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INI

class CfgSkeletons
{
class Default
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]={};
};
class MD97GL_Skel: Default
{
skeletonBones[]=
{
"magazine", "",
"charging_handle", "",
"bolt", "",
"mira", "",
"stock", "",
"coronha_2", "",
//"sling", "",
"zeroing", "",
"trigger_gl", "",
"tubos", "",
"gl_bullet", "",
"gl_cartridge" , "",
"mira_gl", "",
"municao", "",
"zasleh", "",
"trigger", "",
"optic_rail", "",
"trilho_frontal", "",
"safety", ""
};
};
};
class Rotation {
type="rotation";
memory=1;
minValue=0;
maxValue=1;
angle0=0;
angle1=1;
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[]={};
skeletonName="";
};
class MD97LC: Default
{
sections[]=
{
"zasleh","camo","camo1","camo2","camo3"
};
skeletonName="MD97GL_Skel";
class Animations
{
class BaseRotation
{
type="rotation";
source="";
selection="";
memory=1;
begin = 0;
end = 1;
axis="";
minValue=0;
maxValue=1;
angle0=0;
angle1=1;
};
///class Sling_hide
//{
// type="hide";
// source="isSelected"; //bipod
// selection="Sling";
// minValue=0;
// maxValue=1;
// hideValue=-1.0;
// unhideValue = 0.5;
//};
class trigger_move
{
type="rotation";
source="reload";
selection="trigger";
memory=1;
sourceAddress="clamp";
axis="trigger_axis";
minValue=0;
maxValue=0.30000001;
minPhase=0;
maxPhase=0.30000001;
angle0=-0.21238901;
angle1=0;
};
class charge1
{
type="translation";
source="reloadMagazine";
selection= "charging_handle";
axis="bolt_axis";
begin = "bolt_axis_end";
end = "bolt_axis_begin";
memory = 1;
minValue=0.76875;
maxValue=0.79375;
offset0="0";
offset1="-1";
};
class charge2
{
type="translation";
source="reloadMagazine";
selection= "charging_handle";
axis="bolt_axis";
begin = "bolt_axis_end";
end = "bolt_axis_begin";
memory = 1;
minValue=0.80625;
maxValue=0.825;
offset0="0";
offset1="1";
};
class bolt_move
{
type="translation";
source="reload";
selection="bolt";
memory=1;
sourceAddress="clamp";
axis="bolt_axis";
minValue=0;
maxValue=1;
minPhase=0;
maxPhase=1;
offset0=0;
offset1=0.570000001;
};
class bolt_empty
{
type="translation";
source="isEmptyNoReload";
selection="bolt";
axis="bolt_axis";
sourceAddress="clamp";
minValue=0;
maxValue=1;
offset0=0;
offset1=0.570000001;
animPeriod=0;
initPhase=0;
memory="true";
};
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 bolt_reload_move_1: bolt_move {
source="reloadMagazine"; // z: should work like that only if weapon is empty
minValue=-0.56;
maxValue=-0.56;
offset1 = 1;
};
class bolt_reload_move_2: bolt_reload_move_1 {
source="reloadMagazine"; // z: should work like that only if weapon is empty
minValue=0;
maxValue=0.00001;
};
class no_magazine
{
type="hide";
source="hasMagazine";
selection="magazine";
sourceAddress="clamp";
minValue=0;
maxValue=1;
hideValue=0.5;
unHideValue=-1;
animPeriod=0;
initPhase=0;
};
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 backsight_rotate
//{
//type="rotation";
//source="zeroing1";
//selection="mira";
//axis="back_sight_axis";
//minValue=0.333;
//maxValue=0.334;
//hideValue=1;
//angle0=0;
//angle1="-rad -90";
//};
class zeroing_rotate
{
type="rotation";
source="zeroing1";
selection="zeroing";
axis="zeroing_axis";
minValue=0;
maxValue=1;
angle0=0;
angle1=-1;
};
class frontsight_rotate
{
type="rotation";
source="hasOptics";
selection="front_sight";
axis="front_sight_axis";
minValue=0;
maxValue=1;
hideValue=1;
angle0=0;
angle1="rad 90";
};
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";
};
class stock /// not in this model, but good to use
{
type = "rotation";
source = "isselected";
sourceAddress = "clamp";
selection = "stock";
axis = "stock_axis";
minValue = 0;
maxValue = "1";
angle0 = "rad 180";
angle1 = "0";
};
// Rotation of fire mode switch
class safety_mode_rot
{
type = "rotation";
source="weaponMode";
memory=1;
selection="safety";
animPeriod=0;
axis="safety_axis";
minValue=0.0;
maxValue=1;
minPhase=0.0;
maxPhase=1;
angle0= 0;
angle1="rad 840";
};
};
};
};