// ================================================================ // // Protected Run Animation // // ================================================================ $weightlist "weights_layer_protected" { "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.Anim_Attachment_RH" 1 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 1 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_L_Hand" 1 "ValveBiped.Anim_Attachment_LH" 1 } $sequence "layer_run_protected" { "male_shared_anims\layer_run_protected.smd" fadein 0.2 fadeout 0.2 hidden fps 30 ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0 ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1 weightlist "weights_layer_protected" } // Declare this in whatever QC is overriding the animation //$sequence "run_protected_all" { // "a_RunS" // "a_RunSE" // "a_RunE" // "a_RunNE" // "a_RunN" // "a_RunNW" // "a_RunW" // "a_RunSW" // "a_RunS" // activity "ACT_RUN_PROTECTED" 1 // blend "move_yaw" -180 180 // blendwidth 9 // { event 6004 6 "NPC_Citizen" } // { event 6005 15 "NPC_Citizen" } // fadein 0.2 // fadeout 0.2 // blendlayer "layer_run_protected" 0 0 0 0 local // node "running" //}