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