mapbase-model-src/modelsrc/SoldierReadinessAnims.qci

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// ================================================================
//
// New Soldier 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
"ValveBiped.Cod" 1
}
$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
"ValveBiped.Cod" 1
}
// 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
"ValveBiped.Cod" 1
}
// ----------------------------------------------------------------
$sequence "layer_stimulated_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_idle" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" hidden }
$sequence "layer_stimulated_aim_ar2" { "combine_soldier_anims_anims\CombatIdle1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_smg1" { "combine_soldier_anims_anims\CombatIdle1_SMG1.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_shotgun" { "combine_soldier_anims_anims\CombatIdle1_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_pistol" { "combine_soldier_anims_anims\custom\CombatIdle1_Pistol.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
// ----------------------------------------------------------------
//
// IDLE RELAXED
//
// ----------------------------------------------------------------
// These are identical to the regular soldier idles. Now that readiness can handle missing activiites, these aren't needed at the moment
//$SoldierIdle "Idle1_SMG1_Relaxed" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_RELAXED"
//$SoldierIdle "Idle1_AR2_Relaxed" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_RELAXED"
//$SoldierIdle "Idle1_Shotgun_Relaxed" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_RELAXED"
// ----------------------------------------------------------------
$sequence "walk_relaxed_all_AR2" {
$a_WalkEasyBlends
activity "ACT_WALK_AR2_RELAXED" 1
blendlayer "oldidle_to_ar2" 0 0 0 0 local
}
$sequence "walk_relaxed_all_SMG1" {
$a_WalkEasyBlends
activity "ACT_WALK_RIFLE_RELAXED" 1
blendlayer "oldidle_to_smg1" 0 0 0 0 local
}
$sequence "walk_relaxed_all_SG" {
$a_WalkEasyBlends
activity "ACT_WALK_SHOTGUN_RELAXED" 1
blendlayer "oldidle_to_shotgun" 0 0 0 0 local
}
$sequence "walk_relaxed_all_Pistol" {
$a_WalkEasyBlends
activity "ACT_WALK_PISTOL_RELAXED" 1
blendlayer "layer_walk_hold_pistol" 0 0 0 0 local
//addlayer "layer_pistolangryidle2_armsonly"
//node "standing_pistol"
}
// ----------------------------------------------------------------
//
// IDLE STIMULATED
//
// ----------------------------------------------------------------
$definemacro SoldierStimulatedIdle IdleName IdleSeq IdleAct StimulatedLayer \\
$sequence $IdleName$ { \\
$IdleSeq$ \\
activity $IdleAct$ 1 \\
loop \\
ikrule "lfoot" footstep contact 0 height 20 radius 2.5 \\
ikrule "rfoot" footstep contact 0 height 20 radius 2.5 \\
blendlayer $StimulatedLayer$ 0 0 0 0 local \\
}
$SoldierStimulatedIdle "Idle2_AR2" "combine_soldier_anims_anims\custom\Idle1_AR2.smd" "ACT_IDLE_AR2_STIMULATED" "layer_stimulated_ar2"
$SoldierStimulatedIdle "Idle2_SMG1" "combine_soldier_anims_anims\custom\Idle1_SMG1.smd" "ACT_IDLE_SMG1_STIMULATED" "layer_stimulated_smg1"
$SoldierStimulatedIdle "Idle2_SG" "combine_soldier_anims_anims\custom\Idle1_Shotgun.smd" "ACT_IDLE_SHOTGUN_STIMULATED" "layer_stimulated_shotgun"
$SoldierStimulatedIdle "Idle2_Pistol" "combine_soldier_anims_anims\custom\Idle1_Pistol.smd" "ACT_IDLE_PISTOL_STIMULATED" "layer_stimulated_pistol"
// ----------------------------------------------------------------
$sequence "walk_stimulated_layer" {
"combine_soldier_anims_anims\a_WalkN.smd"
weightlist "weights_stimulated_idle_walk"
worldspace
//frame 0 0
hidden
}
$sequence "walk_stimulated_all_AR2" {
$a_WalkEasyBlends
activity "ACT_WALK_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_AR2_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "oldidle_to_ar2" 0 0 0 0 local
}
$sequence "walk_stimulated_all_SMG1" {
$a_WalkEasyBlends
activity "ACT_WALK_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_RIFLE_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "oldidle_to_smg1" 0 0 0 0 local
}
$sequence "walk_stimulated_all_SG" {
$a_WalkEasyBlends
activity "ACT_WALK_SHOTGUN_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_SHOTGUN_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "oldidle_to_shotgun" 0 0 0 0 local
}
$sequence "walk_stimulated_all_Pistol" {
$a_WalkEasyBlends
