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https://github.com/mapbase-source/mapbase-model-src.git
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1242 lines
51 KiB
Plaintext
1242 lines
51 KiB
Plaintext
// ================================================================
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//
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// New Pistol Animations for Male Citizens
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//
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// Author: Blixibon
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//
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// Metrocop animations were decompiled by Crowbar 0.71
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//
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// ================================================================
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//
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// This QCI file implements the following:
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//
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// 1. Full pistol idle, walk, run, aim, and crouch animations based on decompiled metrocop animations.
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// These are combined with other citizen animations to help make them fit in with the citizen's
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// existing posture/animation set and differentiate them from metrocops.
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// They also use citizen walk/run blends and "NPC_Citizen" footstep animation events.
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//
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// 2. A complete set of pistol readiness activities. "Readiness" is a feature on citizens and
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// other companions which changes their posture based on how "ready" they are for combat.
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// For example, a "relaxed" citizen will stand up straight, but a "stimulated" citizen will be
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// slightly ducked down and alert. This is purely visual and has no effect on gameplay.
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//
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// Note that many of the existing readiness activities in this QCI file just use regular metrocop
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// animations without the citizen combat layers.
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//
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// 3. Consistent nodes with accompanying transition animations. This means citizens will properly raise and lower their pistols.
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//
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// Due to the limitations of my animation skills, this uses no custom SMD animations.
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// Instead, most of these sequences involve complex QC commands applied on directly decompiled
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// animations. This can produce surprisingly good results, but it's still very crude and has a few caveats which require
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// a lot of work to iron out. As a result, this technique didn't always turn out perfectly and there are a few flaws in these
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// sequences if you look hard enough. Fortunately, the animations are mostly passable otherwise.
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//
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// If you would like to contribute actual animatons to replace some of these sequences, please contact Blixibon.
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//
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// ================================================================
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// ================================================================
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// Metrocop Base Animations
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// ================================================================
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$include "NewPistolAnimations_MetrocopBase.qci"
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// ================================================================
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// New Weightlists
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// ================================================================
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// Replaces weights_layer_walk_hold_baton_angry on movement animations
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$weightlist "weights_move_hold_pistol" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 0.8
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_L_Clavicle" 1
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}
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$weightlist "weights_move_hold_pistol_angry_posture" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 1
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"ValveBiped.Bip01_Spine1" 1
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"ValveBiped.Bip01_Spine2" 1
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"ValveBiped.Bip01_Spine4" 1
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"ValveBiped.Bip01_R_Clavicle" 0
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"ValveBiped.Bip01_L_Clavicle" 0
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}
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$weightlist "weights_move_hold_pistol_police_posture" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 1
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_L_Clavicle" 1
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}
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// ================================================================
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//
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// The layers below are combined with existing citizen or metrocop animations to create believable-looking pistol animations.
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//
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// Due to weightlists and the citizen combat stance differing from metrocops, many existing citizen animations do not align the layer
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// with the citizen's actual forward direction. As a result, we have to have "nudged" versions of this layer which use aiming animations
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// to slightly offset the direction to a point where the aiming animations are facing properly.
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//
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// This should be phased out if full pistol animation SMDs are added.
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//
