ACE3/addons/dragging/CfgMovesMaleSdr.hpp
Dániel Boros 026b94903e Dragging - Add new dragging animations (#7950)
* 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>
2021-05-23 16:38:43 -05:00

128 lines
4.0 KiB
C++

class CfgMovesMaleSdr: CfgMovesBasic {
class InjuredMovedBase;
class AgonyBaseRfl;
class StandBase;
class AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1;
class DraggerBase;
class States {
class AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon: InjuredMovedBase {
speed = -10; // 1/10
};
class AinjPfalMstpSnonWrflDnon_carried_Up: AgonyBaseRfl {
speed = -10; // 1/10
};
class AmovPercMstpSrasWpstDnon: StandBase {
ConnectTo[] = {
"AmovPercMstpSrasWpstDnon",
0.02,
"AovrPercMstpSrasWpstDf",
0.025,
"AmovPercMstpSrasWpstDnon_AidlPercMstpSlowWpstDnon",
0.0099999998,
"PistolMagazineReloadStand",
0.1,
"AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon",
0.02,
"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWrflDnon",
0.02,
"AmovPercMstpSrasWpstDnon_AwopPercMstpSoptWbinDnon",
0.02,
"AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon",
0.02,
"AmovPercMstpSrasWpstDnon_SaluteIn",
0.02,
"AwopPercMstpSgthWpstDnon_Part1",
0.1,
"AmovPercMstpSrasWpstDnon_AinvPknlMstpSnonWnonDnon",
0.02,
"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWlnrDnon",
0.02,
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDup",
0.02,
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDdown",
0.02,
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDleft",
0.02,
"AmovPercMstpSrasWpstDnon_AadjPercMstpSrasWpstDright",
0.02,
"AmovPercMstpSrasWpstDnon_AmovPercMstpSrasWpstDnon_gear",
0.02,
"Acts_starterPistol_in",
0.001,
"Acts_PistolRaisedStand_Default",
1,
"ace_dragging",
0.1
};
};
class AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2: AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_1 {
aiming = "aimingDefault";
aimingBody = "aimingUpDefault";
aimPrecision = 5; // default: 1
};
class ace_dragging: DraggerBase {
actions = "ace_MoveWithInjuredManDraggerPst";
aiming = "aimingPistol";
aimingBody = "aimingPistol";
aimPrecision = 2; // default: 1
canPullTrigger = 1;
canReload = 0;
ConnectTo[] = {
"ace_dragging",
0.1,
"ace_dragging_drop",
0.2
};
disableWeapons = 0;
duty = 0.6;
enableBinocular = 0;
file = QPATHTO_T(anim\ace_dragging.rtm);
InterpolateTo[] = {
"ace_dragging_static",
0.1
};
interpolationSpeed = 5;
limitGunMovement = 0.2;
looped = 1;
showHandGun = 1;
turnSpeed = 0.5;
};
class ace_dragging_static: ace_dragging {
ConnectTo[] = {
"ace_dragging",
0.1,
"ace_dragging_drop",
0.2
};
InterpolateTo[] = {
"ace_dragging",
0.1,
"ace_dragging_drop",
0.2
};
looped = 1;
speed = 0;
};
class ace_dragging_drop: ace_dragging {
ConnectTo[] = {
"AmovPknlMstpSrasWpstDnon",
0.1
};
file = QPATHTO_T(anim\ace_dragging_drop.rtm);
InterpolateTo[] = {
"Unconscious",
0.02
};
interpolationSpeed = 5;
looped = 0;
};
};
};