activity "ACT_WALK_PISTOL_STIMULATED" 1
keyvalues
{
interior ACT_IDLE_PISTOL_STIMULATED
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
addlayer "layer_walk_hold_pistol"
}
// ----------------------------------------------------------------
//
// AIMING STIMULATED
//
// ----------------------------------------------------------------
$sequence "CombatIdle2" {
"combine_soldier_anims_anims\custom\Idle1_AR2.smd"
activity "ACT_IDLE_AIM_AR2_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_ar2" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
}
$sequence "CombatIdle2_SMG1" {
"combine_soldier_anims_anims\custom\Idle1_SMG1.smd"
activity "ACT_IDLE_AIM_RIFLE_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_smg1" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
}
$sequence "CombatIdle2_SG" {
"combine_soldier_anims_anims\custom\Idle1_Shotgun.smd"
activity "ACT_IDLE_AIM_SHOTGUN_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_shotgun" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
}
$sequence "CombatIdle2_Pistol" {
"combine_soldier_anims_anims\Idle1.smd"
activity "ACT_IDLE_AIM_PISTOL_STIMULATED" 1
loop
blendlayer "layer_stimulated_aim_pistol" 0 0 0 0 local
ikrule "lfoot" footstep
ikrule "rfoot" footstep
//ikrule "lhand" touch "ValveBiped.Bip01_R_Hand"
//ikrule "rhand" release
}
// ----------------------------------------------------------------
$sequence "layer_stimulated_aim_walk_ar2" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" blendlayer "smg1_to_ar2" 0 0 0 0 local ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_walk_smg1" { "combine_soldier_anims_anims\layer_walk_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
$sequence "layer_stimulated_aim_walk_shotgun" { "combine_soldier_anims_anims\layer_walk_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
// not worldspace
$sequence "layer_stimulated_aim_walk_pistol" { "police_animations_anims\layer_walk_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden }
$sequence "layer_stimulated_aim_run_ar2" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" blendlayer "smg1_to_ar2" 0 0 0 0 local addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" worldspace hidden }
$sequence "layer_stimulated_aim_run_smg1" { "combine_soldier_anims_anims\layer_run_aiming.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
$sequence "layer_stimulated_aim_run_shotgun" { "combine_soldier_anims_anims\layer_run_aiming_SG.smd" weightlist "weights_stimulated_aim" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource worldspace hidden }
// not worldspace
$sequence "layer_stimulated_aim_run_pistol" { "police_animations_anims\layer_run_aiming_pistol.smd" weightlist "weights_stimulated_aim_2" addlayer "Aim_stand_delta_all" ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" usesource hidden }
// ----------------------------------------------------------------
$sequence "walk_aiming_stimulated_all_AR2" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_ar2" 0 0 0 0 local
}
$sequence "walk_aiming_stimulated_all_SMG1" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_smg1" 0 0 0 0 local
}
$sequence "walk_aiming_stimulated_all_SG" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_SHOTGUN_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_shotgun" 0 0 0 0 local
}
$sequence "walk_aiming_stimulated_all_Pistol" {
$a_WalkEasyBlends
activity "ACT_WALK_AIM_PISTOL_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
//blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "walk_stimulated_layer" 0 0 0 0 local
blendlayer "layer_stimulated_aim_walk_pistol" 0 0 0 0 local
}
$sequence "run_aiming_stimulated_all_AR2" {
$a_RunBlends
activity "ACT_RUN_AIM_AR2_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_ar2" 0 0 0 0 local
}
$sequence "run_aiming_stimulated_all_SMG1" {
$a_RunBlends
activity "ACT_RUN_AIM_RIFLE_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_smg1" 0 0 0 0 local
}
$sequence "run_aiming_stimulated_all_SG" {
$a_RunBlends
activity "ACT_RUN_AIM_SHOTGUN_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_shotgun" 0 0 0 0 local
}
$sequence "run_aiming_stimulated_all_pistol" {
$a_RunBlends
activity "ACT_RUN_AIM_PISTOL_STIMULATED" 1
keyvalues
{
interior ACT_IDLE
}
blendlayer "layer_walk_unarmed" 0 0 0 0 local
blendlayer "layer_stimulated_aim_run_pistol" 0 0 0 0 local
}
// ----------------------------------------------------------------