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// ================================================================
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$weightlist "weights_layer_pistolangryidle2_up_left" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.2 }
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$weightlist "weights_layer_pistolangryidle2_up_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 1 }
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$weightlist "weights_layer_pistolangryidle2_mid_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 1 }
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$sequence "layer_pistolangryidle2_up_left" "a_pistol_aim_up_left" weightlist "weights_layer_pistolangryidle2_up_left" delta hidden
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$sequence "layer_pistolangryidle2_up_right" "a_pistol_aim_up_right" weightlist "weights_layer_pistolangryidle2_up_right" delta hidden
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$sequence "layer_pistolangryidle2_mid_right" "a_pistol_aim_mid_right" weightlist "weights_layer_pistolangryidle2_mid_right" delta hidden
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$sequence "layer_aim_pistol_posture" "police_animations_anims\pistolangryidle2.smd" weightlist "weights_move_hold_pistol_police_posture" hidden addlayer "layer_pistolangryidle2_up_left" loop
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$weightlist "weights_layer_pistol_run_aim_mid_left" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.6 }
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$weightlist "weights_layer_pistol_run_aim_mid_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.3 }
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$weightlist "weights_layer_pistol_run_aim_up_center" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.3 }
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$weightlist "weights_layer_pistol_run_aim_up_right" { "ValveBiped.Bip01_Pelvis" 0 "ValveBiped.Bip01_Spine" 0.8 }
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$sequence "layer_pistol_run_aim_mid_left" "a_WalkN_pistol_aim_mid_left" weightlist "weights_layer_pistol_run_aim_mid_left" delta hidden
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$sequence "layer_pistol_run_aim_mid_right" "a_WalkN_pistol_aim_mid_right" weightlist "weights_layer_pistol_run_aim_mid_right" delta hidden
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$sequence "layer_pistol_run_aim_up_center" "a_WalkN_pistol_aim_up_center" weightlist "weights_layer_pistol_run_aim_up_center" delta hidden
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$sequence "layer_pistol_run_aim_up_right" "a_WalkN_pistol_aim_up_right" weightlist "weights_layer_pistol_run_aim_up_right" delta hidden
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$sequence "layer_walk_aiming_pistol_combat_posture" "male_shared_anims\layer_walk_aiming.smd" weightlist "weights_move_hold_pistol_angry_posture" hidden
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$sequence "layer_walk_aiming_pistol_posture" {
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"police_animations_anims\layer_run_aiming_pistol.smd"
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frame 0 0
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hidden
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loop
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
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weightlist "weights_move_hold_pistol_police_posture"
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}
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$sequence "layer_run_aiming_pistol_combat_posture" "male_shared_anims\layer_run_aiming.smd" weightlist "weights_move_hold_pistol_angry_posture" hidden
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$sequence "layer_run_aiming_pistol_posture" {
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"police_animations_anims\layer_run_aiming_pistol.smd"
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frame 0 0
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hidden
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addlayer "layer_pistol_run_aim_mid_left"
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addlayer "layer_pistol_run_aim_up_center"
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loop
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
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weightlist "weights_move_hold_pistol_police_posture"
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}
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// ================================================================
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// Combat Animations
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// ================================================================
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// Re-use the regular metrocop animation as a readiness activity
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$sequence "pistolangryidle2" {
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"police_animations_anims\pistolangryidle2.smd"
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activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1 // ACT_IDLE_ANGRY_PISTOL
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fadein 0.2
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fadeout 0.2
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addlayer "pistol_Aim_all"
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node "shooting_pistol"
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fps 4
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ikrule "lfoot" footstep contact 0 fakeorigin 11.96 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 3 3 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 3 3 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 3 3 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 3 3 target 1
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}
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$sequence "Idle_Pistol_Aim" { // pistolangryidle2
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"male_shared_anims\Idle_SMG1_Aim.smd"
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activity "ACT_IDLE_ANGRY_PISTOL" 1
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fadein 0.2
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fadeout 0.2
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addlayer "pistol_Aim_all"
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blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
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node "shooting_pistol"
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fps 4
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ikrule "lfoot" footstep contact 0 fakeorigin 13.32 4.21 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.26 -2.18 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
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//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
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//ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
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}
