mapbase-model-src/modelsrc/NewPistolAnimations_Soldier.qci

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// ================================================================
//
// New Pistol Animations for Combine Soldiers
//
// Author: Blixibon
//
// (Metrocop animations were decompiled by Crowbar 0.71)
//
// ================================================================
//
// This QCI file implements full pistol idle, walk, run, aim, and crouch animations based on decompiled metrocop animations
// and soldier animations modified in Blender.
//
// The adapated metrocop animations are combined with soldier animations using various QC commands to help make them fit in
// with the soldier's existing posture/animation set and differentiate them from metrocops. They also use soldier walk/run blends
// and "NPC_CombineS" footstep animation events.
//
// ================================================================
// ================================================================
// Metrocop Base Animations
// ================================================================
$include "NewPistolAnimations_MetrocopBase.qci"
// ================================================================
// New Weightlists
// ================================================================
$weightlist "weights_pistol_new_arms" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
}
$weightlist "weights_legs_only" { "ValveBiped.Bip01_Spine" 0 "ValveBiped.Bip01_Pelvis" 1 "ValveBiped.Bip01_L_Thigh" 1 "ValveBiped.Bip01_R_Thigh" 1 }
$sequence "layer_shootp1" "combine_soldier_anims_anims\custom\shootp1.smd" subtract "layer_shootp1" 4 delta hidden
$sequence "layer_reload_pistol" "police_animations_anims\reload_pistol.smd" weightlist "weights_pistol_new_arms" hidden
$sequence "layer_reload_combine" "combine_soldier_anims_anims\reload.smd" weightlist "weights_legs_only" hidden
$sequence "layer_reload_combine_low" "combine_soldier_anims_anims\reload_low.smd" weightlist "weights_legs_only" hidden
// ================================================================
// Combat Animations
// ================================================================
$sequence "CombatIdle1_Pistol" { // pistolangryidle2
$Blend_SMD_Pistol$
addlayer "Aim_stand_delta_all"
activity "ACT_IDLE_ANGRY_PISTOL" 1
loop
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "Crouch_idle_pistol" {
"police_animations_anims\Crouch_idle_pistol.smd"
activity "ACT_COVER_PISTOL_LOW" 1
//node "crouching_pistol"
loop
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "shootp1" {
"combine_soldier_anims_anims\custom\shootp1.smd"
addlayer "Aim_stand_delta_all"
activity "ACT_RANGE_ATTACK_PISTOL" 1
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "gesture_shoot_pistol" {
"combine_soldier_anims_anims\custom\shootp1.smd"
subtract "gesture_shoot_pistol" 4
activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_pistol_corrective_animation" 0
}
$sequence "reload_pistol" {
$Blend_SMD_Pistol$
blendlayer "Aim_stand_delta_all" 0 0 1 5 local
blendlayer "Aim_stand_delta_all" 33 39 41 41 local
blendlayer "layer_reload_pistol" 0 5 33 39
blendlayer "layer_reload_combine" 0 5 35 40
numframes 41
activity "ACT_RELOAD_PISTOL" 1
{ event 3017 0 "" }
{ event 3018 34 "" }
cmdlist lockfeet
ikrule "lhand" release
ikrule "rhand" release
}
$sequence "reload_pistol_low" { // crouch_reload_pistol
$Blend_SMD_Pistol_Crouched$
blendlayer "Aim_stand_delta_all" 0 0 1 5 local
blendlayer "Aim_stand_delta_all" 33 39 41 41 local
blendlayer "layer_reload_pistol" 0 8 33 39
blendlayer "layer_reload_combine_low" 0 5 35 40
numframes 41
activity "ACT_RELOAD_PISTOL_LOW" 1
{ event 3017 0 "" }
{ event 3018 34 "" }
cmdlist lockfeet
ikrule "lhand" release
ikrule "rhand" release
}
$sequence "gesture_reload_pistolspine" {
"police_animations_anims\gesture_reload_pistolspine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_reload_pistolspine_corrective_animation" 0
hidden
weightlist "weights_neck_trans_x"
