#include "script_component.hpp" ADDON = false; PREP_RECOMPILE_START; #include "XEH_PREP.hpp" PREP_RECOMPILE_END; #include "initSettings.sqf" // config to determine animation acceleration coefficient // adjusting these is trail and error // if the animation is cut of ingame, increase these values // if the unit idles too much, decrease them GVAR(animDurations) = [] call CBA_fnc_createNamespace; { GVAR(animDurations) setVariable _x; } forEach [ ["AinvPknlMstpSlayWnonDnon_medic", 7.5], ["AinvPpneMstpSlayWnonDnon_medic", 7], ["AinvPknlMstpSlayWrflDnon_medic", 7], ["AinvPpneMstpSlayWrflDnon_medic", 9.5], ["AinvPknlMstpSlayWlnrDnon_medic", 9], ["AinvPknlMstpSlayWpstDnon_medic", 9.5], ["AinvPpneMstpSlayWpstDnon_medic", 10], ["AinvPknlMstpSlayWnonDnon_medicOther", 8.5], ["AinvPpneMstpSlayWnonDnon_medicOther", 8.5], ["AinvPknlMstpSlayWrflDnon_medicOther", 7], ["AinvPpneMstpSlayWrflDnon_medicOther", 9], ["AinvPknlMstpSlayWlnrDnon_medicOther", 9], ["AinvPknlMstpSlayWpstDnon_medicOther", 10], ["AinvPpneMstpSlayWpstDnon_medicOther", 8.5], ["AinvPknlMstpSnonWnonDnon_medic1", 10] ]; ADDON = true;