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$sequence "Crouch_idle_pistol" {
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"police_animations_anims\Crouch_idle_pistol.smd"
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activity "ACT_COVER_PISTOL_LOW" 1
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fadein 0.2
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fadeout 0.2
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node "crouching_pistol"
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fps 30
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loop
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ikrule "lfoot" footstep contact 0 fakeorigin 5.77 8.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -11.36 9.68 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 1
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}
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$sequence "gesture_shoot_pistol" {
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"police_animations_anims\gesture_shoot_pistol.smd"
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activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@gesture_shoot_pistol_corrective_animation" 0
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fadein 0.2
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fadeout 0.2
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fps 30
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}
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$sequence "shootp1" {
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"male_shared_anims\Idle_SMG1_Aim.smd" // "police_animations_anims\shootp1.smd"
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numframes 5
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activity "ACT_RANGE_ATTACK_PISTOL" 1
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fadein 0.2
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fadeout 0.2
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addlayer "pistol_Aim_all"
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blendlayer "layer_aim_pistol_posture" 0 0 0 0 local
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addlayer "gesture_shoot_pistol"
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node "shooting_pistol"
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fps 30
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ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 4 4 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 4 4 target 1
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}
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$sequence "reload_pistol" {
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"police_animations_anims\reload_pistol.smd"
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activity "ACT_RELOAD_PISTOL" 1
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{ event 3017 0 "" }
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{ event 3018 34 "" }
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fadein 0.2
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fadeout 0.2
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blendlayer "pistol_Aim_all" 0 0 0 15 spline
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blendlayer "pistol_Aim_all" 30 41 41 41 spline
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node "shooting_pistol"
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fps 30
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ikrule "lfoot" footstep contact 0 fakeorigin 11.95 7.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -9.2 -3.23 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 40 40 target 2
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 29 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 26 29 30 31 target 1
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ikrule "lhand" touch "ValveBiped.Bip01_Spine" contact 13 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 10 13 16 18 target 1
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 40 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 38 40 10 10 target 1 usesequence
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0
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}
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$sequence "gesture_reload_pistolspine" {
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"police_animations_anims\gesture_reload_pistolspine.smd"
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@gesture_reload_pistolspine_corrective_animation" 0
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fadein 0.2
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fadeout 0.2
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hidden
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fps 30
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weightlist "weights_neck_trans_x"
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}
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$sequence "gesture_reload_pistolarms" {
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"police_animations_anims\gesture_reload_pistolarms.smd"
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fadein 0.2
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fadeout 0.2
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hidden
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fps 30
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 40 40 target 1
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weightlist "weights_gesture_reload_pistolarms"
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}
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$sequence "gesture_reload_pistol" {
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"police_animations_anims\gesture_reload_pistol.smd"
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activity "ACT_GESTURE_RELOAD_PISTOL" 1
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{ event 3017 0 "" }
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{ event 3018 37 "" }
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fadein 0.2
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fadeout 0.2
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iklock "rfoot" 1 0
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iklock "lfoot" 1 0
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blendlayer "gesture_reload_pistolarms" 0 5 32 40 spline
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blendlayer "gesture_reload_pistolspine" 0 5 32 40 spline
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node "standing" // standing_pistol
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fps 30
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ikrule "lhand" touch "ValveBiped.Bip01_Pelvis" contact 8 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 1 8 16 20 target 1 usesequence
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 22 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 18 22 38 39 target 1 usesequence
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weightlist "weights_gesture_reload_pistol"
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}
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// ================================================================
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// Low Cover Animations
