mirror of
https://github.com/acemod/ACE3.git
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026b94903e
* New custom animation added * Adjusted CfgMoves and the script components * New drop animation and key handler * CBA settings and new ManActions added * Adjustments to the drop animation * Added translations and fixed some stuff * Update CfgMovesBasic.hpp * Fix translations Co-authored-by: Elgin675 <elgin675@hotmail.com> Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com> * Use the same key to drop object * Update addons/dragging/stringtable.xml Co-authored-by: Jo David <github@jonathandavid.de> * Fix French translation Co-authored-by: Elgin675 <elgin675@hotmail.com> * Lower the weapon accuracy of the drag animations * Removed auto-switch to handgun * Update fnc_startDrag.sqf - Holding a launcher breaks the firing animation. - Now the unit has to hold either a primary weapon or handgun. * Handle the unit's current weapon Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com> * Update addons/dragging/functions/fnc_handlePlayerWeaponChanged.sqf Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> * Update addons/dragging/initSettings.sqf Co-authored-by: Elgin675 <elgin675@hotmail.com> Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com> Co-authored-by: Jo David <github@jonathandavid.de> Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com> Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: jonpas <jonpas33@gmail.com>
128 lines
4.0 KiB
C++
128 lines
4.0 KiB
C++
class CfgMovesMaleSdr: CfgMovesBasic {
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class InjuredMovedBase;
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class AgonyBaseRfl;
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class StandBase;
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class AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1;
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class DraggerBase;
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class States {
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class AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon: InjuredMovedBase {
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speed = -10; // 1/10
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};
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class AinjPfalMstpSnonWrflDnon_carried_Up: AgonyBaseRfl {
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speed = -10; // 1/10
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};
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class AmovPercMstpSrasWpstDnon: StandBase {
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ConnectTo[] = {
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"AmovPercMstpSrasWpstDnon",
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0.02,
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"AovrPercMstpSrasWpstDf",
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0.025,
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"AmovPercMstpSrasWpstDnon_AidlPercMstpSlowWpstDnon",
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0.0099999998,
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"PistolMagazineReloadStand",
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0.1,
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"AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon",
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0.02,
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"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon",
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0.02,
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"AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon",
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0.02,
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"AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon",
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0.02,
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"AmovPercMstpSrasWpstDnon_SaluteIn",
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0.02,
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"AwopPercMstpSgthWpstDnon_Part1",
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0.1,
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"AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon",
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0.02,
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"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon",
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0.02,
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"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDup",
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0.02,
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"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDdown",
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0.02,
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"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDleft",
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0.02,
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"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDright",
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0.02,
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"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon_gear",
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0.02,
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"Acts_starterPistol_in",
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0.001,
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"Acts_PistolRaisedStand_Default",
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1,
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"ace_dragging",
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0.1
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};
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};
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class AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2: AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1 {
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aiming = "aimingDefault";
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aimingBody = "aimingUpDefault";
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aimPrecision = 5; // default: 1
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};
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class ace_dragging: DraggerBase {
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actions = "ace_MoveWithInjuredManDraggerPst";
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aiming = "aimingPistol";
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aimingBody = "aimingPistol";
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aimPrecision = 2; // default: 1
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canPullTrigger = 1;
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canReload = 0;
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ConnectTo[] = {
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"ace_dragging",
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0.1,
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"ace_dragging_drop",
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0.2
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};
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disableWeapons = 0;
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duty = 0.6;
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enableBinocular = 0;
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file = QPATHTO_T(anim\ace_dragging.rtm);
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InterpolateTo[] = {
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"ace_dragging_static",
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0.1
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};
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interpolationSpeed = 5;
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limitGunMovement = 0.2;
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looped = 1;
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showHandGun = 1;
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turnSpeed = 0.5;
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};
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class ace_dragging_static: ace_dragging {
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ConnectTo[] = {
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"ace_dragging",
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0.1,
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"ace_dragging_drop",
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0.2
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};
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InterpolateTo[] = {
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"ace_dragging",
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0.1,
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"ace_dragging_drop",
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0.2
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};
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looped = 1;
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speed = 0;
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};
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class ace_dragging_drop: ace_dragging {
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ConnectTo[] = {
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"AmovPknlMstpSrasWpstDnon",
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0.1
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};
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file = QPATHTO_T(anim\ace_dragging_drop.rtm);
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InterpolateTo[] = {
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"Unconscious",
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0.02
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};
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interpolationSpeed = 5;
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looped = 0;
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};
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};
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};
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