class CfgMovesBasic { class Actions { class CivilStandActions; class ACE_CivilStandHandcuffedActions: CivilStandActions { turnL = ""; turnR = ""; stop = "ACE_AmovPercMstpScapWnonDnon"; StopRelaxed = "ACE_AmovPercMstpScapWnonDnon"; default = "ACE_AmovPercMstpScapWnonDnon"; PutDown = ""; getOver = ""; throwPrepare = ""; throwGrenade[] = {"","Gesture"}; }; class ACE_CivilStandSurrenderActions: ACE_CivilStandHandcuffedActions { stop = "ACE_AmovPercMstpSsurWnonDnon"; StopRelaxed = "ACE_AmovPercMstpSsurWnonDnon"; default = "ACE_AmovPercMstpSsurWnonDnon"; PutDown = ""; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class StandBase; class States { class AmovPercMstpSnonWnonDnon: StandBase { ConnectTo[] += {"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1}; }; class CutSceneAnimationBase; //Handcuffed Anims: class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon: CutSceneAnimationBase { actions = "ACE_CivilStandHandcuffedActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_EaseIn"; speed = 1; looped = 0; interpolationRestart = 2; ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; canReload = 0; }; class ACE_AmovPercMstpScapWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_Ease"; speed = 0; ConnectTo[] = {"ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01}; looped = 1; }; class ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon { actions = "CivilStandActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_easeout"; ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpScapWnonDnon",0.1}; }; //Surrender Anims: class ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon: CutSceneAnimationBase { actions = "ACE_CivilStandSurrenderActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; speed = 1; looped = 0; interpolationRestart = 2; ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; canReload = 0; }; class ACE_AmovPercMstpSsurWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon"; speed = 0; looped = 1; ConnectTo[] = {"ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01}; }; class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon { speed = 0.5; //for gameplay reasons, slow this down actions = "CivilStandActions"; file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"; ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1}; InterpolateTo[] = {"Unconscious",0.01,"ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon",0.1}; }; }; };