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// ================================================================
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$sequence "crouch_reload_pistol" {
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"police_animations_anims\crouch_reload_pistol.smd"
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activity "ACT_RELOAD_PISTOL_LOW" 1
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{ event 3017 0 "" }
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{ event 3018 56 "" }
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fadein 0.2
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fadeout 0.2
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node "crouching_pistol"
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fps 30
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ikrule "lfoot" footstep contact 0 fakeorigin 5.77 8.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -11.36 9.68 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
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}
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$weightlist "weights_pistol_crouch_layer" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine4" 1
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"ValveBiped.Bip01_Neck1" 0
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_L_UpperArm" 1
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"ValveBiped.Bip01_L_Forearm" 1
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"ValveBiped.Bip01_L_Hand" 1
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_R_UpperArm" 1
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"ValveBiped.Bip01_R_Forearm" 1
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"ValveBiped.Bip01_R_Hand" 1
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}
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$sequence "Crouch_Pistol_Layer" {
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"police_animations_anims\pistolangryidle2.smd"
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frame 0 0
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numframes 30
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weightlist "weights_pistol_crouch_layer"
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addlayer "layer_pistolangryidle2_mid_right"
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loop
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ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
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hidden
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}
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$sequence "Crouch_ShootPistol_Layer" {
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"police_animations_anims\shootp1.smd"
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weightlist "weights_pistol_crouch_layer"
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addlayer "layer_pistolangryidle2_mid_right"
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loop
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ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
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ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
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hidden
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}
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$sequence "crouch_shoot_pistol" {
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"male_shared_anims\crouch_shoot_smg1.smd"
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activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
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{ event 3002 0 "" }
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fadein 0.2
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fadeout 0.2
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blendlayer "Crouch_ShootPistol_Layer" 0 0 0 0 local
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addlayer "pistol_Aim_all"
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node "crouchShooting_pistol"
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fps 25
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ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 6 6 target 3
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ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 6 6 target 2
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//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 1
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 6 6 target 0
|
|
}
|
|
|
|
$sequence "crouch_aim_pistol" {
|
|
"male_shared_anims\crouch_aim_smg1.smd"
|
|
activity "ACT_RANGE_AIM_PISTOL_LOW" 1
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
blendlayer "Crouch_Pistol_Layer" 0 0 0 0 local
|
|
addlayer "pistol_Aim_all"
|
|
node "crouchShooting_pistol"
|
|
fps 30
|
|
loop
|
|
ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
|
|
ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
|
|
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
|
|
}
|
|
|
|
// ================================================================
|
|
// Aim Animations
|
|
// ================================================================
|
|
//$sequence "pistol_Aim_all" {
|
|
// "a_pistol_aim_straight_up"
|
|
// "a_pistol_aim_straight_up"
|
|
// "a_pistol_aim_straight_up"
|
|
// "a_pistol_aim_up_right"
|
|
// "a_pistol_aim_up_center"
|
|
// "a_pistol_aim_up_left"
|
|
// "a_pistol_aim_mid_right"
|
|
// "a_pistol_aim_mid_center"
|
|
// "a_pistol_aim_mid_left"
|
|
// "a_pistol_aim_down_right"
|
|
// "a_pistol_aim_down_center"
|
|
// "a_pistol_aim_down_left"
|
|
// blend "aim_yaw" -43.47391 45.51665
|
|
// blend "aim_pitch" -82.85746 45.59517
|
|
// blendwidth 3
|
|
// delta
|
|
// fadein 0.2
|
|
// fadeout 0.2
|
|
// hidden
|
|
// iklock "rfoot" 1 0
|
|
// iklock "lfoot" 1 0
|
|
//}
|
|
|
|
//
|
|
// Crowbar appears to have had issues decompiling parts of pistol_Aim_all, leading to citizens not turning towards their target enough.
|
|
// Fortunately, however, the Source SDK happens to come with the original SMD for the metrocop pistol aim layer as part of the HL2:DM sample pack.
|
|
// By using the $makeaimlayer macro, which also came from the Source SDK (and can be found in this repository under hl2mp_ported_anims\player_macros.qci),
|
|
// we can recreate that blend in its original source form without the aforementioned decompiling issues.
|
|
//
|
|
$animation a_pistol_Aim_all_neutral "hl2mp_ported_anims\Pistol_aim_matrix" frame 4 4 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_down_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 0 0 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_down_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 1 1 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_down_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 2 2 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_mid_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 3 3 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_mid_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 4 4 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_mid_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 5 5 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_up_left "hl2mp_ported_anims\Pistol_aim_matrix" frame 6 6 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_up_center "hl2mp_ported_anims\Pistol_aim_matrix" frame 7 7 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$animation a_pistol_Aim_all_up_right "hl2mp_ported_anims\Pistol_aim_matrix" frame 8 8 subtract a_pistol_Aim_all_neutral 0 weightlist "weights_pistol_Aim_all"
