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https://github.com/mapbase-source/mapbase-model-src.git
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356 lines
13 KiB
Plaintext
356 lines
13 KiB
Plaintext
// ================================================================
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//
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// New Soldier Readiness Animations
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//
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// ================================================================
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//$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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//$sequence "layer_relaxed_smg1" { "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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//$sequence "layer_relaxed_shotgun" { "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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// Stimulated idle is basically half-idle, half-combat.
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$weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 }
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$weightlist "weights_stimulated_idle_walk" {
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"ValveBiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_Spine" 0.5
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Cod" 1
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}
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$weightlist "weights_stimulated_aim" {
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"ValveBiped.Bip01_Pelvis" 0.1
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"ValveBiped.Bip01_Spine" 0.1
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"ValveBiped.Bip01_Spine1" 0.2
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"ValveBiped.Bip01_Spine2" 0.3
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"ValveBiped.Bip01_Spine4" 0.4
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Cod" 1
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}
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// Stronger and doesn't care about the pelvis (for non-worldspace layers)
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$weightlist "weights_stimulated_aim_2" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0.2
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"ValveBiped.Bip01_Spine1" 0.4
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"ValveBiped.Bip01_Spine2" 0.6
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"ValveBiped.Bip01_Spine4" 0.8
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Cod" 1
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}
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// ----------------------------------------------------------------
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$sequence "layer_stimulated_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
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$sequence "layer_stimulated_aim_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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// ----------------------------------------------------------------
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//
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// IDLE RELAXED
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//
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// ----------------------------------------------------------------
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// These are identical to the regular soldier idles. Now that readiness can handle missing activiites, these aren't needed at the moment
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//$SoldierIdle "Idle1_SMG1_Relaxed" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_RELAXED"
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//$SoldierIdle "Idle1_AR2_Relaxed" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_RELAXED"
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//$SoldierIdle "Idle1_Shotgun_Relaxed" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_RELAXED"
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// ----------------------------------------------------------------
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$sequence "walk_relaxed_all_AR2" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AR2_RELAXED" 1
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blendlayer "oldidle_to_ar2" 0 0 0 0 local
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}
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$sequence "walk_relaxed_all_SMG1" {
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$a_WalkEasyBlends
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activity "ACT_WALK_RIFLE_RELAXED" 1
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blendlayer "oldidle_to_smg1" 0 0 0 0 local
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}
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$sequence "walk_relaxed_all_SG" {
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$a_WalkEasyBlends
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activity "ACT_WALK_SHOTGUN_RELAXED" 1
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blendlayer "oldidle_to_shotgun" 0 0 0 0 local
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}
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$sequence "walk_relaxed_all_Pistol" {
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$a_WalkEasyBlends
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activity "ACT_WALK_PISTOL_RELAXED" 1
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blendlayer "layer_walk_hold_pistol" 0 0 0 0 local
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//addlayer "layer_pistolangryidle2_armsonly"
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//node "standing_pistol"
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}
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// ----------------------------------------------------------------
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//
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// IDLE STIMULATED
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//
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// ----------------------------------------------------------------
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$definemacro SoldierStimulatedIdle IdleName IdleSeq IdleAct StimulatedLayer \\
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$sequence $IdleName$ { \\
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$IdleSeq$ \\
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activity $IdleAct$ 1 \\
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loop \\
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ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
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ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
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blendlayer $StimulatedLayer$ 0 0 0 0 local \\
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}
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$SoldierStimulatedIdle "Idle2_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_STIMULATED" "layer_stimulated_ar2"
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$SoldierStimulatedIdle "Idle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_STIMULATED" "layer_stimulated_smg1"
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$SoldierStimulatedIdle "Idle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_STIMULATED" "layer_stimulated_shotgun"
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$SoldierStimulatedIdle "Idle2_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL_STIMULATED" "layer_stimulated_pistol"
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// ----------------------------------------------------------------
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$sequence "walk_stimulated_layer" {
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"combine_soldier_anims_anims\a_WalkN.smd"
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weightlist "weights_stimulated_idle_walk"
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worldspace
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//frame 0 0
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hidden
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}
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$sequence "walk_stimulated_all_AR2" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AR2_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_AR2_STIMULATED
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "oldidle_to_ar2" 0 0 0 0 local
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}
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$sequence "walk_stimulated_all_SMG1" {
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$a_WalkEasyBlends
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activity "ACT_WALK_RIFLE_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_RIFLE_STIMULATED
