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https://github.com/mapbase-source/mapbase-model-src.git
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279 lines
9.3 KiB
Plaintext
279 lines
9.3 KiB
Plaintext
// ================================================================
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//
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// New Pistol Animations for Combine Soldiers
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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 full pistol idle, walk, run, aim, and crouch animations based on decompiled metrocop animations
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// and soldier animations modified in Blender.
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//
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// The adapated metrocop animations are combined with soldier animations using various QC commands to help make them fit in
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// with the soldier's existing posture/animation set and differentiate them from metrocops. They also use soldier walk/run blends
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// and "NPC_CombineS" footstep animation events.
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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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$include "NewPistolAnimations_MetrocopBase.qci"
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// ================================================================
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// New Weightlists
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// ================================================================
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$weightlist "weights_pistol_new_arms" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine4" 1
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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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$weightlist "weights_legs_only" { "ValveBiped.Bip01_Spine" 0 "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 1 "ValveBiped.Bip01_R_Thigh" 1 }
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$sequence "layer_shootp1" "combine_soldier_anims_anims\custom\shootp1.smd" subtract "layer_shootp1" 4 delta hidden
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$sequence "layer_reload_pistol" "police_animations_anims\reload_pistol.smd" weightlist "weights_pistol_new_arms" hidden
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$sequence "layer_reload_combine" "combine_soldier_anims_anims\reload.smd" weightlist "weights_legs_only" hidden
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$sequence "layer_reload_combine_low" "combine_soldier_anims_anims\reload_low.smd" weightlist "weights_legs_only" hidden
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// ================================================================
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// Combat Animations
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// ================================================================
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$sequence "CombatIdle1_Pistol" { // pistolangryidle2
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$Blend_SMD_Pistol$
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addlayer "Aim_stand_delta_all"
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activity "ACT_IDLE_ANGRY_PISTOL" 1
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loop
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
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}
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$sequence "Crouch_idle_pistol" {
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"police_animations_anims\Crouch_idle_pistol.smd"
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activity "ACT_COVER_PISTOL_LOW" 1
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//node "crouching_pistol"
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loop
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
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}
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$sequence "shootp1" {
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"combine_soldier_anims_anims\custom\shootp1.smd"
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addlayer "Aim_stand_delta_all"
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activity "ACT_RANGE_ATTACK_PISTOL" 1
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
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}
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$sequence "gesture_shoot_pistol" {
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"combine_soldier_anims_anims\custom\shootp1.smd"
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subtract "gesture_shoot_pistol" 4
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activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@gesture_shoot_pistol_corrective_animation" 0
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}
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$sequence "reload_pistol" {
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$Blend_SMD_Pistol$
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blendlayer "Aim_stand_delta_all" 0 0 1 5 local
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blendlayer "Aim_stand_delta_all" 33 39 41 41 local
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blendlayer "layer_reload_pistol" 0 5 33 39
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blendlayer "layer_reload_combine" 0 5 35 40
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numframes 41
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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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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" release
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ikrule "rhand" release
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}
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$sequence "reload_pistol_low" { // crouch_reload_pistol
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$Blend_SMD_Pistol_Crouched$
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blendlayer "Aim_stand_delta_all" 0 0 1 5 local
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blendlayer "Aim_stand_delta_all" 33 39 41 41 local
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blendlayer "layer_reload_pistol" 0 8 33 39
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blendlayer "layer_reload_combine_low" 0 5 35 40
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numframes 41
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activity "ACT_RELOAD_PISTOL_LOW" 1
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{ event 3017 0 "" }
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{ event 3018 34 "" }
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" release
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ikrule "rhand" release
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}
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$sequence "gesture_reload_pistolspine" {
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"police_animations_anims\gesture_reload_pistolspine.smd"
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delta
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// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
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subtract "@gesture_reload_pistolspine_corrective_animation" 0
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hidden
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weightlist "weights_neck_trans_x"
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}
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$sequence "gesture_reload_pistolarms" {
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"police_animations_anims\gesture_reload_pistolarms.smd"
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hidden
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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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$sequence "gesture_reload_pistol" {
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"police_animations_anims\gesture_reload_pistol.smd"
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activity "ACT_GESTURE_RELOAD_PISTOL" 1
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{ event 3017 0 "" }
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{ event 3018 37 "" }
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iklock "rfoot" 1 0
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iklock "lfoot" 1 0
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blendlayer "gesture_reload_pistolarms" 0 5 32 40 spline
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blendlayer "gesture_reload_pistolspine" 0 5 32 40 spline
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//node "standing_pistol"
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//ikrule "lhand" touch "ValveBiped.Bip01_Pelvis" contact 8 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 1 8 16 20 target 1 usesequence