|
|
$sequence pistol_Aim_all {
|
|
a_pistol_aim_straight_up a_pistol_aim_straight_up a_pistol_aim_straight_up
|
|
a_pistol_Aim_all_up_right a_pistol_Aim_all_up_center a_pistol_Aim_all_up_left
|
|
a_pistol_Aim_all_mid_right a_pistol_Aim_all_mid_center a_pistol_Aim_all_mid_left
|
|
a_pistol_Aim_all_down_right a_pistol_Aim_all_down_center a_pistol_Aim_all_down_left
|
|
blend "aim_yaw" -43.47391 45.51665
|
|
blend "aim_pitch" -82.85746 45.59517
|
|
blendref a_pistol_Aim_all_neutral
|
|
blendcenter a_pistol_Aim_all_mid_center
|
|
blendwidth 3 calcblend aim_yaw "anim_attachment_RH" ZR calcblend aim_pitch "anim_attachment_RH" YR
|
|
delta
|
|
iklock rfoot 1 0 iklock lfoot 1 0
|
|
hidden
|
|
}
|
|
|
|
$sequence "WalkN_pistol_Aim_all" {
|
|
"a_WalkN_pistol_aim_straight_up"
|
|
"a_WalkN_pistol_aim_straight_up"
|
|
"a_WalkN_pistol_aim_straight_up"
|
|
"a_WalkN_pistol_aim_up_right"
|
|
"a_WalkN_pistol_aim_up_center"
|
|
"a_WalkN_pistol_aim_up_left"
|
|
"a_WalkN_pistol_aim_mid_right"
|
|
"a_WalkN_pistol_aim_mid_center"
|
|
"a_WalkN_pistol_aim_mid_left"
|
|
"a_WalkN_pistol_aim_down_right"
|
|
"a_WalkN_pistol_aim_down_center"
|
|
"a_WalkN_pistol_aim_down_left"
|
|
blend "aim_yaw" -45.59397 44.46127
|
|
blend "aim_pitch" -78.71045 43.57745
|
|
blendwidth 3
|
|
delta
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
//iklock "rfoot" 1 0
|
|
//iklock "lfoot" 1 0
|
|
}
|
|
|
|
// ================================================================
|
|
// Walk Animations
|
|
// ================================================================
|
|
$sequence "Pistol_aim_walk_all_delta" {
|
|
"a_walkS_pistol_aim_delta"
|
|
"a_walkSE_pistol_aim_delta"
|
|
"a_walkE_pistol_aim_delta"
|
|
"a_walkNE_pistol_aim_delta"
|
|
"a_walkN_pistol_aim_delta"
|
|
"a_walkNW_pistol_aim_delta"
|
|
"a_walkW_pistol_aim_delta"
|
|
"a_walkSW_pistol_aim_delta"
|
|
"a_walkS_pistol_aim_delta"
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
delta
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
iklock "lfoot" 1 1
|
|
iklock "rfoot" 1 1
|
|
}
|
|
|
|
$sequence "layer_walk_aiming_pistol" {
|
|
"police_animations_anims\layer_walk_aiming_pistol.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
addlayer "WalkN_pistol_Aim_all"
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
|
|
weightlist "weights_layer_walk_hold_baton_angry"
|
|
}
|
|
|
|
// Re-use the regular metrocop animation as a readiness activity
|
|
$sequence "walk_aiming_pistol_alert_all" {
|
|
"a_MaleCitizenWalkS"
|
|
"a_MaleCitizenWalkSE"
|
|
"a_MaleCitizenWalkE"
|
|
"a_MaleCitizenWalkNE"
|
|
"a_WalkN_aim_pistol"
|
|
"a_MaleCitizenWalkNW"
|
|
"a_MaleCitizenWalkW"
|
|
"a_MaleCitizenWalkSW"
|
|
"a_MaleCitizenWalkS"
|
|
activity "ACT_WALK_AIM_PISTOL_STIMULATED" 1 // ACT_WALK_AIM_PISTOL
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 9 "NPC_Citizen" }
|
|
{ event 6005 25 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
addlayer "layer_walk_aiming_pistol"
|
|
}
|
|
|
|
$sequence "walk_aiming_pistol_all" {
|
|
"a_MaleCitizenWalkS"
|
|
"a_MaleCitizenWalkSE"
|
|
"a_MaleCitizenWalkE"
|
|
"a_MaleCitizenWalkNE"
|
|
"a_MaleCitizenWalkN" // a_WalkN_aim_pistol
|
|
"a_MaleCitizenWalkNW"
|
|
"a_MaleCitizenWalkW"
|
|
"a_MaleCitizenWalkSW"
|
|
"a_MaleCitizenWalkS"
|
|
activity "ACT_WALK_AIM_PISTOL" 1
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 9 "NPC_Citizen" }
|
|
{ event 6005 25 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
addlayer "WalkN_pistol_Aim_all"
|
|
blendlayer "layer_walk_aiming_pistol_posture" 0 0 0 0 local
|
|
blendlayer "layer_walk_aiming_pistol_combat_posture" 0 0 0 0 local
|
|
}
|
|
|
|
// Overlays the lower posture citizens use for alert animations
|
|
$sequence "layer_walk_hold_pistol_alert_posture" {
|
|
"male_shared_anims\layer_walk_alert_holding.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
weightlist "weights_move_hold_pistol_angry_posture"
|
|
}
|
|
|
|
// Overlays the lower posture citizens use for combat animations
|
|
$sequence "layer_walk_hold_pistol_angry_posture" {
|
|
"male_shared_anims\layer_walk_holding.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
weightlist "weights_move_hold_pistol_angry_posture"
|
|
}
|
|
|
|
$sequence "layer_walk_hold_pistol" {
|
|
"police_animations_anims\layer_walk_hold_pistol.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
addlayer "WalkN_pistol_Aim_all"
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
|
|
weightlist "weights_move_hold_pistol"
|
|
}
|
|
|
|
$sequence "walk_alert_hold_pistol" {
|
|
"a_MaleCitizenWalkS"
|
|
"a_MaleCitizenWalkSE"
|
|
"a_MaleCitizenWalkE"
|
|
"a_MaleCitizenWalkNE"
|
|
"a_MaleCitizenWalkN" // a_walkN_hold_pistol
|
|
"a_MaleCitizenWalkNW"
|
|
"a_MaleCitizenWalkW"
|
|
"a_MaleCitizenWalkSW"
|
|
"a_MaleCitizenWalkS"
|
|
activity "ACT_WALK_PISTOL_STIMULATED" 1 // ACT_WALK_PISTOL
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 9 "NPC_Citizen" }
|
|
{ event 6005 25 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
addlayer "layer_walk_hold_pistol"
|
|
addlayer "layer_walk_hold_pistol_alert_posture"
|
|
node "standing" // standing_pistol
|
|
}
|
|
|
|
$sequence "walk_hold_pistol" {
|
|
"a_MaleCitizenWalkS"
|
|
"a_MaleCitizenWalkSE"
|
|
"a_MaleCitizenWalkE"
|
|
"a_MaleCitizenWalkNE"
|
|
"a_MaleCitizenWalkN" // a_walkN_hold_pistol
|
|
"a_MaleCitizenWalkNW"
|
|
"a_MaleCitizenWalkW"
|
|
"a_MaleCitizenWalkSW"
|
|
"a_MaleCitizenWalkS"
|
|
activity "ACT_WALK_PISTOL" 1
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 9 "NPC_Citizen" }
|
|
{ event 6005 25 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
addlayer "layer_walk_hold_pistol"
|
|
addlayer "layer_walk_hold_pistol_angry_posture"
|
|
node "standing" // standing_pistol
|
|
}
|
|
|
|
$weightlist "weights_layer_walk_hold_pistol_relaxed" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_R_Clavicle" 0
|
|
"ValveBiped.Bip01_R_UpperArm" 0.5
|
|
"ValveBiped.Bip01_R_Forearm" 1
|
|
"ValveBiped.Bip01_R_Hand" 1
|
|
"ValveBiped.Bip01_L_Clavicle" 0
|
|
}
|
|
|
|
$sequence "layer_walk_hold_pistol_relaxed" {
|
|
"police_animations_anims\layer_walk_hold_pistol.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
|
|
weightlist "weights_layer_walk_hold_pistol_relaxed"
|
|
}
|
|
|
|
$sequence "walk_hold_pistol_relaxed" {
|
|
"a_MaleCitizenWalkS"
|
|
"a_MaleCitizenWalkSE"
|
|
"a_MaleCitizenWalkE"
|
|
"a_MaleCitizenWalkNE"
|
|
"a_MaleCitizenWalkN" // a_walkN_hold_pistol
|
|
"a_MaleCitizenWalkNW"
|
|
"a_MaleCitizenWalkW"
|
|
"a_MaleCitizenWalkSW"
|
|
"a_MaleCitizenWalkS"
|
|
activity "ACT_WALK_PISTOL_RELAXED" 1 // ACT_WALK_PISTOL
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 9 "NPC_Citizen" }
|
|
{ event 6005 25 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
keyvalues
|
|
{
|
|
interior ACT_NEUTRAL_PISTOL_RELAXED
|
|
}
|
|
addlayer "layer_walk_hold_pistol_relaxed"
|
|
node "standing" // standing_pistol
|
|
}
|
|
|
|
// ================================================================
