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gm_base_m.qci
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gm_base_m.qci
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// ------------------------------------
// BASE SEQUENCES
// ------------------------------------
$sequence idle_all_01 "../base_m/idle02" loop startloop 0 fps 30 fadein 0.3 fadeout 0.3 alignto reference addlayer gmod_breath_layer addlayer body_rot_z ACT_HL2MP_IDLE 2
$sequence idle_all_02 "../base_m/idle03" loop startloop 0 fps 30 fadein 0.3 fadeout 0.3 alignto reference addlayer gmod_breath_layer addlayer body_rot_z //ACT_HL2MP_IDLE 1
$sequence idle_all_angry "../base_m/idle_angry" loop startloop 0 fps 25 fadein 0.3 fadeout 0.3 alignto reference addlayer gmod_breath_layer addlayer body_rot_z addlayer idle_layer ACT_HL2MP_IDLE_ANGRY 1
$sequence idle_all_scared "../base_m/idle_scared" loop startloop 0 fps 25 fadein 0.3 fadeout 0.3 alignto reference addlayer gmod_breath_layer addlayer idle_layer_alt ACT_HL2MP_IDLE_SCARED 1
$sequence idle_all_cower "../base_m/cower" loop startloop 0 fps 01 fadein 0.3 fadeout 0.3 alignto reference addlayer gmod_breath_layer addlayer idle_layer_alt ACT_HL2MP_IDLE_COWER 1 frames 30 30
$sequence cidle_all "../base_m/crouch_idle" loop startloop 0 fps 20 fadein 0.3 fadeout 0.3 alignto reference addlayer gmod_breath_layer addlayer idle_layer addlayer body_rot_z ACT_HL2MP_IDLE_CROUCH 1
$sequence swim_idle_all "../gmod/swim_c" loop startloop 0 fps 40 fadein 0.4 fadeout 0.3 alignto reference addlayer gmod_breath_layer addlayer body_rot_z ACT_HL2MP_SWIM_IDLE 1
$sequence sit "../gmod/sit_slam" loop startloop 0 fps 30 fadein 0.3 fadeout 0.3 alignto reference addlayer gmod_breath_layer_sitting ACT_HL2MP_SIT 1
$animation a_idle_layer "../base_m/idle02" subtract idle_all_01 0 fixuploop 0 279
$animation a_idle_layer_alt "../base_m/idle03" subtract idle_all_02 0 fixuploop 0 150
$animation a_m_combine "../base_m/idle_unarmed" fixuploop 0 341
$sequence menu_walk "../humans_sdk/male_animations/WalkN" loop fps 30 alignto reference LX LY
$sequence menu_combine "a_m_combine" loop fps 30 alignto reference addlayer idle_layer
$sequence menu_gman "../base_m/tie_fidget" fps 30 alignto reference addlayer idle_layer
// Walking
$animation a_WalkC "../base_m/idle02" loop startloop 0 rotateto -180 alignto reference
$animation a_WalkS "../humans_sdk/male_animations/WalkS" loop startloop 0 LX LY rotateto -180 alignto reference
$animation a_WalkSE "../humans_sdk/male_animations/WalkSE" loop startloop 0 LX LY rotateto -135 alignto reference
$animation a_WalkE "../humans_sdk/male_animations/WalkE" loop startloop 0 LX LY rotateto -90 alignto reference
$animation a_WalkNE "../humans_sdk/male_animations/WalkNE" loop startloop 0 LX LY rotateto -45 alignto reference
$animation a_WalkN "../humans_sdk/male_animations/WalkN" loop startloop 0 LX LY rotateto 0 alignto reference
$animation a_WalkNW "../humans_sdk/male_animations/WalkNW" loop startloop 0 LX LY rotateto 45 alignto reference
$animation a_WalkW "../humans_sdk/male_animations/WalkW" loop startloop 0 LX LY rotateto 90 alignto reference
