mapbase-model-src/modelsrc/CitizenRPG_Police.qci

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// ================================================================
//
// RPG Animations for Metrocops/Soldiers
//
// ================================================================
$weightlist "weights_layer_Aim_all" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "@gesture_shoot_rpg_corrective_animation" "male_shared_anims\@gesture_shoot_rpg_corrective_animation.smd" {
}
$animation "a_RPG_aim_straight_up_corrective_animation" "male_shared_anims\a_RPG_aim_straight_up_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_right_corrective_animation" "male_shared_anims\a_RPG_aim_up_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_center_corrective_animation" "male_shared_anims\a_RPG_aim_up_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_left_corrective_animation" "male_shared_anims\a_RPG_aim_up_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_right_corrective_animation" "male_shared_anims\a_RPG_aim_mid_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_center_corrective_animation" "male_shared_anims\a_RPG_aim_mid_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_left_corrective_animation" "male_shared_anims\a_RPG_aim_mid_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_right_corrective_animation" "male_shared_anims\a_RPG_aim_down_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_center_corrective_animation" "male_shared_anims\a_RPG_aim_down_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_left_corrective_animation" "male_shared_anims\a_RPG_aim_down_left_corrective_animation.smd" {
}
$animation "a_aim_RPG_neutral" "male_shared_anims\a_aim_RPG_neutral.smd" {
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
}
$animation "a_RPG_aim_down_left" "male_shared_anims\a_RPG_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_center" "male_shared_anims\a_RPG_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_right" "male_shared_anims\a_RPG_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_left" "male_shared_anims\a_RPG_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_center" "male_shared_anims\a_RPG_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_right" "male_shared_anims\a_RPG_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_left" "male_shared_anims\a_RPG_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_center" "male_shared_anims\a_RPG_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_right" "male_shared_anims\a_RPG_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_straight_up" "male_shared_anims\a_RPG_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_straight_up_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$weightlist "weights_layer_rpg" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_RH" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_rpg_aim" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 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 -7.06 -9.5 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
}
$sequence "layer_rpg_aim_crouch" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 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 -7.06 -9.5 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
}
$sequence "gesture_shoot_rpg" {
"male_shared_anims\gesture_shoot_rpg.smd"
activity "ACT_GESTURE_RANGE_ATTACK_RPG" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_rpg_corrective_animation" 0
fadein 0.2
fadeout 0.2
fps 30
}
$sequence "layer_Aim_RPG_all" {
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_up_right"
"a_RPG_aim_up_center"
"a_RPG_aim_up_left"
"a_RPG_aim_mid_right"
"a_RPG_aim_mid_center"
"a_RPG_aim_mid_left"
"a_RPG_aim_down_right"
"a_RPG_aim_down_center"
"a_RPG_aim_down_left"
blend "aim_yaw" -48.5701 48.5905
blend "aim_pitch" -88.88165 49.98479
blendwidth 3
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "shoot_rpg" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_RANGE_ATTACK_RPG" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 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 -14.07 -4.91 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 "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 "rpgangryidle1" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_IDLE_ANGRY_RPG" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 11.23 7.33 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -5.86 -5.69 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1
}
$sequence "lowcover_shoot_rpg" {
"police_animations_anims\lowcover_aim_smg1.smd"
activity "ACT_RANGE_ATTACK_RPG_LOW" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 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 -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
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
}
$sequence "lowcover_aim_rpg" {
"police_animations_anims\lowcover_aim_smg1.smd"
activity "ACT_RANGE_AIM_RPG_LOW" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 2
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
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
}