|
|
// Run Animations
|
|
// ================================================================
|
|
$sequence "Pistol_aim_run_all_delta" {
|
|
"a_runS_pistol_aim_delta"
|
|
"a_runSE_pistol_aim_delta"
|
|
"a_runE_pistol_aim_delta"
|
|
"a_runNE_pistol_aim_delta"
|
|
"a_runN_pistol_aim_delta"
|
|
"a_runNW_pistol_aim_delta"
|
|
"a_runW_pistol_aim_delta"
|
|
"a_runSW_pistol_aim_delta"
|
|
"a_runS_pistol_aim_delta"
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
delta
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
iklock "lfoot" 1 1
|
|
iklock "rfoot" 1 1
|
|
}
|
|
|
|
// Overlays the lower posture citizens use for alert animations
|
|
$sequence "layer_run_hold_pistol_alert_posture" {
|
|
"male_shared_anims\layer_run_alert_holding.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
weightlist "weights_move_hold_pistol_angry_posture"
|
|
}
|
|
|
|
// Overlays the lower posture citizens use for combat animations
|
|
$sequence "layer_run_hold_pistol_angry_posture" {
|
|
"male_shared_anims\layer_run_holding.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
weightlist "weights_move_hold_pistol_angry_posture"
|
|
}
|
|
|
|
$sequence "layer_run_hold_pistol" {
|
|
"police_animations_anims\layer_run_hold_pistol.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
addlayer "WalkN_pistol_Aim_all"
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
weightlist "weights_move_hold_pistol"
|
|
}
|
|
|
|
$sequence "run_alert_hold_pistol" {
|
|
"a_MaleCitizenRunS"
|
|
"a_MaleCitizenRunSE"
|
|
"a_MaleCitizenRunE"
|
|
"a_MaleCitizenRunNE"
|
|
"a_MaleCitizenRunN" // a_runN_hold_pistol
|
|
"a_MaleCitizenRunNW"
|
|
"a_MaleCitizenRunW"
|
|
"a_MaleCitizenRunSW"
|
|
"a_MaleCitizenRunS"
|
|
activity "ACT_RUN_PISTOL_STIMULATED" 1 // ACT_RUN_PISTOL
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 7 "NPC_Citizen" }
|
|
{ event 6005 16 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
addlayer "layer_run_hold_pistol"
|
|
addlayer "layer_run_hold_pistol_alert_posture"
|
|
node "standing" // standing_pistol
|
|
}
|
|
|
|
$sequence "run_hold_pistol" {
|
|
"a_MaleCitizenRunS"
|
|
"a_MaleCitizenRunSE"
|
|
"a_MaleCitizenRunE"
|
|
"a_MaleCitizenRunNE"
|
|
"a_MaleCitizenRunN" // a_runN_hold_pistol
|
|
"a_MaleCitizenRunNW"
|
|
"a_MaleCitizenRunW"
|
|
"a_MaleCitizenRunSW"
|
|
"a_MaleCitizenRunS"
|
|
activity "ACT_RUN_PISTOL" 1
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 7 "NPC_Citizen" }
|
|
{ event 6005 16 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
addlayer "layer_run_hold_pistol"
|
|
addlayer "layer_run_hold_pistol_angry_posture"
|
|
node "standing" // standing_pistol
|
|
}
|
|
|
|
$sequence "layer_run_hold_pistol_relaxed" {
|
|
"police_animations_anims\layer_run_hold_pistol.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
weightlist "weights_layer_walk_hold_pistol_relaxed"
|
|
}
|
|
|
|
$sequence "run_hold_pistol_relaxed" {
|
|
"a_MaleCitizenRunS"
|
|
"a_MaleCitizenRunSE"
|
|
"a_MaleCitizenRunE"
|
|
"a_MaleCitizenRunNE"
|
|
"a_MaleCitizenRunN" // a_runN_hold_pistol
|
|
"a_MaleCitizenRunNW"
|
|
"a_MaleCitizenRunW"
|
|
"a_MaleCitizenRunSW"
|
|
"a_MaleCitizenRunS"
|
|
activity "ACT_RUN_PISTOL_RELAXED" 1 // ACT_RUN_PISTOL
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 7 "NPC_Citizen" }
|
|
{ event 6005 16 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
keyvalues
|
|
{
|
|
interior ACT_NEUTRAL_PISTOL_RELAXED
|
|
}
|
|
addlayer "layer_run_hold_pistol_relaxed"
|
|
node "standing" // standing_pistol
|
|
}
|
|
|
|
$sequence "layer_run_aiming_pistol" {
|
|
"police_animations_anims\layer_run_aiming_pistol.smd"
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
hidden
|
|
addlayer "WalkN_pistol_Aim_all"
|
|
fps 30
|
|
loop
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
weightlist "weights_layer_walk_hold_baton_angry"
|
|
}
|
|
|
|
// Re-use the regular metrocop animation as a readiness activity
|
|
$sequence "run_aiming_pistol_alert_all" {
|
|
"a_MaleCitizenRunS"
|
|
"a_MaleCitizenRunSE"
|
|
"a_MaleCitizenRunE"
|
|
"a_MaleCitizenRunNE"
|
|
"a_runN_aim_pistol"
|
|
"a_MaleCitizenRunNW"
|
|
"a_MaleCitizenRunW"
|
|
"a_MaleCitizenRunSW"
|
|
"a_MaleCitizenRunS"
|
|
activity "ACT_RUN_AIM_PISTOL_STIMULATED" 1 // ACT_RUN_AIM_PISTOL
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 7 "NPC_Citizen" }
|
|
{ event 6005 16 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
blendlayer "layer_run_aiming_pistol" 0 0 0 0 local
|
|
}
|
|
|
|
$sequence "run_aiming_pistol_all" {
|
|
"a_MaleCitizenRunS"
|
|
"a_MaleCitizenRunSE"
|
|
"a_MaleCitizenRunE"
|
|
"a_MaleCitizenRunNE"
|
|
"a_MaleCitizenRunN" // a_runN_aim_pistol
|
|
"a_MaleCitizenRunNW"
|
|
"a_MaleCitizenRunW"
|
|
"a_MaleCitizenRunSW"
|
|
"a_MaleCitizenRunS"
|
|
activity "ACT_RUN_AIM_PISTOL" 1
|
|
blend "move_yaw" -180 180
|
|
blendwidth 9
|
|
{ event 6004 7 "NPC_Citizen" }
|
|
{ event 6005 16 "NPC_Citizen" }
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
addlayer "WalkN_pistol_Aim_all"
|
|
blendlayer "layer_run_aiming_pistol_posture" 0 0 0 0 local
|
|
blendlayer "layer_run_aiming_pistol_combat_posture" 0 0 0 0 local
|
|
}
|
|
|
|
|
|
// ================================================================
|
|
// Idle Animations
|
|
// ================================================================
|
|
$weightlist "weights_pistol_idle_layer" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_Spine" 0.2
|
|
"ValveBiped.Bip01_Spine1" 0.3
|
|
"ValveBiped.Bip01_Spine2" 0.4
|
|
"ValveBiped.Bip01_Spine4" 0.5
|
|
"ValveBiped.Bip01_Neck1" 0
|
|
"ValveBiped.Bip01_L_Clavicle" 1
|
|
"ValveBiped.Bip01_L_UpperArm" 1
|
|
"ValveBiped.Bip01_L_Forearm" 1
|
|
"ValveBiped.Bip01_L_Hand" 1
|
|
"ValveBiped.Bip01_R_Clavicle" 1
|
|
"ValveBiped.Bip01_R_UpperArm" 1
|
|
"ValveBiped.Bip01_R_Forearm" 1
|
|
"ValveBiped.Bip01_R_Hand" 1
|
|
}
|
|
|
|
$sequence "Idle_Pistol_Layer" {
|
|
"police_animations_anims\a_walkN_hold_pistol.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
weightlist "weights_pistol_idle_layer"
|
|
loop
|
|
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
|
|
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
|
|
hidden
|
|
}
|
|
|
|
$weightlist "weights_pistol_idle_layer2" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_Spine4" 0.5
|
|
"ValveBiped.Bip01_Neck1" 0
|
|
"ValveBiped.Bip01_L_Clavicle" 0.0
|
|
"ValveBiped.Bip01_L_UpperArm" 1
|
|
"ValveBiped.Bip01_L_Forearm" 1
|
|
"ValveBiped.Bip01_L_Hand" 1
|
|
"ValveBiped.Bip01_R_Clavicle" 0.0
|
|
"ValveBiped.Bip01_R_UpperArm" 0.0
|
|
"ValveBiped.Bip01_R_Forearm" 0.5
|
|
"ValveBiped.Bip01_R_Hand" 1
|
|
}
|
|
|
|
$sequence "Idle_Pistol_Layer2" {
|
|
"alyx_animations_ep2\Idle_p_stimulated.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
weightlist "weights_pistol_idle_layer2"
|
|
loop
|
|
hidden
|
|
}
|
|
|
|
$sequence "Idle_Pistol_Layer3" {
|
|
"alyx_animations_ep2\Idle_p_stimulated_fidget01.smd"
|
|
frame 50 50
|
|
numframes 30
|
|
weightlist "weights_pistol_idle_layer2"
|
|
loop
|
|
hidden
|
|
}
|
|
|
|
$weightlist "weights_pistol_idle_layer4a" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_L_UpperArm" 0.6
|
|
"ValveBiped.Bip01_L_Forearm" 0.25
|
|
"ValveBiped.Bip01_L_Hand" 1
|
|
"ValveBiped.Bip01_R_UpperArm" 0.5
|
|
"ValveBiped.Bip01_R_Forearm" 0
|
|
}
|
|
|
|
$sequence "Idle_Pistol_Layer4a" {
|
|
"police_animations_anims\a_walkN_hold_pistol.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