$animation a_WalkSW "../humans_sdk/male_animations/WalkSW" loop startloop 0 LX LY rotateto 135 alignto reference
// Crouch walking
$animation a_CwalkC "../base_m/crouch_idle" startloop 0 loop rotateto -180 alignto reference //numframes 30 frames 0 0
$animation a_CwalkS "../humans_sdk/male_animations/Crouch_walkS" startloop 0 loop LX LY rotateto -180 alignto reference
$animation a_CwalkSE "../humans_sdk/male_animations/Crouch_walkSE" startloop 0 loop LX LY rotateto -135 alignto reference
$animation a_CwalkE "../humans_sdk/male_animations/Crouch_walkE" startloop 0 loop LX LY rotateto -90 alignto reference
$animation a_CwalkNE "../humans_sdk/male_animations/Crouch_walkNE" startloop 0 loop LX LY rotateto -45 alignto reference
$animation a_CwalkN "../humans_sdk/male_animations/crouch_walkN" startloop 0 loop LX LY rotateto 0 alignto reference
$animation a_CwalkNW "../humans_sdk/male_animations/Crouch_walkNW" startloop 0 loop LX LY rotateto 45 alignto reference
$animation a_CwalkW "../humans_sdk/male_animations/Crouch_walkW" startloop 0 loop LX LY rotateto 90 alignto reference
$animation a_CwalkSW "../humans_sdk/male_animations/Crouch_walkSW" startloop 0 loop LX LY rotateto 135 alignto reference
// Running
$animation a_RunS "../humans_sdk/male_animations/RunS" loop LX LY startloop 0 rotateto -180 alignto reference
$animation a_RunSE "../humans_sdk/male_animations/RunSE" loop LX LY startloop 0 rotateto -135 alignto reference
$animation a_RunE "../humans_sdk/male_animations/RunE" loop LX LY startloop 0 rotateto -90 alignto reference
$animation a_RunNE "../humans_sdk/male_animations/RunNE" loop LX LY startloop 0 rotateto -45 alignto reference
$animation a_RunN "../humans_sdk/male_animations/RunN" loop LX LY startloop 0 rotateto 0 alignto reference
$animation a_RunNW "../humans_sdk/male_animations/RunNW" loop LX LY startloop 0 rotateto 45 alignto reference
$animation a_RunW "../humans_sdk/male_animations/RunW" loop LX LY startloop 0 rotateto 90 alignto reference
$animation a_RunSW "../humans_sdk/male_animations/RunSW" loop LX LY startloop 0 rotateto 135 alignto reference
$animation a_RunN_ch "../base_m/run_charging" loop LX LY startloop 0 rotateto 0 alignto reference
$animation a_RunN_p1 "../base_m/run_panicked" loop LX LY startloop 0 rotateto 0 alignto reference
$animation a_RunN_p2 "../base_m/runN_panicked2" loop LX LY startloop 0 rotateto 0 alignto reference
$animation a_RunN_p3 "../base_m/runN_panicked3" loop LX LY startloop 0 rotateto 0 alignto reference
$animation a_RunN_p4 "../base_m/runN_panicked4" loop LX LY startloop 0 rotateto 0 alignto reference
$animation a_RunN_p5 "../base_m/runN_protected" loop LX LY startloop 0 rotateto 0 alignto reference
// Swimming
$animation a_SwimS "../gmod/swim_s" loop LX LY fps 50
$animation a_SwimSE "../gmod/swim_se" loop LX LY fps 50
$animation a_SwimE "../gmod/swim_e" loop LX LY fps 50
$animation a_SwimNE "../gmod/swim_ne" loop LX LY fps 50
$animation a_SwimN "../gmod/swim_n" loop LX LY fps 50
$animation a_SwimNW "../gmod/swim_nw" loop LX LY fps 50