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//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 22 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 18 22 38 39 target 1 usesequence
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weightlist "weights_gesture_reload_pistol"
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}
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$sequence "crouch_aim_pistol" {
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$Blend_SMD_Pistol_Crouched$
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addlayer "Aim_stand_delta_all"
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activity "ACT_RANGE_AIM_PISTOL_LOW" 1
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fps 18
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loop
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
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}
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$sequence "shootp1c" {
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$Blend_SMD_Pistol_Crouched$
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addlayer "layer_shootp1"
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addlayer "Aim_stand_delta_all" //addlayer "Aim_crouch_delta_all"
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numframes 5
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activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
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{ event 4 0 "" }
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
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}
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// ================================================================
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// Aim Animations
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// ================================================================
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$sequence "pistol_Aim_all" {
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"a_pistol_aim_straight_up"
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"a_pistol_aim_straight_up"
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"a_pistol_aim_straight_up"
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"a_pistol_aim_up_right"
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"a_pistol_aim_up_center"
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"a_pistol_aim_up_left"
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"a_pistol_aim_mid_right"
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"a_pistol_aim_mid_center"
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"a_pistol_aim_mid_left"
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"a_pistol_aim_down_right"
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"a_pistol_aim_down_center"
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"a_pistol_aim_down_left"
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blend "aim_yaw" -43.47391 45.51665
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blend "aim_pitch" -82.85746 45.59517
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blendwidth 3
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delta
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hidden
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iklock "rfoot" 1 0
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iklock "lfoot" 1 0
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}
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$sequence "WalkN_pistol_Aim_all" {
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"a_WalkN_pistol_aim_straight_up"
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"a_WalkN_pistol_aim_straight_up"
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"a_WalkN_pistol_aim_straight_up"
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"a_WalkN_pistol_aim_up_right"
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"a_WalkN_pistol_aim_up_center"
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"a_WalkN_pistol_aim_up_left"
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"a_WalkN_pistol_aim_mid_right"
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"a_WalkN_pistol_aim_mid_center"
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"a_WalkN_pistol_aim_mid_left"
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"a_WalkN_pistol_aim_down_right"
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"a_WalkN_pistol_aim_down_center"
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"a_WalkN_pistol_aim_down_left"
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blend "aim_yaw" -45.59397 44.46127
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blend "aim_pitch" -78.71045 43.57745
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blendwidth 3
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delta
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hidden
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iklock "rfoot" 1 0
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iklock "lfoot" 1 0
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}
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// ================================================================
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// Walk Animations
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// ================================================================
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$sequence "oldidle_to_pistol_aim_ik" "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" frame 0 0 subtract "layer_stimulated_aim_smg1" 0 delta hidden ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
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$sequence "oldidle_to_pistol_ik" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" frame 0 0 subtract "layer_relaxed_oldidle" 0 delta hidden ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
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// ----------------------------------------------------------------
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$sequence "layer_walk_hold_pistol" {
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"police_animations_anims\layer_walk_hold_pistol.smd"
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hidden
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addlayer "WalkN_pistol_Aim_all"
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loop
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weightlist "weights_pistol_new_arms"
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}
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// ----------------------------------------------------------------
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$sequence "walk_aiming_pistol_all" {
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$a_WalkBlends
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activity "ACT_WALK_AIM_PISTOL" 1
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blendlayer "layer_walk_aiming" 0 0 0 0 local
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addlayer "oldidle_to_pistol_aim_ik"
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}
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$sequence "walk_hold_pistol" {
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$a_WalkBlends
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activity "ACT_WALK_PISTOL" 1
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addlayer "oldidle_to_pistol_ik"
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}
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// ================================================================
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// Run Animations
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// ================================================================
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$sequence "run_hold_pistol" {
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$a_RunBlends
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activity "ACT_RUN_PISTOL" 1
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addlayer "oldidle_to_pistol_ik"
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}
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$sequence "run_aiming_pistol_all" {
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$a_RunBlends
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activity "ACT_RUN_AIM_PISTOL" 1
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blendlayer "layer_run_aiming" 0 0 0 0 local
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addlayer "oldidle_to_pistol_aim_ik"
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}
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// ================================================================
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// Idle Animations
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// ================================================================
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$SoldierIdle "Idle1_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL"
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