weightlist "weights_pistol_idle_layer4a"
|
|
loop
|
|
hidden
|
|
}
|
|
|
|
$weightlist "weights_pistol_idle_layer4" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_Spine4" 0.5
|
|
"ValveBiped.Bip01_Neck1" 0
|
|
"ValveBiped.Bip01_L_Clavicle" 1
|
|
"ValveBiped.Bip01_L_UpperArm" 1
|
|
"ValveBiped.Bip01_L_Forearm" 1
|
|
"ValveBiped.Bip01_L_Hand" 1
|
|
"ValveBiped.Bip01_R_Clavicle" 1
|
|
"ValveBiped.Bip01_R_UpperArm" 1
|
|
"ValveBiped.Bip01_R_Forearm" 1
|
|
"ValveBiped.Bip01_R_Hand" 1
|
|
"ValveBiped.Bip01_R_Finger0" 0
|
|
"ValveBiped.Bip01_R_Finger1" 0
|
|
"ValveBiped.Bip01_R_Finger2" 0
|
|
"ValveBiped.Bip01_R_Finger3" 0
|
|
"ValveBiped.Bip01_R_Finger4" 0
|
|
}
|
|
|
|
$sequence "Idle_Pistol_Layer4" {
|
|
"police_animations_anims\Crouch_idle_pistol.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
addlayer "Idle_Pistol_Layer4a"
|
|
weightlist "weights_pistol_idle_layer4"
|
|
loop
|
|
hidden
|
|
}
|
|
|
|
// The actual pistol-holding layer
|
|
$weightlist "weights_pistol_idle_layer_relaxed_1" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_Spine4" 0.5
|
|
"ValveBiped.Bip01_Neck1" 0
|
|
"ValveBiped.Bip01_L_Clavicle" 0
|
|
"ValveBiped.Bip01_L_UpperArm" 0
|
|
"ValveBiped.Bip01_L_Forearm" 0
|
|
"ValveBiped.Bip01_L_Hand" 0
|
|
"ValveBiped.Bip01_R_Clavicle" 1
|
|
"ValveBiped.Bip01_R_UpperArm" 0.5
|
|
"ValveBiped.Bip01_R_Forearm" 0.5
|
|
"ValveBiped.Bip01_R_Hand" 1
|
|
}
|
|
|
|
$sequence "Idle_Pistol_Layer_Relaxed_1" {
|
|
"police_animations_anims\a_walkN_hold_pistol.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
weightlist "weights_pistol_idle_layer_relaxed_1"
|
|
loop
|
|
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
|
|
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
|
|
hidden
|
|
}
|
|
|
|
// The unarmed idle layer
|
|
$weightlist "weights_pistol_idle_layer_relaxed_2" {
|
|
"ValveBiped.Bip01_Pelvis" 0
|
|
"ValveBiped.Bip01_Spine4" 0
|
|
"ValveBiped.Bip01_Neck1" 0
|
|
"ValveBiped.Bip01_L_Clavicle" 0.5
|
|
"ValveBiped.Bip01_L_UpperArm" 0.75
|
|
"ValveBiped.Bip01_L_Forearm" 1
|
|
"ValveBiped.Bip01_L_Hand" 1
|
|
"ValveBiped.Bip01_R_Clavicle" 1
|
|
"ValveBiped.Bip01_R_UpperArm" 0.5
|
|
"ValveBiped.Bip01_R_Forearm" 0
|
|
"ValveBiped.Bip01_R_Hand" 0
|
|
}
|
|
|
|
$sequence "Idle_Pistol_Layer_Relaxed_2" {
|
|
"male_shared_anims\idle_subtle.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
weightlist "weights_pistol_idle_layer_relaxed_2"
|
|
loop
|
|
hidden
|
|
}
|
|
|
|
// The composite of the two layers
|
|
$sequence "Idle_Pistol_Layer_Relaxed" {
|
|
"police_animations_anims\a_walkN_hold_pistol.smd"
|
|
frame 0 0
|
|
numframes 30
|
|
noanimation
|
|
addlayer "Idle_Pistol_Layer_Relaxed_1"
|
|
addlayer "Idle_Pistol_Layer_Relaxed_2"
|
|
loop
|
|
hidden
|
|
}
|
|
|
|
//$sequence "Idle_Pistol" "male_shared_anims\idle_subtle.smd" {
|
|
// blendlayer "Idle_Pistol_Layer" 0 0 0 0 local
|
|
// activity "ACT_IDLE_PISTOL" 1
|
|
// cmdlist lockfeet
|
|
//}
|
|
|
|
$definemacro MakePistolIdle SeqName IdleAnim IdleLayer ActivityName ActivityWeight \\
|
|
$sequence $SeqName$ $IdleAnim$ { \\
|
|
blendlayer $IdleLayer$ 0 0 0 0 local \\
|
|
activity $ActivityName$ $ActivityWeight$ \\
|
|
node "standing" \\
|
|
cmdlist lockfeet \\
|
|
ikrule "lfoot" footstep contact 0 fakeorigin 9.42 6.98 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 3 usesequence \\
|
|
ikrule "rfoot" footstep contact 0 fakeorigin -5.12 -3.28 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 149 149 target 2 usesequence \\
|
|
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 1 usesequence \\
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 149 149 target 0 usesequence \\
|
|
}
|
|
|
|
$definemacro MakePistolAngry SeqName IdleAnim IdleLayer ActivityName ActivityWeight \\
|
|
$sequence $SeqName$ $IdleAnim$ { \\
|
|
blendlayer $IdleLayer$ 0 0 0 0 local \\
|
|
activity $ActivityName$ $ActivityWeight$ \\
|
|
node "standing" \\
|
|
cmdlist lockfeet \\
|
|
ikrule "lfoot" footstep contact 0 fakeorigin 12.34 5.11 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3 \\
|
|
ikrule "rfoot" footstep contact 0 fakeorigin -6.44 -2.08 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2 \\
|
|
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1 \\
|
|
//ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0 \\
|
|
}
|
|
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_1" "male_shared_anims\Idle_Relaxed_SMG1_1.smd" "Idle_Pistol_Layer4" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_2" "male_shared_anims\Idle_Relaxed_SMG1_2.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_3" "male_shared_anims\Idle_Relaxed_SMG1_3.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_4" "male_shared_anims\Idle_Relaxed_SMG1_4.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_5" "male_shared_anims\Idle_Relaxed_SMG1_5.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_6" "male_shared_anims\Idle_Relaxed_SMG1_6.smd" "Idle_Pistol_Layer4" "ACT_IDLE_PISTOL_RELAXED" -1 // Looks better when not relaxed
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_7" "male_shared_anims\Idle_Relaxed_SMG1_7.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_8" "male_shared_anims\Idle_Relaxed_SMG1_8.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
|
|
$MakePistolIdle "Idle_Relaxed_Pistol_9" "male_shared_anims\Idle_Relaxed_SMG1_9.smd" "Idle_Pistol_Layer_Relaxed" "ACT_IDLE_PISTOL_RELAXED" -1
|
|
|
|
$MakePistolIdle "Idle_Alert_Pistol_1" "male_shared_anims\Idle_Alert_SMG1_1.smd" "Idle_Pistol_Layer4" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_2" "male_shared_anims\Idle_Alert_SMG1_2.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_3" "male_shared_anims\Idle_Alert_SMG1_3.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_4" "male_shared_anims\Idle_Alert_SMG1_4.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_5" "male_shared_anims\Idle_Alert_SMG1_5.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_6" "male_shared_anims\Idle_Alert_SMG1_6.smd" "Idle_Pistol_Layer4" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_7" "male_shared_anims\Idle_Alert_SMG1_7.smd" "Idle_Pistol_Layer4" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_8" "male_shared_anims\Idle_Alert_SMG1_8.smd" "Idle_Pistol_Layer4" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
$MakePistolIdle "Idle_Alert_Pistol_9" "male_shared_anims\Idle_Alert_SMG1_9.smd" "Idle_Pistol_Layer" "ACT_IDLE_PISTOL_STIMULATED" -1
|
|
|
|
$MakePistolIdle "Idle_Pistol_Relaxed" "male_shared_anims\Idle_SMG1_Relaxed.smd" "Idle_Pistol_Layer_Relaxed" "ACT_NEUTRAL_PISTOL_RELAXED" -1
|
|
$MakePistolAngry "Idle_Angry_Pistol" "male_shared_anims\Idle_Angry_SMG1.smd" "Idle_Pistol_Layer4" "ACT_IDLE_PISTOL" 1
|
|
|
|
// ================================================================
|
|
// Transition Animations
|
|
// ================================================================
|
|
$sequence "Stand_to_crouchpistol" {
|
|
"police_animations_anims\Stand_to_crouchpistol.smd"
|
|
activity "ACT_TRANSITION" 1
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fadein 0.2
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fadeout 0.2
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transition "standing" "crouching_pistol" // standing_pistol
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fps 30
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 0 usesequence