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "oldidle_to_smg1" 0 0 0 0 local
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}
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$sequence "walk_stimulated_all_SG" {
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$a_WalkEasyBlends
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activity "ACT_WALK_SHOTGUN_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_SHOTGUN_STIMULATED
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "oldidle_to_shotgun" 0 0 0 0 local
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}
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$sequence "walk_stimulated_all_Pistol" {
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$a_WalkEasyBlends
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activity "ACT_WALK_PISTOL_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE_PISTOL_STIMULATED
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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addlayer "layer_walk_hold_pistol"
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}
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// ----------------------------------------------------------------
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//
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// AIMING STIMULATED
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//
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// ----------------------------------------------------------------
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$sequence "CombatIdle2" {
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"combine_soldier_anims_anims\custom\Idle1_AR2.smd"
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activity "ACT_IDLE_AIM_AR2_STIMULATED" 1
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loop
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blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
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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"
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//ikrule "rhand" release
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}
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$sequence "CombatIdle2_SMG1" {
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"combine_soldier_anims_anims\custom\Idle1_SMG1.smd"
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activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
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loop
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blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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//ikrule "rhand" release
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}
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$sequence "CombatIdle2_SG" {
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"combine_soldier_anims_anims\custom\Idle1_Shotgun.smd"
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activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1
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loop
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blendlayer "layer_stimulated_aim_shotgun" 0 0 0 0 local
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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"
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//ikrule "rhand" release
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}
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$sequence "CombatIdle2_Pistol" {
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"combine_soldier_anims_anims\Idle1.smd"
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activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
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loop
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blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
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//ikrule "rhand" release
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}
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// ----------------------------------------------------------------
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$sequence "layer_stimulated_aim_walk_ar2" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" blendlayer "smg1_to_ar2" 0 0 0 0 local ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_walk_smg1" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
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$sequence "layer_stimulated_aim_walk_shotgun" { "combine_soldier_anims_anims\layer_walk_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
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// not worldspace
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$sequence "layer_stimulated_aim_walk_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden }
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$sequence "layer_stimulated_aim_run_ar2" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" blendlayer "smg1_to_ar2" 0 0 0 0 local addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
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$sequence "layer_stimulated_aim_run_smg1" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
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$sequence "layer_stimulated_aim_run_shotgun" { "combine_soldier_anims_anims\layer_run_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
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// not worldspace
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$sequence "layer_stimulated_aim_run_pistol" { "police_animations_anims\layer_run_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden }
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// ----------------------------------------------------------------
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$sequence "walk_aiming_stimulated_all_AR2" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AIM_AR2_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_ar2" 0 0 0 0 local
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}
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$sequence "walk_aiming_stimulated_all_SMG1" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_smg1" 0 0 0 0 local
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}
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$sequence "walk_aiming_stimulated_all_SG" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AIM_SHOTGUN_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_shotgun" 0 0 0 0 local
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}
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$sequence "walk_aiming_stimulated_all_Pistol" {
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$a_WalkEasyBlends
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activity "ACT_WALK_AIM_PISTOL_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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//blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "walk_stimulated_layer" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_walk_pistol" 0 0 0 0 local
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}
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$sequence "run_aiming_stimulated_all_AR2" {
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$a_RunBlends
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activity "ACT_RUN_AIM_AR2_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_ar2" 0 0 0 0 local
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}
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$sequence "run_aiming_stimulated_all_SMG1" {
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$a_RunBlends
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activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_smg1" 0 0 0 0 local
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}
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$sequence "run_aiming_stimulated_all_SG" {
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$a_RunBlends
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activity "ACT_RUN_AIM_SHOTGUN_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_shotgun" 0 0 0 0 local
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}
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$sequence "run_aiming_stimulated_all_pistol" {
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$a_RunBlends
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activity "ACT_RUN_AIM_PISTOL_STIMULATED" 1
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keyvalues
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{
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interior ACT_IDLE
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}
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blendlayer "layer_walk_unarmed" 0 0 0 0 local
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blendlayer "layer_stimulated_aim_run_pistol" 0 0 0 0 local
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}
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// ----------------------------------------------------------------
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