$animation a_SwimW "../gmod/swim_w" loop LX LY fps 50
$animation a_SwimSW "../gmod/swim_sw" loop LX LY fps 50
// Composited sequences
$sequence walk_all {
a_WalkSW a_WalkS a_WalkSE
a_WalkW a_WalkC a_WalkE
a_WalkNW a_WalkN a_WalkNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_WALK 1 node "walking"
addlayer gmod_breath_layer
addlayer body_rot_z
// numframes 30
fadein 0.3 fadeout 0.3
}
$sequence cwalk_all {
a_CwalkSW a_CwalkS a_CwalkSE
a_CwalkW a_CwalkC a_CwalkE
a_CwalkNW a_CwalkN a_CwalkNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_WALK_CROUCH 1 node "walking"
addlayer gmod_breath_layer
addlayer body_rot_z
// numframes 30
fadein 0.4 fadeout 0.3
}
$sequence run_all_01 {
a_RunSW a_RunS a_RunSE
a_RunW a_WalkC a_RunE
a_RunNW a_RunN a_RunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_RUN 1 node "running"
addlayer gmod_breath_layer
addlayer body_rot_z
numframes 18
fadein 0.4 fadeout 0.4
}
$sequence run_all_02 {
a_RunSW a_RunS a_RunSE
a_RunW a_WalkC a_RunE
a_RunNW a_RunN_p1 a_RunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_RUN_FAST 1 node "running"
addlayer gmod_breath_layer
addlayer body_rot_z
numframes 18
fadein 0.4 fadeout 0.4
}
$sequence run_all_panicked_01 {
a_RunSW a_RunS a_RunSE
a_RunW a_WalkC a_RunE
a_RunNW a_RunN_p2 a_RunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_RUN_PANICKED 1 node "running"
addlayer gmod_breath_layer
addlayer body_rot_z
numframes 18
fadein 0.4 fadeout 0.3
}
$sequence run_all_panicked_02 {
a_RunSW a_RunS a_RunSE
a_RunW a_WalkC a_RunE
a_RunNW a_RunN_p3 a_RunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_RUN_PANICKED 1 node "running"
addlayer gmod_breath_layer
addlayer body_rot_z
numframes 18
fadein 0.4 fadeout 0.3
}
$sequence run_all_panicked_03 {
a_RunSW a_RunS a_RunSE
a_RunW a_WalkC a_RunE
a_RunNW a_RunN_p4 a_RunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_RUN_PANICKED 1 node "running"
addlayer gmod_breath_layer
addlayer body_rot_z
numframes 18
fadein 0.4 fadeout 0.3
}
$sequence run_all_protected {
a_RunSW a_RunS a_RunSE
a_RunW a_WalkC a_RunE
a_RunNW a_RunN_p5 a_RunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_RUN_PROTECTED 1 node "running"
addlayer gmod_breath_layer
addlayer body_rot_z
numframes 18
fadein 0.4 fadeout 0.3
}
$sequence run_all_charging {
a_RunSW a_RunS a_RunSE
a_RunW a_WalkC a_RunE
a_RunNW a_RunN_ch a_RunNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_RUN_CHARGING 1 node "running"
addlayer gmod_breath_layer
addlayer body_rot_z
numframes 18
fadein 0.4 fadeout 0.3
}
$sequence swimming_all {
a_SwimSW a_SwimS a_SwimSE
a_SwimW ../gmod/swim_c a_SwimE
a_SwimNW a_SwimN a_SwimNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
activity ACT_HL2MP_SWIM 1 node "swimming" fps 50
addlayer body_rot_z
fadein 0.4 fadeout 0.4 loop
}
$animation a_WalkN_suitcase "../base_m/suitcase_walk" loop LX LY rotateto 0 alignto reference
$sequence walk_suitcase {
a_WalkSW a_WalkS a_WalkSE
a_WalkW ../base_m/suitcase_idle a_WalkE
a_WalkNW a_WalkN_suitcase a_WalkNE
blendwidth 3 blend move_y -1 1 blend move_x -1 1
loop activity ACT_HL2MP_WALK_SUITCASE 1
addlayer body_rot_z
}