// ================================================================ // // New Metrocop Readiness Animations // // ================================================================ // ================================================================ //$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } //$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" { "police_animations_anims\smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_pistol" { "police_animations_anims\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" { "police_animations_anims\custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden } $sequence "layer_stimulated_aim_smg1" { "police_animations_anims\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" { "police_animations_anims\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" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } // ---------------------------------------------------------------- // // IDLE RELAXED // // ---------------------------------------------------------------- // ---------------------------------------------------------------- // // IDLE STIMULATED // // ---------------------------------------------------------------- $sequence "idle_stimulated_layer" { "police_animations_anims\smg1angryidle1.smd" weightlist "weights_stimulated_idle" worldspace //frame 0 0 hidden } $sequence "pistolidle3" { "police_animations_anims\pistolidle2.smd" activity "ACT_IDLE_PISTOL_STIMULATED" 1 node "standing_pistol" loop blendlayer "idle_stimulated_layer" 0 0 0 0 local blendlayer "layer_stimulated_pistol" 0 0 0 0 local cmdlist lockfeet } $sequence "smg1idle3" { "police_animations_anims\smg1idle2.smd" activity "ACT_IDLE_RIFLE_STIMULATED" 1 node "standing_smg" loop //blendlayer "idle_stimulated_layer" 0 0 0 0 local blendlayer "layer_stimulated_smg1" 0 0 0 0 local cmdlist lockfeet } $sequence "ar2idle3" { "police_animations_anims\custom\ar2idle1.smd" activity "ACT_IDLE_AR2_STIMULATED" 1 node "standing_smg" loop //blendlayer "idle_stimulated_layer" 0 0 0 0 local blendlayer "layer_stimulated_ar2" 0 0 0 0 local cmdlist lockfeet } // ---------------------------------------------------------------- // // AIMING STIMULATED // // ---------------------------------------------------------------- $sequence "pistolangryidle3" { "police_animations_anims\pistolangryidle2.smd" activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1 blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local node "shooting_pistol" fps 4 cmdlist lockfeet } $sequence "smg1angryidle2" { "police_animations_anims\smg1angryidle1.smd" activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1 blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local node "shooting_smg" fps 4 cmdlist lockfeet } $sequence "ar2angryidle2" { "police_animations_anims\custom\ar2angryidle1.smd" activity "ACT_IDLE_AIM_AR2_STIMULATED" 1 blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local node "shooting_smg" fps 4 cmdlist lockfeet } // ---------------------------------------------------------------- $sequence "walk_aiming_stimulated_SMG1_all" { $a_WalkBlends activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1 keyvalues { interior ACT_IDLE_RIFLE_STIMULATED } blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local } $sequence "run_aiming_stimulated_SMG1_all" { $a_RunBlends activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1 keyvalues { interior ACT_IDLE_RIFLE_STIMULATED } blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local } $sequence "walk_aiming_stimulated_AR2_all" { $a_WalkBlends activity "ACT_WALK_AIM_AR2_STIMULATED" 1 keyvalues { interior ACT_IDLE_AR2_STIMULATED } blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local } $sequence "run_aiming_stimulated_AR2_all" { $a_RunBlends activity "ACT_RUN_AIM_AR2_STIMULATED" 1 keyvalues { interior ACT_IDLE_AR2_STIMULATED } blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local } // ----------------------------------------------------------------