mirror of
https://github.com/mapbase-source/mapbase-model-src.git
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262 lines
7.5 KiB
Plaintext
262 lines
7.5 KiB
Plaintext
// Created by Crowbar 0.36.0.0
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$ModelName "combine_soldier_anims.mdl"
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//$includemodel "player/male_anims.mdl"
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// Must be included
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$include "BaseModel.qci"
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$include "hl2mp_ported_anims/commonbones.qci"
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// Used to compile new movement animations since $declareanimation doesn't work
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$include "SoldierMoveAnims.qci"
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$includemodel "combine_soldier_anims_original.mdl"
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$include "combine_soldier_anims_DeclareSequence.qci"
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$include "hl2mp_ported_anims/weaponmacros.qci"
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$pushd "male_shared_anims"
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$include "DefaultHolster.qci"
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$popd
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$definevariable Blend_Idle_Default "CombatIdle1_SMG1"
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$definevariable Blend_Idle_Unarmed "Idle_Unarmed"
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$definevariable Blend_Idle_Panicked "Idle_Unarmed"
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$definevariable Blend_Idle_Pistol "CombatIdle1_Pistol"
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$definevariable Blend_Idle_Rifle "CombatIdle1_SMG1"
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$definevariable Blend_Idle_Rifle_Crouched "crouch_aim_sm1"
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$definevariable Blend_SMD_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
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$definevariable Blend_SMD_Unarmed "combine_soldier_anims_anims\Idle_Unarmed.smd"
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$definevariable Blend_SMD_Panicked "combine_soldier_anims_anims\Idle_Unarmed.smd"
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$definevariable Blend_SMD_Pistol "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
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$definevariable Blend_SMD_Rifle "combine_soldier_anims_anims\CombatIdle1_SMG1.smd"
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$definevariable Blend_SMD_Rifle_Crouched "combine_soldier_anims_anims\crouch_aim_sm1.smd"
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// Soldiers don't use nodes...
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$definevariable Blend_Node_Default "shooting"
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$definevariable Blend_Node_Pistol "shooting"
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$definevariable Blend_Node_Rifle "shooting"
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$animation a_AnimMatch_Default "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" frame 0 0
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$definevariable AnimMatch_Default a_AnimMatch_Default
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$animation a_AnimMatch_Idle "combine_soldier_anims_anims\Idle1.smd" frame 0 0
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$definevariable AnimMatch_Idle a_AnimMatch_Idle
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// ================================================================
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//
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// Pistol Animations
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//
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// ================================================================
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$include "NewPistolAnimations_Soldier.qci"
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$include "NewPistolAnimations_357_Soldier.qci"
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// ================================================================
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$include "BaseDI.qci"
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// DO NOT uncomment unless you have the interaction keyvalues ready for each model!
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// Having the interaction sequences without the keyvalues bypasses our fix for the "interaction twinning" bug
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// and makes soldiers susceptible to it.
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//$include "AlyxDI.qci"
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$include "GenericAnimationMacros.qci"
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$include "SoldierSignals.qci"
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$include "HunterRecvDI.qci"
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$include "AlyxBlindfire.qci"
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$weightlist "FeetOnly" {
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"ValveBiped.Bip01_L_Foot" 1
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"ValveBiped.Bip01_R_Foot" 1
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"ValveBiped.Bip01_L_Calf" 0
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"ValveBiped.Bip01_R_Calf" 0
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}
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$MakeManhackDeployLayer "police_animations_anims\deploy.smd" 30
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$MakeManhackDeployAnimation $Blend_SMD_Default$ 50 30
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$MakeManhackDeployGesture $Blend_SMD_Default$
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// ================================================================
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//
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// Harass Animations
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//
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// Harass animations on soldiers.
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//
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// ================================================================
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$include "PoliceHarassGestures.qci"
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//$sequence "harassfront1" {
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// "police_animations_anims\harassfront2.smd"
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// activity "ACT_POLICE_HARASS1" 1
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// match $AnimMatch_Idle$
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// addlayer harassfront1_layer
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// cmdlist lockfeet
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//}
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//
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//$sequence "harassfront2" {
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// "police_animations_anims\harassfront2.smd"
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// activity "ACT_POLICE_HARASS2" 1
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// match $AnimMatch_Idle$
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// addlayer harassfront2_layer
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// cmdlist lockfeet
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//}
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$sequence "harassfront1" {
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"combine_soldier_anims_anims\Idle1.smd"
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numframes 50
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activity "ACT_POLICE_HARASS1" 1
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blendlayer "harassfront1_layer" 0 10 25 49 spline // Try harassfront1_gesture too
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "rhand" release
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ikrule "lhand" release
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}
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$sequence "harassfront2" {
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"combine_soldier_anims_anims\Idle1.smd"
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numframes 50
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activity "ACT_POLICE_HARASS2" 1
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blendlayer "harassfront2_layer" 0 10 40 49 spline // Try harassfront2_gesture too
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ikrule "lfoot" footstep
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ikrule "rfoot" footstep
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ikrule "rhand" release
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ikrule "lhand" release
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}
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// ================================================================
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// ================================================================
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//$sequence deploy_layer $AnimMatch_Default$ weightlist "FeetOnly" hidden
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//$sequence "deploy" {
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// "police_animations_anims\deploy.smd"
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// activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
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// { event AE_METROPOLICE_START_DEPLOY 10 "" }
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// { event AE_METROPOLICE_DEPLOY_MANHACK 33 "" }
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// match $AnimMatch_Default$
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// addlayer deploy_layer
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// cmdlist lockfeet
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//}
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//$sequence "pickup_weird" {
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// "male_shared_anims\pickup.smd"
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// activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
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// { event 2040 13 "" }
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// match $AnimMatch_Default$
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// cmdlist lockfeet
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//}
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// Use our DI blending techniques
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$sequence pickup_unarmed_layer "combine_soldier_anims_anims\Idle_Unarmed.smd" numframes 2 hidden
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$MakeAdjustedAnimation pickup "male_shared_anims\pickup.smd" $Blend_SMD_Default$ 8 24 43
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$append pickup {
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activity "ACT_PICKUP_GROUND" 1
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{ event 2040 13 "" }
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blendlayer pickup_unarmed_layer 0 0 0 13
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}
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$MakeAdjustedAnimation gunrack "male_shared_anims\gunrack.smd" $Blend_SMD_Default$ 12 16 40
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$append gunrack {
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activity "ACT_PICKUP_RACK" 1
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{ event 2040 15 "" }
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blendlayer pickup_unarmed_layer 0 0 0 13
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}
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//
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// AR2 Alt-Fire Gesture Experiment
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//
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// Programming not included
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//
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$weightlist "AR2AltFireWeightlistDelta" {
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"ValveBiped.Bip01_Pelvis" 1
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"ValveBiped.Bip01_L_Clavicle" 0
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"ValveBiped.Bip01_Spine" 1
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"ValveBiped.Bip01_R_Clavicle" 0
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"ValveBiped.Bip01_Neck1" 0
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}
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$weightlist "AR2AltFireWeightlist" {
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"ValveBiped.Bip01_Pelvis" 0
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"ValveBiped.Bip01_Spine" 0
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"ValveBiped.Bip01_L_Clavicle" 1
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"ValveBiped.Bip01_R_Clavicle" 1
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"ValveBiped.Bip01_L_Thigh" 0
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"ValveBiped.Bip01_R_Thigh" 0
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"ValveBiped.Bip01_Neck1" 1
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}
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$sequence "shootAR2alt_gesture_delta" {
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"combine_soldier_anims_anims\shootAR2alt.smd"
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subtract "shootAR2alt_gesture_delta" 0
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delta
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hidden
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weightlist "AR2AltFireWeightlistDelta"
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}
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$sequence "shootAR2alt_gesture" {
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"combine_soldier_anims_anims\shootAR2alt.smd"
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weightlist "AR2AltFireWeightlist"
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addlayer "shootAR2alt_gesture_delta"
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addlayer "Aim_stand_delta_all"
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activity "ACT_GESTURE_AR2_ALTFIRE" 1
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{ event COMBINE_AE_BEGIN_ALTFIRE 0 "" }
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{ event COMBINE_AE_ALTFIRE 16 "" }
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}
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$DefaultSignalGestures 36
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//$Attachment "eyes" "ValveBiped.Bip01_Head1" 4.5 -5 0 rotate 0 -90 -90
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//$include "body_poses_lean.qci"
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// ================================================================
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//
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// Misc.
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//
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// ================================================================
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$pushd "male_shared_anims"
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$include "ArrestAnims.qci"
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$include "CitizenPackage_Soldier.qci"
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$include "CitizenSuitcase_Soldier.qci"
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$popd
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$include "CitizenRPG.qci"
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$include "PoliceMelee_Soldier.qci"
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// ================================================================
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$include "ProtectedRun.qci"
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$sequence "run_protected_all" {
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"a_SoldierRunS"
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"a_SoldierRunSE"
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"a_SoldierRunE"
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"a_SoldierRunNE"
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"a_SoldierRunN"
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"a_SoldierRunNW"
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"a_SoldierRunW"
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"a_SoldierRunSW"
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"a_SoldierRunS"
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activity "ACT_RUN_PROTECTED" 1
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blend "move_yaw" -180 180
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blendwidth 9
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{ event 6004 6 "NPC_CombineS" }
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{ event 6005 15 "NPC_CombineS" }
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fadein 0.2
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fadeout 0.2
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blendlayer "layer_run_protected" 0 0 0 0 local
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node "running"
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}
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// ================================================================
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// Use our DI blending techniques to add a heal animation
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$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 12 32 50
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//$MakeAdjustedDelta Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 50 30
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$append Heal {
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activity "ACT_CIT_HEAL" 1
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{ event AE_CITIZEN_HEAL 31 "" }
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}
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