mapbase-model-src/modelsrc/SoldierWallCover.qci

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// ================================================================
//
// Reimplements wall cover animations with new activities.
// Also adds pistol and unarmed variants.
//
// (See CitizenWallCover.qci for citizen equivalent)
//
// ================================================================
$sequence "cover_noise" "Idle_Unarmed.smd" subtract "cover_noise" 0 delta hidden
// ----------------------------------------------------------------
// The unarmed idle layer
// WeightsUnarmedCover_R has more weight on the left clavicle and WeightsUnarmedCover_L is the other way around
$weightlist "WeightsUnarmedCover" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_R" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 1 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 0.5 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$weightlist "WeightsUnarmedCover_L" { "ValveBiped.Bip01_Pelvis" 0.5 "ValveBiped.Bip01_L_Clavicle" 0.5 "ValveBiped.Bip01_L_UpperArm" 0.75 "ValveBiped.Bip01_L_Forearm" 1 "ValveBiped.Bip01_R_Clavicle" 1 "ValveBiped.Bip01_R_UpperArm" 0.75 "ValveBiped.Bip01_R_Forearm" 1 }
$sequence "cover_unarmed_r" "Idle_Unarmed.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_R" loop hidden
$sequence "cover_unarmed_l" "Idle_Unarmed.smd" frame 0 0 numframes 30 weightlist "WeightsUnarmedCover_L" loop hidden
$sequence "cover_unarmed_low" "../male_shared_anims/crouchidlehide.smd" {
frame 0 0
numframes 30
weightlist "WeightsUnarmedCover"
loop
hidden
}
// ----------------------------------------------------------------
$definemacro MakeCoverAnim SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
rotate 90 \\
loop \\
addlayer "cover_noise" \\
numframes 34 \\
fps 3 \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource \\
ikrule "rhand" release usesequence \\
}
$definemacro MakePistolCoverAnim SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
rotate 90 \\
loop \\
blendlayer "cover_pistol_layer" 0 0 0 0 local \\
addlayer "cover_noise" \\
numframes 34 \\
fps 3 \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
ikrule "rhand" release usesequence \\
}
$definemacro MakeCoverAnim_NoHandIK SeqName FileName ActivityName \\
$sequence $SeqName$ $FileName$ { \\
activity $ActivityName$ 1 \\
rotate 90 \\
loop \\
addlayer "cover_noise" \\
numframes 34 \\
fps 3 \\
ikrule "lfoot" footstep usesequence \\
ikrule "rfoot" footstep usesequence \\
}
// ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesequence \\
// ikrule "rhand" release usesequence \\
// ================================================================
$MakeCoverAnim "leanwall_act_right_idle" "leanwall_right_idle.smd" "ACT_COVER_WALL_R_RIFLE"
$append leanwall_act_right_idle { rotate -90 } // This aligns this animation with the others
$MakeCoverAnim "leanwall_act_left_idle" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L_RIFLE"
//$MakeCoverAnim "leanwall_act_left_B_idle" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_A_idle" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_B_idle" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_C_idle" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_left_D_idle" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L_RIFLE"
$MakeCoverAnim "leanwall_act_crouch_right_A_idle" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R_RIFLE"
// ================================================================
// New
$weightlist "WeightsPistolCoverLayer" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
}
$sequence "cover_pistol_layer" {
"..\police_animations_anims\a_walkN_hold_pistol.smd"
frame 0 0
numframes 30
weightlist "WeightsPistolCoverLayer"
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
loop
hidden
}
$MakePistolCoverAnim "leanwall_act_right_idle_pistol" "leanwall_right_idle.smd" "ACT_COVER_WALL_R_PISTOL"
$append leanwall_act_right_idle_pistol { rotate -90 } // This aligns this animation with the others
$MakePistolCoverAnim "leanwall_act_left_idle_pistol" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L_PISTOL"
//$MakePistolCoverAnim "leanwall_act_left_B_idle_pistol" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_A_idle_pistol" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_B_idle_pistol" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_C_idle_pistol" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_left_D_idle_pistol" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L_PISTOL"
$MakePistolCoverAnim "leanwall_act_crouch_right_A_idle_pistol" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R_PISTOL"
// ----------------------------------------------------------------
$MakeCoverAnim_NoHandIK "leanwall_act_right_idle_unarmed" "leanwall_right_idle.smd" "ACT_COVER_WALL_R"
$append leanwall_act_right_idle_unarmed {
rotate -90 // This aligns this animation with the others
blendlayer "cover_unarmed_r" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_left_idle_unarmed" "leanwall_Left_idle.smd" "ACT_COVER_WALL_L"
$append leanwall_act_left_idle_unarmed {
blendlayer "cover_unarmed_l" 0 0 0 0 local
}
//$MakeCoverAnim_NoHandIK "leanwall_act_left_B_idle_unarmed" "leanwall_Left_B_idle.smd" "ACT_COVER_WALL_L"
//$append leanwall_act_left_B_idle_unarmed {
// blendlayer "cover_unarmed_l" 0 0 0 0 local
//}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_A_idle_unarmed" "leanwall_CrouchLeft_A_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_A_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_B_idle_unarmed" "leanwall_CrouchLeft_B_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_B_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_C_idle_unarmed" "leanwall_CrouchLeft_C_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_C_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_left_D_idle_unarmed" "leanwall_CrouchLeft_D_idle.smd" "ACT_COVER_WALL_LOW_L"
$append leanwall_act_crouch_left_D_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}
$MakeCoverAnim_NoHandIK "leanwall_act_crouch_right_A_idle_unarmed" "custom/leanwall_CrouchRight_A_idle.smd" "ACT_COVER_WALL_LOW_R"
$append leanwall_act_crouch_right_A_idle_unarmed {
blendlayer "cover_unarmed_low" 0 0 0 0 local
}