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 3 usesequence
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walkframe 17 LX LY
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}
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$sequence "Crouch_to_standpistol" {
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"police_animations_anims\Crouch_to_standpistol.smd"
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activity "ACT_TRANSITION" 1
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fadein 0.2
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fadeout 0.2
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transition "crouching_pistol" "standing" // standing_pistol
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fps 30
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ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0 usesequence
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1 usesequence
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ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 2 usesequence
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ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 3 usesequence
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walkframe 20 LX LY
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}
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|
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$sequence "Shoot_to_crouchpistol" {
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"police_animations_anims\Shoot_to_crouchpistol.smd"
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activity "ACT_TRANSITION" 1
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fadein 0.2
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|
fadeout 0.2
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transition "shooting_pistol" "crouching_pistol"
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fps 30
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|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 target 0 usesequence
|
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ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 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 17 17 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 17 17 target 3 usesequence
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|
walkframe 17 LX LY
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|
}
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|
|
|
$sequence "Crouch_to_shootpistol" {
|
|
"police_animations_anims\Crouch_to_shootpistol.smd"
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|
activity "ACT_TRANSITION" 1
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|
fadein 0.2
|
|
fadeout 0.2
|
|
blendlayer "Idle_Pistol_Aim" 14 20 26 26
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|
transition "crouching_pistol" "shooting_pistol"
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|
fps 40
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 25 25 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 25 25 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 25 25 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 25 25 target 3 usesequence
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|
walkframe 20 LX LY
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|
}
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|
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// ================================================================
|
|
// New Transition Animations
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|
// ================================================================
|
|
$sequence "IdleAngryToShootPistol" {
|
|
"male_shared_anims\IdleAngryToShoot.smd"
|
|
activity "ACT_TRANSITION" 1
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
blendlayer "Idle_Angry_Pistol" 0 0 0 15 xfade spline
|
|
blendlayer "Idle_Pistol_Aim" 0 15 15 15 spline
|
|
blendlayer "IdleAngryToShootDelta" 0 0 15 15
|
|
transition "standing" "shooting_pistol"
|
|
fps 30
|
|
noanimation //weightlist "weights_turnleft"
|
|
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 15 15 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 15 15 target 3 usesequence
|
|
numframes 15
|
|
}
|
|
|
|
$sequence "ShootToIdleAngryPistol" {
|
|
"male_shared_anims\ShootToIdleAngry.smd"
|
|
activity "ACT_TRANSITION" 1
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
blendlayer "Idle_Pistol_Aim" 0 0 0 25 spline
|
|
blendlayer "Idle_Angry_Pistol" 0 20 20 20 spline
|
|
//blendlayer "ShootToIdleAngryDelta" 0 0 20 20
|
|
transition "shooting_pistol" "standing"
|
|
fps 30
|
|
noanimation //weightlist "weights_turnleft"
|
|
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 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 20 20 target 3 usesequence
|
|
numframes 20
|
|
}
|
|
|
|
$sequence "CrouchPistolToCrouchShoot" {
|
|
"male_shared_anims\CrouchDToCrouchShoot.smd"
|
|
activity "ACT_TRANSITION" 1
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
numframes 21
|
|
//noanimation
|
|
blendlayer "Crouch_idle_pistol" 0 0 2 15 spline
|
|
blendlayer "crouch_aim_pistol" 4 21 21 21 spline
|
|
transition "crouching_pistol" "crouchShooting_pistol"
|
|
fps 30
|
|
ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
|
|
ikrule "rfoot" footstep contact 0 fakeorigin -5.36 0.26 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
|
|
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
}
|
|
|
|
$sequence "CrouchShootToCrouchPistol" {
|
|
"male_shared_anims\CrouchShootToCrouchD.smd"
|
|
activity "ACT_TRANSITION" 1
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
blendlayer "crouch_aim_pistol" 0 0 2 15 spline
|
|
blendlayer "Crouch_idle_pistol" 4 21 21 21 spline
|
|
transition "crouchShooting_pistol" "crouching_pistol"
|
|
fps 30
|
|
ikrule "lfoot" footstep contact 0 fakeorigin 11.07 8.78 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
|
|
ikrule "rfoot" footstep contact 0 fakeorigin -5.22 0.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
|
|
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
|
|
}
|
|
|
|
$sequence "Stand_to_crouchshootpistol" {
|
|
"police_animations_anims\Stand_to_crouchpistol.smd"
|
|
activity "ACT_TRANSITION" 1
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
transition "standing" "crouchShooting_pistol" // standing_pistol
|
|
blendlayer "crouch_aim_pistol" 8 18 18 18 spline
|
|
fps 30
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 17 17 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 17 17 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 17 17 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 17 17 target 3 usesequence
|
|
walkframe 17 LX LY
|
|
}
|
|
|
|
$sequence "CrouchShoot_to_standpistol" {
|
|
"police_animations_anims\Crouch_to_standpistol.smd"
|
|
activity "ACT_TRANSITION" 1
|
|
fadein 0.2
|
|
fadeout 0.2
|
|
transition "crouchShooting_pistol" "standing" // standing_pistol
|
|
blendlayer "crouch_aim_pistol" 0 0 0 10 spline
|
|
fps 30
|
|
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 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 20 20 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 20 20 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 20 20 target 3 usesequence
|
|
walkframe 20 LX LY
|
|
}
|