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125 lines
4.8 KiB
Plaintext
125 lines
4.8 KiB
Plaintext
// ================================================================
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//
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// Reimplements wall cover animations with new activities.
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// Also adds pistol and unarmed variants.
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// "PistolIdleLayer" and "PistolIdleLowLayer" MUST be declared as variables!
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//
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// (See SoldierWallCover.qci for soldier equivalent)
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//
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// ================================================================
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// Using idle_noise as it is causes an exception
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$sequence "cover_noise" "idle_subtle.smd" subtract "cover_noise" 0 delta hidden
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// ----------------------------------------------------------------
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// The unarmed idle layer
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// WeightsUnarmedCover_R has more weight on the left clavicle and WeightsUnarmedCover_L is the other way around
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$weightlist "WeightsUnarmedCover" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
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$weightlist "WeightsUnarmedCover_R" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
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$weightlist "WeightsUnarmedCover_L" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
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$sequence "cover_unarmed_r" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_R" loop hidden
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$sequence "cover_unarmed_l" "idle_subtle.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_L" loop hidden
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$sequence "cover_unarmed_low" "crouchidlehide.smd" {
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frame 0 0
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numframes 30
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weightlist "WeightsUnarmedCover"
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loop
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hidden
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}
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// ----------------------------------------------------------------
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$definemacro MakeCoverAnim SeqName FileName ActivityName \\
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$sequence $SeqName$ $FileName$ { \\
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activity $ActivityName$ 1 \\
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loop \\
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ikrule "lfoot" footstep usesource \\
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ikrule "rfoot" footstep usesource \\
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
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ikrule "rhand" release usesource \\
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}
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$definemacro MakeCoverAnimWithNoise SeqName FileName ActivityName \\
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$sequence $SeqName$ $FileName$ { \\
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activity $ActivityName$ 1 \\
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addlayer "cover_noise" \\
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loop \\
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ikrule "lfoot" footstep usesequence \\
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ikrule "rfoot" footstep usesequence \\
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
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ikrule "rhand" release usesequence \\
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}
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$definemacro MakeCoverAnim_NoHandIK SeqName FileName ActivityName \\
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$sequence $SeqName$ $FileName$ { \\
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activity $ActivityName$ 1 \\
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loop \\
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ikrule "lfoot" footstep usesequence \\
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ikrule "rfoot" footstep usesequence \\
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}
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$definemacro MakeCoverAnimWithNoise_NoHandIK SeqName FileName ActivityName \\
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$sequence $SeqName$ $FileName$ { \\
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activity $ActivityName$ 1 \\
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addlayer "cover_noise" \\
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loop \\
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ikrule "lfoot" footstep usesequence \\
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ikrule "rfoot" footstep usesequence \\
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}
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// ================================================================
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$MakeCoverAnim "Cover_R" "Cover_R.smd" "ACT_COVER_WALL_R_RIFLE"
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$MakeCoverAnimWithNoise "Cover_L" "Cover_L.smd" "ACT_COVER_WALL_L_RIFLE"
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$MakeCoverAnim "CoverLow_R" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_RIFLE"
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$MakeCoverAnimWithNoise "CoverLow_L" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
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// ================================================================
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// New
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$MakeCoverAnim_NoHandIK "Cover_R_pistol" "Cover_R.smd" "ACT_COVER_WALL_R_PISTOL"
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$append Cover_R_pistol {
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blendlayer $PistolIdleLayer$ 0 0 0 0 local
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}
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$MakeCoverAnimWithNoise_NoHandIK "Cover_L_pistol" "Cover_L.smd" "ACT_COVER_WALL_L_PISTOL"
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$append Cover_L_pistol {
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blendlayer $PistolIdleLayer$ 0 0 0 0 local
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}
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$MakeCoverAnim_NoHandIK "CoverLow_R_pistol" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R_PISTOL"
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$append CoverLow_R_pistol {
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blendlayer $PistolIdleLowLayer$ 0 0 0 0 local
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}
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$MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_pistol" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
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$append CoverLow_L_pistol {
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blendlayer $PistolIdleLowLayer$ 0 0 0 0 local
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}
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// ----------------------------------------------------------------
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$MakeCoverAnim_NoHandIK "Cover_R_unarmed" "Cover_R.smd" "ACT_COVER_WALL_R"
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$append Cover_R_unarmed {
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blendlayer "cover_unarmed_r" 0 0 0 0 local
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}
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$MakeCoverAnimWithNoise_NoHandIK "Cover_L_unarmed" "Cover_L.smd" "ACT_COVER_WALL_L"
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$append Cover_L_unarmed {
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blendlayer "cover_unarmed_l" 0 0 0 0 local
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}
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$MakeCoverAnim_NoHandIK "CoverLow_R_unarmed" "CoverLow_R.smd" "ACT_COVER_WALL_LOW_R"
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$append CoverLow_R_unarmed {
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blendlayer "cover_unarmed_low" 0 0 0 0 local
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}
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$MakeCoverAnimWithNoise_NoHandIK "CoverLow_L_unarmed" "CoverLow_L.smd" "ACT_COVER_WALL_LOW_L"
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$append CoverLow_L_unarmed {
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blendlayer "cover_unarmed_low" 0 0 0 0 local
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}
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