mapbase-model-src/modelsrc/PoliceMelee.qci
2021-11-05 22:22:10 -05:00

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// ================================================================
//
// weapon_stunstick animations
//
// ================================================================
$weightlist "weights_melee_neck_trans_x" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_gesture_reload_pistolarms" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$weightlist "weights_melee_gesture_reload_pistol" {
"ValveBiped.Bip01_Pelvis" 0
}
$weightlist "weights_melee_layer_walk_hold_baton_angry" {
"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_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_layer_run_hold_baton_angry" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_Spine1" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_baton_only" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "layer_batonidle1" {
"police_animations_anims\batonidle1.smd"
fadein 0.2
fadeout 0.2
fps 30
loop
weightlist "weights_melee_baton_only"
}
$sequence "batonangryidle1" {
"police_animations_anims\batonangryidle1.smd"
activity "ACT_IDLE_ANGRY_MELEE" 1
fadein 0.2
fadeout 0.2
node "standing_baton"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 3.84 10.83 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.76 -5.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1
}
$sequence "swing" {
"police_animations_anims\swing.smd"
activity "ACT_MELEE_ATTACK_SWING" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
fps 35
ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 1
}
$sequence "thrust" {
"police_animations_anims\thrust.smd"
activity "ACT_MELEE_ATTACK_THRUST" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
fps 35
ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
}
$animation "@swinggesturespine_corrective_animation" "police_animations_anims\@swinggesturespine_corrective_animation.smd" {
}
$sequence "swinggesturespine" {
"police_animations_anims\swinggesturespine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@swinggesturespine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weights_neck_trans_x"
}
$sequence "swinggesturearms" {
"police_animations_anims\swinggesturearms.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_gesture_reload_pistolarms"
}
$sequence "swinggesture" {
"police_animations_anims\swinggesture.smd"
activity "ACT_MELEE_ATTACK_SWING_GESTURE" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "swinggesturearms" 0 7 19 30 spline
blendlayer "swinggesturespine" 0 7 19 30 spline
fps 35
weightlist "weights_gesture_reload_pistol"
}
$animation "a_walkN_hold_baton_angry" "police_animations_anims\a_walkN_hold_baton_angry.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
walkframe 30 LX LY
}
$sequence "layer_walk_hold_baton_angry" {
"police_animations_anims\layer_walk_hold_baton_angry.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_melee_layer_walk_hold_baton_angry"
}
$sequence "layer_run_hold_baton_angry" {
"police_animations_anims\a_RunN.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_melee_layer_run_hold_baton_angry"
}
//$sequence "walk_hold_baton_angry" {
// "a_WalkS"
// "a_WalkSE"
// "a_WalkE"
// "a_WalkNE"
// "a_walkN_hold_baton_angry"
// "a_WalkNW"
// "a_WalkW"
// "a_WalkSW"
// "a_WalkS"
// activity "ACT_WALK_ANGRY" 1
// blend "move_yaw" -180 180
// blendwidth 9
// { event 6004 9 "NPC_MetroPolice" }
// { event 6005 25 "NPC_MetroPolice" }
// fadein 0.2
// fadeout 0.2
// addlayer "layer_walk_hold_baton_angry"
//}