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class CfgSkeletons
{
class Default
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]={};
};
class MT12_keleton: Default
{
skeletonBones[]=
{
"magazine", "",
"zarelho", "",
"stock", "",
"mag_release", "",
"bullet007", "",
"bullet008", "",
"charging_handle", "",
"selector", "",
"safe", "",
"Sling", "",
"alsa", "",
"trigger", "",
"zeroing", "",
"janela", "",
"Alca_mira", "",
"trilho_frontal", "",
"muzzleFlash", "",
"optic_rail", "",
"zasleh", "",
"bolt", "charging_handle"
};
};
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[]={};
skeletonName="";
};
class MT12: Default
{
sections[]=
{
"zasleh","muzzleFlash","magazine","selector","bolt","optic_rail","mira","zeroing","alsa","zarelho","trilho_frontal","granada","Sling","camo","camo1","camo2","camo3","camo4","camo5"
};
skeletonName="MT12_keleton";
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 zarelho /// not in this model, but good to use
{
type = "rotation";
source = "reload";
sourceAddress = "clamp";
selection = "zarelho";
axis = "zarelho_axis";
minValue = 0;
maxValue = "1";
angle0 = "0";
angle1 = "rad 30";
};
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 175";
angle1 = "0";
};
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 05";
angle1 = "rad -360";
};
class mag_release /// not in this model, but good to use
{
type = "rotation";
source = "reloadMagazine";
sourceAddress = "clamp";
selection = "mag_release";
axis = "mag_release_axis";
minValue = 0;
maxValue = "0.5";
angle0 = "rad 0";
angle1 = "rad -10";
};
class safe /// not in this model, but good to use
{
type = "translation";
source = "reload";
sourceAddress = "clamp";
selection = "safe";
axis = "safe_axis";
minValue = 0;
maxValue = "1";
offset0="0";
offset1="1";
};
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 Sling_hide
//{
// type="hide";
// source="isSelected"; //bipod
// selection="Sling";
// 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 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
{
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";
};
};
};
};