mapbase-model-src/modelsrc/PoliceCrouchMovement.qci

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// ================================================================
//
// New Police Crouch Movement Animations
//
// ================================================================
$weightlist "WeightsLayerLowCoverAim" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.5
//"ValveBiped.Bip01_L_Clavicle" 0
//"ValveBiped.Bip01_R_Clavicle" 0
//"ValveBiped.Bip01_L_Thigh" 0
//"ValveBiped.Bip01_R_Thigh" 0
}
$weightlist "weights_layer_crouch_move" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "a_pistol_aim_up_center_corrective_animation" "police_animations_anims\a_pistol_aim_up_center_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_up" "police_animations_anims\a_pistol_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_up_center_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$animation "a_pistol_aim_mid_center_corrective_animation" "police_animations_anims\a_pistol_aim_mid_center_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_center_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$animation "a_pistol_aim_mid_left_corrective_animation" "police_animations_anims\a_pistol_aim_mid_left_corrective_animation.smd" {
}
$animation "a_layer_lowcover_aim_pistol_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_pistol_aim_mid_left_corrective_animation" 0
weightlist "WeightsLayerLowCoverAim"
}
$sequence "layer_lowcover_aim_pistol" {
"a_layer_lowcover_aim_pistol_mid_center"
"a_layer_lowcover_aim_pistol_up"
"a_layer_lowcover_aim_pistol_mid_center"
blend "move_yaw" -180 180
blendwidth 3
delta
//addlayer "layer_lowcover_aim_pistol"
}
$sequence "layer_lowcover_aim_pistol_2" {
"a_layer_lowcover_aim_pistol_mid_center"
"a_layer_lowcover_aim_pistol_mid_left"
"a_layer_lowcover_aim_pistol_mid_center"
blend "aim_yaw" -60 60
blendwidth 3
delta
//addlayer "layer_lowcover_aim_pistol"
}
//$sequence "layer_lowcover_aim_pistol" {
// "police_animations_anims\lowcover_aim_pistol.smd"
// //addlayer "pistol_Aim_all"
// weightlist "WeightsLayerLowCoverAim"
// subtract "a_PoliceCrouch_walkN" 0
// delta
// rotate 60
// loop
//}
// ----------------------------------------------------------------
$sequence "layer_crouch_run_aiming_pistol" {
"police_animations_anims\layer_run_aiming_pistol.smd"
hidden
addlayer "WalkN_pistol_Aim_all"
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "layer_crouch_run_hold_pistol" {
"police_animations_anims\layer_run_hold_pistol.smd"
hidden
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "Crouch_walk_aim_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_aiming_pistol"
}
$sequence "Crouch_run_aim_pistol_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceCrouch_runN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_CROUCH_AIM_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_aiming_pistol"
}
$sequence "Crouch_walk_hold_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_hold_pistol"
}
$sequence "Crouch_run_hold_pistol_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_runN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_RUN_CROUCH_PISTOL" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_hold_pistol"
}
// ----------------------------------------------------------------
$sequence "layer_crouch_run_aiming_smg1" {
"police_animations_anims\layer_run_aiming_smg1.smd"
hidden
addlayer "WalkN_SMG1_Aim_all"
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "layer_crouch_run_hold_smg1" {
"police_animations_anims\layer_run_hold_smg1.smd"
hidden
fps 30
worldspace
rotate 90
loop
weightlist "weights_layer_crouch_move"
}
$sequence "Crouch_walk_aim_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_aiming_smg1"
}
$sequence "Crouch_run_aim_smg1_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceCrouch_runN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_aiming_smg1"
}
$sequence "Crouch_walk_hold_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_walkN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_WALK_CROUCH_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
addlayer "layer_crouch_run_hold_smg1"
}
$sequence "Crouch_run_hold_smg1_all" {
"a_PoliceCrouch_walkS"
"a_PoliceCrouch_walkSE"
"a_PoliceCrouch_walkE"
"a_PoliceCrouch_walkNE"
"a_PoliceCrouch_runN"
"a_PoliceCrouch_walkNW"
"a_PoliceCrouch_walkW"
"a_PoliceCrouch_walkSW"
"a_PoliceCrouch_walkS"
activity "ACT_RUN_CROUCH_RIFLE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
addlayer "layer_crouch_run_hold_smg1"
}
// ----------------------------------------------------------------