mapbase-model-src/modelsrc/PoliceReadinessAnims.qci

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// ================================================================
//
// New Metrocop Readiness Animations
//
// ================================================================
// ================================================================
//$sequence "layer_relaxed_ar2" { "combine_soldier_anims_anims\custom\Idle1_AR2.smd" frame 0 0 weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
//$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 }
//$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 }
// Stimulated idle is basically half-idle, half-combat.
$weightlist "weights_stimulated_idle" { "ValveBiped.Bip01_Pelvis" 0.5 }
$weightlist "weights_stimulated_idle_walk" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.5
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_stimulated_aim" {
"ValveBiped.Bip01_Pelvis" 0.1
"ValveBiped.Bip01_Spine" 0.1
"ValveBiped.Bip01_Spine1" 0.2
"ValveBiped.Bip01_Spine2" 0.3
"ValveBiped.Bip01_Spine4" 0.4
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// Stronger and doesn't care about the pelvis (for non-worldspace layers)
$weightlist "weights_stimulated_aim_2" {
"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_L_Clavicle" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
// ----------------------------------------------------------------
$sequence "layer_stimulated_smg1" { "police_animations_anims\smg1angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_pistol" { "police_animations_anims\layer_walk_hold_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
$sequence "layer_stimulated_ar2" { "police_animations_anims\custom\ar2angryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_shotgun" { "police_animations_anims\custom\shotgunangryidle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_aim_smg1" { "police_animations_anims\lowcover_aim_smg1.smd" weightlist "weights_stimulated_aim" addlayer "SMG1_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" frame 0 0 weightlist "weights_stimulated_aim" addlayer "WalkN_pistol_Aim_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace rotate 90 hidden }
$sequence "layer_stimulated_aim_ar2" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_shotgun" { "police_animations_anims\custom\lowcover_aim_ar2.smd" weightlist "weights_stimulated_aim" addlayer "soldier_Aim_9_directions" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden } // TEMP?
// ----------------------------------------------------------------
//
// IDLE RELAXED
//
// ----------------------------------------------------------------
// ----------------------------------------------------------------
//
// IDLE STIMULATED
//
// ----------------------------------------------------------------
$sequence "idle_stimulated_layer" {
"police_animations_anims\smg1angryidle1.smd"
weightlist "weights_stimulated_idle"
worldspace
//frame 0 0
hidden
}
$sequence "pistolidle3" {
"police_animations_anims\pistolidle2.smd"
activity "ACT_IDLE_PISTOL_STIMULATED" 1
node "standing_pistol"
loop
blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_pistol"
cmdlist lockfeet
}
$sequence "smg1idle3" {
"police_animations_anims\smg1idle2.smd"
activity "ACT_IDLE_RIFLE_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_smg1"
cmdlist lockfeet
}
$sequence "ar2idle3" {
"police_animations_anims\custom\ar2idle1.smd"
activity "ACT_IDLE_AR2_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_ar2"
cmdlist lockfeet
}
$sequence "shotgunidle3" {
"police_animations_anims\custom\shotgunidle1.smd"
activity "ACT_IDLE_SHOTGUN_STIMULATED" 1
node "standing_smg"
loop
//blendlayer "idle_stimulated_layer" 0 0 0 0 local
addlayer "layer_stimulated_shotgun"
cmdlist lockfeet
}
// ----------------------------------------------------------------
//
// AIMING STIMULATED
//
// ----------------------------------------------------------------
$sequence "pistolangryidle3" {
"police_animations_anims\pistolangryidle2.smd"
activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
addlayer "layer_stimulated_aim_pistol"
node "shooting_pistol"
fps 4
cmdlist lockfeet
}
$sequence "smg1angryidle2" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
addlayer "layer_stimulated_aim_smg1"
node "shooting_smg"
fps 4
cmdlist lockfeet
}
$sequence "ar2angryidle2" {
"police_animations_anims\custom\ar2angryidle1.smd"
activity "ACT_IDLE_AIM_AR2_STIMULATED" 1
addlayer "layer_stimulated_aim_ar2"
node "shooting_smg"
fps 4
cmdlist lockfeet
}
$sequence "shotgunangryidle2" {
"police_animations_anims\custom\shotgunangryidle1.smd"
activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1
addlayer "layer_stimulated_aim_shotgun"
node "shooting_smg"
fps 4
cmdlist lockfeet
}
// ----------------------------------------------------------------
$GenericWalkLayered "walk_aiming_stimulated_SMG1_all" "ACT_WALK_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
$GenericRunLayered "run_aiming_stimulated_SMG1_all" "ACT_RUN_AIM_RIFLE_STIMULATED" "layer_stimulated_aim_smg1" "ACT_IDLE_RIFLE_STIMULATED"
$GenericWalkLayered "walk_aiming_stimulated_AR2_all" "ACT_WALK_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
$GenericRunLayered "run_aiming_stimulated_AR2_all" "ACT_RUN_AIM_AR2_STIMULATED" "layer_stimulated_aim_ar2" "ACT_IDLE_AR2_STIMULATED"
$GenericWalkLayered "walk_aiming_stimulated_shotgun_all" "ACT_WALK_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
$GenericRunLayered "run_aiming_stimulated_shotgun_all" "ACT_RUN_AIM_SHOTGUN_STIMULATED" "layer_stimulated_aim_shotgun" "ACT_IDLE_SHOTGUN_STIMULATED"
// ----------------------------------------------------------------