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class CfgSkeletons {
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class Default {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class ace_tacticalladder_skeleton: Default {
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] = {
"base","",
"1","base",
"2","1",
"3","2",
"4","3",
"5","4",
"6","5",
"7","6",
"8","7",
"9","8",
"10","9",
"11","10",
"step","11"
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};
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};
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class OFP2_ManSkeleton {
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] = {
"Pelvis","",
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"Spine","Pelvis",
"Spine1","Spine",
"Spine2","Spine1",
"Spine3","Spine2",
"camera","Pelvis",// case has changed for arma3
"weapon","Spine1",
"launcher","Spine1",
"Neck","Spine3",
"Neck1","Neck",
"Head","Neck1", //Head skeleton in hierarchy
//Left upper side
"LeftShoulder","Spine3",
"LeftArm","LeftShoulder",
"LeftArmRoll","LeftArm",
"LeftForeArm","LeftArmRoll",
"LeftForeArmRoll","LeftForeArm",
"LeftHand","LeftForeArmRoll",
"LeftHandRing","LeftHand",
"LeftHandRing1","LeftHandRing",
"LeftHandRing2","LeftHandRing1",
"LeftHandRing3","LeftHandRing2",
"LeftHandPinky1","LeftHandRing",
"LeftHandPinky2","LeftHandPinky1",
"LeftHandPinky3","LeftHandPinky2",
"LeftHandMiddle1","LeftHand",
"LeftHandMiddle2","LeftHandMiddle1",
"LeftHandMiddle3","LeftHandMiddle2",
"LeftHandIndex1","LeftHand",
"LeftHandIndex2","LeftHandIndex1",
"LeftHandIndex3","LeftHandIndex2",
"LeftHandThumb1","LeftHand",
"LeftHandThumb2","LeftHandThumb1",
"LeftHandThumb3","LeftHandThumb2",
//Right upper side
"RightShoulder","Spine3",
"RightArm","RightShoulder",
"RightArmRoll","RightArm",
"RightForeArm","RightArmRoll",
"RightForeArmRoll","RightForeArm",
"RightHand","RightForeArmRoll",
"RightHandRing","RightHand",
"RightHandRing1","RightHandRing",
"RightHandRing2","RightHandRing1",
"RightHandRing3","RightHandRing2",
"RightHandPinky1","RightHandRing",
"RightHandPinky2","RightHandPinky1",
"RightHandPinky3","RightHandPinky2",
"RightHandMiddle1","RightHand",
"RightHandMiddle2","RightHandMiddle1",
"RightHandMiddle3","RightHandMiddle2",
"RightHandIndex1","RightHand",
"RightHandIndex2","RightHandIndex1",
"RightHandIndex3","RightHandIndex2",
"RightHandThumb1","RightHand",
"RightHandThumb2","RightHandThumb1",
"RightHandThumb3","RightHandThumb2",
//Left lower side
"LeftUpLeg","Pelvis",
"LeftUpLegRoll","LeftUpLeg",
"LeftLeg","LeftUpLegRoll",
"LeftLegRoll","LeftLeg",
"LeftFoot","LeftLegRoll",
"LeftToeBase","LeftFoot",
//Right lower side
"RightUpLeg","Pelvis",
"RightUpLegRoll","RightUpLeg",
"RightLeg","RightUpLegRoll",
"RightLegRoll","RightLeg",
"RightFoot","RightLegRoll",
"RightToeBase","RightFoot",
//New facial features arma3 only
"Face_Hub","Head",
"Face_Jawbone","Face_Hub",
"Face_Jowl","Face_Jawbone",
"Face_chopRight","Face_Jawbone",
"Face_chopLeft","Face_Jawbone",
"Face_LipLowerMiddle","Face_Jawbone",
"Face_LipLowerLeft","Face_Jawbone",
"Face_LipLowerRight","Face_Jawbone",
"Face_Chin","Face_Jawbone",
"Face_Tongue","Face_Jawbone",
"Face_CornerRight","Face_Hub",
"Face_CheekSideRight","Face_CornerRight",
"Face_CornerLeft","Face_Hub",
"Face_CheekSideLeft","Face_CornerLeft",
"Face_CheekFrontRight","Face_Hub",
"Face_CheekFrontLeft","Face_Hub",
"Face_CheekUpperRight","Face_Hub",
"Face_CheekUpperLeft","Face_Hub",
"Face_LipUpperMiddle","Face_Hub",
"Face_LipUpperRight","Face_Hub",
"Face_LipUpperLeft","Face_Hub",
"Face_NostrilRight","Face_Hub",
"Face_NostrilLeft","Face_Hub",
"Face_Forehead","Face_Hub",
"Face_BrowFrontRight","Face_Forehead",
"Face_BrowFrontLeft","Face_Forehead",
"Face_BrowMiddle","Face_Forehead",
"Face_BrowSideRight","Face_Forehead",
"Face_BrowSideLeft","Face_Forehead",
"Face_Eyelids","Face_Hub",
"Face_EyelidUpperRight","Face_Hub",
"Face_EyelidUpperLeft","Face_Hub",
"Face_EyelidLowerRight","Face_Hub",
"Face_EyelidLowerLeft","Face_Hub",
"EyeLeft","Face_Hub",
"EyeRight","Face_Hub"
};// end of skeleton array
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// location of pivot points (local axes) for hierarchical animation
pivotsModel = "A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
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};
class CfgModels {
class Default {
sectionsInherit = "";
sections[] = {""};
skeletonName = "";
};
class ace_tacticalladder {
skeletonName = "ace_tacticalladder_skeleton";
sections[] = { "roadway" };
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sectionsInherit = "";
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class Animations {
class rotate {
type = "rotation";
source = "";
sourceAddress = "clamp";
selection = "base";
axis = "axis_rotate";
minValue = 0;
maxValue = 90;
angle0 = "rad 0";
angle1 = "rad +90";
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};
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class extract_1 {
type = "translation";
source = "";
selection = "1";
axis = "axis_1";
animPeriod = 0;
minValue = 0;
maxValue = 1;
minPhase = 0;
maxPhase = 1;
offset0 = 0;
offset1 = 0.82;
};
class extract_2: extract_1 {
selection = "2";
axis = "axis_2";
};
class extract_3: extract_1 {
selection = "3";
axis = "axis_3";
};
class extract_4: extract_1 {
selection = "4";
axis = "axis_4";
};
class extract_5: extract_1 {
selection = "5";
axis = "axis_5";
};
class extract_6: extract_1 {
selection = "6";
axis = "axis_6";
};
class extract_7: extract_1 {
selection = "7";
axis = "axis_7";
};
class extract_8: extract_1 {
selection = "8";
axis = "axis_8";
};
class extract_9: extract_1 {
selection = "9";
axis = "axis_9";
};
class extract_10: extract_1 {
selection = "10";
axis = "axis_10";
};
class extract_11: extract_1 {
selection = "11";
axis = "axis_11";
};
};
};
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class ArmaMan: Default {
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htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37; // Metabolism temperature of the model (in celsius)
sections[] = {
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"osobnost",
"Head_Injury",
"Body_Injury",
"l_leg_injury",
"l_arm_injury",
"r_arm_injury",
"r_leg_injury",
"injury_body",
"injury_legs",
"injury_hands",
"clan",
"clan_sign",
"Camo",
"CamoB",
"Camo1",
"Camo2",
"personality",
"hl",
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"injury_head",
"insignia",
"ghillie_hide"
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};
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skeletonName = "OFP2_ManSkeleton";
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};
class ace_tacticalladder_pack: ArmaMan {
};
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};