}
$sequence "gesture_reload_pistolarms" {
"police_animations_anims\gesture_reload_pistolarms.smd"
hidden
//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
//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
weightlist "weights_gesture_reload_pistolarms"
}
$sequence "gesture_reload_pistol" {
"police_animations_anims\gesture_reload_pistol.smd"
activity "ACT_GESTURE_RELOAD_PISTOL" 1
{ event 3017 0 "" }
{ event 3018 37 "" }
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "gesture_reload_pistolarms" 0 5 32 40 spline
blendlayer "gesture_reload_pistolspine" 0 5 32 40 spline
//node "standing_pistol"
//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
//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
weightlist "weights_gesture_reload_pistol"
}
$sequence "crouch_aim_pistol" {
$Blend_SMD_Pistol_Crouched$
addlayer "Aim_stand_delta_all"
activity "ACT_RANGE_AIM_PISTOL_LOW" 1
fps 18
loop
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
$sequence "shootp1c" {
$Blend_SMD_Pistol_Crouched$
addlayer "layer_shootp1"
addlayer "Aim_stand_delta_all" //addlayer "Aim_crouch_delta_all"
numframes 5
activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
{ event 4 0 "" }
cmdlist lockfeet
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource
}
// ================================================================
// Aim Animations
// ================================================================
$sequence "pistol_Aim_all" {
"a_pistol_aim_straight_up"
"a_pistol_aim_straight_up"
"a_pistol_aim_straight_up"
"a_pistol_aim_up_right"
"a_pistol_aim_up_center"
"a_pistol_aim_up_left"
"a_pistol_aim_mid_right"
"a_pistol_aim_mid_center"
"a_pistol_aim_mid_left"
"a_pistol_aim_down_right"
"a_pistol_aim_down_center"
"a_pistol_aim_down_left"
blend "aim_yaw" -43.47391 45.51665
blend "aim_pitch" -82.85746 45.59517
blendwidth 3
delta
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "WalkN_pistol_Aim_all" {
"a_WalkN_pistol_aim_straight_up"
"a_WalkN_pistol_aim_straight_up"
"a_WalkN_pistol_aim_straight_up"
"a_WalkN_pistol_aim_up_right"
"a_WalkN_pistol_aim_up_center"
"a_WalkN_pistol_aim_up_left"
"a_WalkN_pistol_aim_mid_right"
"a_WalkN_pistol_aim_mid_center"
"a_WalkN_pistol_aim_mid_left"
"a_WalkN_pistol_aim_down_right"
"a_WalkN_pistol_aim_down_center"
"a_WalkN_pistol_aim_down_left"
blend "aim_yaw" -45.59397 44.46127
blend "aim_pitch" -78.71045 43.57745
blendwidth 3
delta
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
// ================================================================
// Walk Animations
// ================================================================
$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
$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
// ----------------------------------------------------------------
$sequence "layer_walk_hold_pistol" {
"police_animations_anims\layer_walk_hold_pistol.smd"
hidden
addlayer "WalkN_pistol_Aim_all"
loop
weightlist "weights_pistol_new_arms"
}
// ----------------------------------------------------------------
$sequence "walk_aiming_pistol_all" {
$a_WalkBlends
activity "ACT_WALK_AIM_PISTOL" 1
blendlayer "layer_walk_aiming" 0 0 0 0 local
addlayer "oldidle_to_pistol_aim_ik"
}
$sequence "walk_hold_pistol" {
$a_WalkBlends
activity "ACT_WALK_PISTOL" 1
addlayer "oldidle_to_pistol_ik"
}
// ================================================================
// Run Animations
// ================================================================
$sequence "run_hold_pistol" {
$a_RunBlends
activity "ACT_RUN_PISTOL" 1
addlayer "oldidle_to_pistol_ik"
}
$sequence "run_aiming_pistol_all" {
$a_RunBlends
activity "ACT_RUN_AIM_PISTOL" 1
blendlayer "layer_run_aiming" 0 0 0 0 local
addlayer "oldidle_to_pistol_aim_ik"
}
// ================================================================
// Idle Animations
// ================================================================
$GenericIdle "Idle1_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL"