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https://github.com/mapbase-source/mapbase-model-src.git
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162 lines
5.4 KiB
Plaintext
162 lines
5.4 KiB
Plaintext
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//$include "hl2mp_ported_anims/standardikchains.qci"
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//
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// Make sure to include BaseDI.qci before using!
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//
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//$pushd "AlyxDIAnimations"
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$MakeDynamicInteraction alyx_zombie_fight1 "AlyxDIAnimations/alyx_zombie_fight1" $Blend_SMD_Default$ 12 45 75
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$append alyx_zombie_fight1 {
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activity "ACT_DI_ALYX_ZOMBIE_MELEE" 1
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node $Blend_Node_Default$
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{ event AE_NPC_RESPONSE 8 "DI_Alyx01_Struggle" }
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//{ event AE_NPC_RESPONSE 38 "DI_Alyx01_Struggle" }
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}
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$MakeDynamicInteraction alyx_zombie_fight2 "AlyxDIAnimations/alyx_zombie_fight2" $Blend_SMD_Pistol$ 12 60 86
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$append alyx_zombie_fight2 {
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activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN26" 1
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node $Blend_Node_Pistol$
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{ event AE_CL_PLAYSOUND 38 "Flesh.Break" }
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{ event AE_NPC_RESPONSE 32 "DI_Alyx01_KarateQuiet" }
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{ event AE_NPC_WEAPON_FIRE 73 "0" }
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{ event AE_NPC_WEAPON_SET_ACTIVITY 73 "ACT_RANGE_ATTACK1" }
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{ event AE_NPC_WEAPON_SET_ACTIVITY 74 "ACT_RANGE_ATTACK1" }
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ikrule rhand touch "valvebiped.Bip01_R_Hand" usesource
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ikrule lhand touch "valvebiped.Bip01_L_Hand" usesource
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}
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$MakeDynamicInteraction alyx_zombie_kick1 "AlyxDIAnimations/alyx_zombie_kick1" $Blend_SMD_Default$ 12 21 50
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$append alyx_zombie_kick1 {
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activity "ACT_DI_ALYX_ZOMBIE_MELEE" 1
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node $Blend_Node_Default$
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{ event AE_NPC_RESPONSE 15 "DI_Alyx01_Karate" }
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{ event AE_CL_PLAYSOUND 18 "BaseCombatCharacter.FleshBreak" }
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{ event AE_CL_PLAYSOUND 20 "BaseCombatCharacter.CorpseGib" }
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ikrule rhand touch "valvebiped.Bip01_R_Hand" usesource
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ikrule lhand touch "valvebiped.Bip01_L_Hand" usesource
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}
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$MakeDynamicInteraction alyx_zombie_shotgun_fight1 "AlyxDIAnimations/alyx_zombie_shotgun_fight1" $Blend_SMD_Rifle$ 12 45 64
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$append alyx_zombie_shotgun_fight1 {
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activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" 1
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node $Blend_Node_Rifle$
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{ event AE_NPC_RESPONSE 16 "DI_Alyx01_KarateQuiet" }
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{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.FleshBreak" }
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{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.CorpseGib" }
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{ event AE_NPC_HURT_INTERACTION_PARTNER 48 "THEM 200" }
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}
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$MakeDynamicInteraction alyx_zombie_shotgun_fight2 "AlyxDIAnimations/alyx_zombie_shotgun_fight2" $Blend_SMD_Rifle$ 12 45 64
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$append alyx_zombie_shotgun_fight2 {
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activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" 2
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node $Blend_Node_Rifle$
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{ event AE_NPC_RESPONSE 16 "DI_Alyx01_KarateQuiet" }
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{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.FleshBreak" }
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{ event AE_CL_PLAYSOUND 23 "BaseCombatCharacter.CorpseGib" }
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{ event AE_NPC_HURT_INTERACTION_PARTNER 48 "THEM 200" }
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}
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$MakeDynamicInteraction alyx_zombie_shotgun_fight3 "AlyxDIAnimations/alyx_zombie_shotgun_fight3" $Blend_SMD_Rifle$ 12 25 48
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$append alyx_zombie_shotgun_fight3 {
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activity "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" 1
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node $Blend_Node_Rifle$
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{ event AE_NPC_RESPONSE 10 "DI_Alyx01_Karate" }
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{ event AE_CL_PLAYSOUND 17 "BaseCombatCharacter.FleshBreak" }
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{ event AE_CL_PLAYSOUND 17 "BaseCombatCharacter.CorpseGib" }
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}
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$definemacro DIKV_Alyx \\
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"alyx_v_zombie_pistol_180deg_64" \\
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{ \\
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"mapbase" "1" \\
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"trigger" "auto_in_combat" \\
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"origin_relative" "64 0 0" \\
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"angles_relative" "0 180 0" \\
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"sequence" "alyx_zombie_fight2" \\
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"delay" "20.0" \\
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"needs_weapon" "ME" \\
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"weapon_mine" "WEPCLASS_HANDGUN" \\
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} \\
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"alyx_v_zombie_rifle_180deg_64" \\
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{ \\
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"mapbase" "1" \\
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"trigger" "auto_in_combat" \\
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"origin_relative" "64 0 0" \\
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"angles_relative" "0 180 0" \\
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"activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN64" \\
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"delay" "20.0" \\
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"needs_weapon" "ME" \\
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"weapon_mine" "!=WEPCLASS_HANDGUN" \\
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} \\
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"alyx_v_zombie_180deg_64" \\
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{ \\
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"mapbase" "1" \\
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"trigger" "auto_in_combat" \\
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"origin_relative" "64 0 0" \\
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"angles_relative" "0 180 0" \\
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"activity" "ACT_DI_ALYX_ZOMBIE_MELEE" \\
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"delay" "10.0" \\
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} \\
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//$KeyValues
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//{
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// dynamic_interactions
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// {
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// // Hijacking Alyx's DI activities...
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// //
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// // There are some new features related to Mapbase for dynamic interactions, believe it or not.
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// // For example, they now use response criteria. This is currently only used to detect the NPC's classname.
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// // See source code for more information.
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// //
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// // These must be the same name as Alyx's DI so Alyx knows not to perform her interactions on citizens.
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// // (they're overwritten by Alyx's model)
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// "alyx_v_zombie_pistol_180deg_64"
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// {
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// //"classname" "!=npc_alyx"
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// "mapbase" "1"
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// "trigger" "auto_in_combat"
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// "origin_relative" "64 0 0"
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// "angles_relative" "0 180 0"
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// "sequence" "alyx_zombie_fight2" //"activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN26"
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// "delay" "20.0"
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// "needs_weapon" "ME"
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// "weapon_mine" "WEPCLASS_HANDGUN" // "WEPCLASS" is also unique to Mapbase. Replace with weapon_pistol or weapon_alyxgun in other mods
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// }
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// "alyx_v_zombie_rifle_180deg_64"
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// {
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// //"classname" "!=npc_alyx"
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// "mapbase" "1"
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// "trigger" "auto_in_combat"
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// "origin_relative" "64 0 0"
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// "angles_relative" "0 180 0"
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// "activity" "ACT_DI_ALYX_ZOMBIE_SHOTGUN64"
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// "delay" "20.0"
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// "needs_weapon" "ME"
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// "weapon_mine" "!=WEPCLASS_HANDGUN"
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// }
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// "alyx_v_zombie_180deg_64"
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// {
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// //"classname" "!=npc_alyx"
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// "mapbase" "1"
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// "trigger" "auto_in_combat"
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// "origin_relative" "64 0 0"
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// "angles_relative" "0 180 0"
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// "activity" "ACT_DI_ALYX_ZOMBIE_MELEE"
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// "delay" "10.0"
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// //"needs_weapon" "ME"
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//
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// // I didn't think Grigori would be the kind of person who would struggle like this, or kick zombies in the face,
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// // but he would definitely aim for the head, and I also realized I could make him preach while he's doing it...
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// //"weapon_mine" "!=weapon_annabelle"
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// }
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// }
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//}
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