZ walkframe 71 LX LY LZ walkframe 90 LX LY LZ walkframe 110 LX LY LZ walkframe 136 LX LY LZ LZR walkframe 140 LX LY LZ } $append Rappel_a { align Rappel_a_layer LX LY LZ 139 0 { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 120 "NPC_Combine.Zipline_End" } ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 3 usesequence walkframe 30 LX LY LZ walkframe 54 LX LY LZ walkframe 71 LX LY LZ walkframe 90 LX LY LZ walkframe 110 LX LY LZ walkframe 136 LX LY LZ LZR walkframe 140 LX LY LZ } $MakeAdjustedAnimation Rappel_a_noturn "combine_soldier_anims_anims\Rappel_a_noturn.smd" $Blend_SMD_Rifle$ 0 135 140 $append Rappel_a_noturn_layer { walkframe 30 LX LY LZ walkframe 54 LX LY LZ walkframe 71 LX LY LZ walkframe 90 LX LY LZ walkframe 110 LX LY LZ walkframe 136 LX LY LZ LZR walkframe 140 LX LY LZ } $append Rappel_a_noturn { { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 120 "NPC_Combine.Zipline_End" } ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 3 usesequence walkframe 30 LX LY LZ walkframe 54 LX LY LZ walkframe 71 LX LY LZ walkframe 90 LX LY LZ walkframe 110 LX LY LZ walkframe 136 LX LY LZ LZR walkframe 140 LX LY LZ } $MakeAdjustedAnimation Rappel_b "combine_soldier_anims_anims\Rappel_b.smd" $Blend_SMD_Rifle$ 0 75 90 $append Rappel_b_layer { walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 44 LX LY LZ walkframe 60 LX LY LZ walkframe 73 LX LY LZ walkframe 86 LX LY LZ LZR walkframe 90 LX LY LZ } $append Rappel_b { { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" } 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 usesequence 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 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 44 LX LY LZ walkframe 60 LX LY LZ walkframe 73 LX LY LZ walkframe 86 LX LY LZ LZR walkframe 90 LX LY LZ } $MakeAdjustedAnimation Rappel_c "combine_soldier_anims_anims\Rappel_c.smd" $Blend_SMD_Rifle$ 0 75 90 $append Rappel_c_layer { walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 50 LX LY LZ walkframe 73 LX LY LZ walkframe 86 LX LY LZ LZR walkframe 90 LX LY LZ } $append Rappel_c { { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" } 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 usesequence 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 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 50 LX LY LZ walkframe 73 LX LY LZ walkframe 86 LX LY LZ LZR walkframe 90 LX LY LZ } $MakeAdjustedAnimation Rappel_d "combine_soldier_anims_anims\Rappel_d.smd" $Blend_SMD_Rifle$ 0 91 103 $append Rappel_d_layer { walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 44 LX LY LZ walkframe 57 LX LY LZ walkframe 67 LX LY LZ walkframe 75 LX LY LZ walkframe 87 LX LY LZ walkframe 101 LX LY LZ LZR walkframe 103 LX LY LZ } $append Rappel_d { { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 84 "NPC_Combine.Zipline_End" } ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 103 103 target 3 usesequence walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 44 LX LY LZ walkframe 57 LX LY LZ walkframe 67 LX LY LZ walkframe 75 LX LY LZ walkframe 87 LX LY LZ walkframe 101 LX LY LZ LZR walkframe 103 LX LY LZ } $MakeAdjustedAnimation Rappel_e "combine_soldier_anims_anims\Rappel_e.smd" $Blend_SMD_Rifle$ 0 73 85 $append Rappel_e_layer { walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 44 LX LY LZ walkframe 57 LX LY LZ walkframe 69 LX LY LZ walkframe 82 LX LY LZ LZR walkframe 85 LX LY LZ } $append Rappel_e { { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 65 "NPC_Combine.Zipline_End" } ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 0 usesequence ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 1 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 85 85 target 3 usesequence walkframe 15 LX LY LZ walkframe 30 LX LY LZ walkframe 44 LX LY LZ walkframe 57 LX LY LZ walkframe 69 LX LY LZ walkframe 82 LX LY LZ LZR walkframe 85 LX LY LZ } $MakeAdjustedAnimation Rappel_f "combine_soldier_anims_anims\Rappel_f.smd" $Blend_SMD_Rifle$ 0 76 90 $append Rappel_f_layer { walkframe 20 LX LY LZ walkframe 40 LX LY LZ walkframe 60 LX LY LZ walkframe 70 LX LY LZ walkframe 88 LX LY LZ LZR } $append Rappel_f { { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" } 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 usesequence 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 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence walkframe 20 LX LY LZ walkframe 40 LX LY LZ walkframe 60 LX LY LZ walkframe 70 LX LY LZ walkframe 88 LX LY LZ LZR } $MakeAdjustedAnimation Rappel_f_noturn "combine_soldier_anims_anims\Rappel_f_noturn.smd" $Blend_SMD_Rifle$ 0 76 90 $append Rappel_f_noturn_layer { walkframe 20 LX LY LZ walkframe 40 LX LY LZ walkframe 60 LX LY LZ walkframe 70 LX LY LZ walkframe 88 LX LY LZ LZR } $append Rappel_f_noturn { { event AE_CL_PLAYSOUND 5 "NPC_Combine.Zipline_Start" } { event AE_CL_PLAYSOUND 21 "NPC_Combine.Zipline_Mid" } { event AE_CL_PLAYSOUND 30 "NPC_Combine.Zipline_MidClothing" } { event AE_CL_PLAYSOUND 70 "NPC_Combine.Zipline_End" } 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 usesequence 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 usesequence ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 2 usesequence ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 3 usesequence walkframe 20 LX LY LZ walkframe 40 LX LY LZ walkframe 60 LX LY LZ walkframe 70 LX LY LZ walkframe 88 LX LY LZ LZR }