class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class URU_skeleton: Default { skeletonBones[]= { "magazine", "", "bullet007", "", "bullet008", "", "charging_handle", "", "selector", "", "trigger", "", "janela", "", "muzzleFlash", "", "optic_rail", "", "zasleh", "", "bolt", "charging_handle" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class uru: Default { sections[]= { "zasleh","muzzleFlash","magazine","selector","bolt","optic_rail","mira","zeroing","alsa","zarelho","trilho_frontal","granada","Sling","Camo" }; skeletonName="URU_skeleton"; sectionsInherit=""; class Animations { class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class selector /// not in this model, but good to use { type = "rotation"; source = "weaponMode"; sourceAddress = "clamp"; selection = "selector"; axis = "selector_axis"; minValue = 0; maxValue = "1"; angle0 = "rad 0"; angle1 = "rad -495"; }; class bullet007_revolving_hide { type="hide"; source="revolving"; selection="bullet007"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0; unHideValue=0.035; }; class bullet008_revolving_hide { type="hide"; source="revolving"; selection="bullet008"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0; unHideValue=0.035; }; class optic_rail { type="hide"; source="hasOptics"; selection="optic_rail"; minValue=0; maxValue=1; hideValue=-1.0; unhideValue = 0.5; }; class acessory_rail { type="hide"; source="hasAccessory"; selection="trilho_frontal"; minValue=0; maxValue=1; hideValue=-1.0; unhideValue = 0.5; }; class reload_magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0; maxValue=1; hideValue = 0.126; unhidevalue = 0.6300; }; class unloaded_magazine_hide { type = "hide"; source = "hasMagazine"; selection = "magazine"; hideValue=0.100000; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class backsight_rotate { type="translation"; source="zeroing"; selection="Alca_mira"; axis="mira_axis"; minValue=0; maxValue=1; //hideValue=1; offset0=0; offset1="-0.8"; }; class bolt { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; memory = 1; minValue=0; maxValue="0.8"; offset0="0"; offset1="1"; }; class bolt_2: bolt { minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.14; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_reload_move_1: bolt_empty { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0; maxValue=0.00001; }; class bolt_reload_move_2: bolt_reload_move_1 { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0.78; maxValue=0.80; offset1 = -1; }; class bullet_cover { type="rotation"; source="reload"; sourceAddress="mirror"; selection="janela"; axis="janela_eixo"; memory=1; minValue=0.0; maxValue=0.5; angle0=0; angle1=-0.4; }; // bullet_cover FIRE ANIM START class bullet_cover_UP { type="rotation"; source="reload"; selection="janela"; axis="janela_eixo"; memory=1; minValue=0.0; maxValue=0.05; angle0=0.75; angle1=-0.5; }; class bullet_cover_UP_02 { type="rotation"; source="reload"; selection="janela"; axis="janela_eixo"; memory=1; minValue=0.05; maxValue=0.1; angle0=0.0; angle1=-0.02; }; class bullet_cover_DOWN { type="rotation"; source="reload"; selection="janela"; axis="janela_eixo"; memory=1; minValue=0.1; maxValue=0.5; angle0=0.0; angle1=1.27; }; // bullet_cover FIRE ANIM END class muzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; }; }; };