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639d3fdfa1
* abc
* Revert "abc"
This reverts commit bcb4214bd9
.
* Update to current commit
* Fix class OFP2_ManSkeleton to have proper indentation for all bones
* Fix path. Fix whitespace
257 lines
12 KiB
INI
257 lines
12 KiB
INI
class CfgSkeletons {
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class Default {
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isDiscrete = 1;
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skeletonInherit = "";
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skeletonBones[] = {};
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};
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class ace_tacticalladder_skeleton: Default {
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] = {
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"base","",
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"1","base",
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"2","1",
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"3","2",
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"4","3",
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"5","4",
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"6","5",
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"7","6",
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"8","7",
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"9","8",
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"10","9",
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"11","10",
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"step","11"
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};
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};
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class OFP2_ManSkeleton {
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] = {
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"Pelvis","",
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"Spine","Pelvis",
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"Spine1","Spine",
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"Spine2","Spine1",
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"Spine3","Spine2",
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"camera","Pelvis",// case has changed for arma3
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"weapon","Spine1",
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"launcher","Spine1",
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"Neck","Spine3",
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"Neck1","Neck",
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"Head","Neck1", //Head skeleton in hierarchy
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//Left upper side
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"LeftShoulder","Spine3",
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"LeftArm","LeftShoulder",
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"LeftArmRoll","LeftArm",
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"LeftForeArm","LeftArmRoll",
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"LeftForeArmRoll","LeftForeArm",
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"LeftHand","LeftForeArmRoll",
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"LeftHandRing","LeftHand",
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"LeftHandRing1","LeftHandRing",
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"LeftHandRing2","LeftHandRing1",
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"LeftHandRing3","LeftHandRing2",
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"LeftHandPinky1","LeftHandRing",
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"LeftHandPinky2","LeftHandPinky1",
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"LeftHandPinky3","LeftHandPinky2",
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"LeftHandMiddle1","LeftHand",
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"LeftHandMiddle2","LeftHandMiddle1",
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"LeftHandMiddle3","LeftHandMiddle2",
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"LeftHandIndex1","LeftHand",
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"LeftHandIndex2","LeftHandIndex1",
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"LeftHandIndex3","LeftHandIndex2",
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"LeftHandThumb1","LeftHand",
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"LeftHandThumb2","LeftHandThumb1",
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"LeftHandThumb3","LeftHandThumb2",
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//Right upper side
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"RightShoulder","Spine3",
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"RightArm","RightShoulder",
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"RightArmRoll","RightArm",
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"RightForeArm","RightArmRoll",
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"RightForeArmRoll","RightForeArm",
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"RightHand","RightForeArmRoll",
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"RightHandRing","RightHand",
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"RightHandRing1","RightHandRing",
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"RightHandRing2","RightHandRing1",
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"RightHandRing3","RightHandRing2",
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"RightHandPinky1","RightHandRing",
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"RightHandPinky2","RightHandPinky1",
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"RightHandPinky3","RightHandPinky2",
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"RightHandMiddle1","RightHand",
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"RightHandMiddle2","RightHandMiddle1",
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"RightHandMiddle3","RightHandMiddle2",
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"RightHandIndex1","RightHand",
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"RightHandIndex2","RightHandIndex1",
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"RightHandIndex3","RightHandIndex2",
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"RightHandThumb1","RightHand",
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"RightHandThumb2","RightHandThumb1",
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"RightHandThumb3","RightHandThumb2",
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//Left lower side
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"LeftUpLeg","Pelvis",
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"LeftUpLegRoll","LeftUpLeg",
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"LeftLeg","LeftUpLegRoll",
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"LeftLegRoll","LeftLeg",
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"LeftFoot","LeftLegRoll",
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"LeftToeBase","LeftFoot",
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//Right lower side
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"RightUpLeg","Pelvis",
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"RightUpLegRoll","RightUpLeg",
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"RightLeg","RightUpLegRoll",
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"RightLegRoll","RightLeg",
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"RightFoot","RightLegRoll",
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"RightToeBase","RightFoot",
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//New facial features arma3 only
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"Face_Hub","Head",
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"Face_Jawbone","Face_Hub",
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"Face_Jowl","Face_Jawbone",
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"Face_chopRight","Face_Jawbone",
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"Face_chopLeft","Face_Jawbone",
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"Face_LipLowerMiddle","Face_Jawbone",
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"Face_LipLowerLeft","Face_Jawbone",
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"Face_LipLowerRight","Face_Jawbone",
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"Face_Chin","Face_Jawbone",
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"Face_Tongue","Face_Jawbone",
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"Face_CornerRight","Face_Hub",
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"Face_CheekSideRight","Face_CornerRight",
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"Face_CornerLeft","Face_Hub",
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"Face_CheekSideLeft","Face_CornerLeft",
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"Face_CheekFrontRight","Face_Hub",
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"Face_CheekFrontLeft","Face_Hub",
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"Face_CheekUpperRight","Face_Hub",
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"Face_CheekUpperLeft","Face_Hub",
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"Face_LipUpperMiddle","Face_Hub",
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"Face_LipUpperRight","Face_Hub",
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"Face_LipUpperLeft","Face_Hub",
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"Face_NostrilRight","Face_Hub",
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"Face_NostrilLeft","Face_Hub",
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"Face_Forehead","Face_Hub",
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"Face_BrowFrontRight","Face_Forehead",
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"Face_BrowFrontLeft","Face_Forehead",
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"Face_BrowMiddle","Face_Forehead",
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"Face_BrowSideRight","Face_Forehead",
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"Face_BrowSideLeft","Face_Forehead",
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"Face_Eyelids","Face_Hub",
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"Face_EyelidUpperRight","Face_Hub",
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"Face_EyelidUpperLeft","Face_Hub",
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"Face_EyelidLowerRight","Face_Hub",
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"Face_EyelidLowerLeft","Face_Hub",
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"EyeLeft","Face_Hub",
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"EyeRight","Face_Hub"
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};// end of skeleton array
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// location of pivot points (local axes) for hierarchical animation
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pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
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};
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};
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class CfgModels {
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class Default {
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sectionsInherit="";
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sections[] = {""};
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skeletonName = "";
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};
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class ace_tacticalladder {
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skeletonName = "ace_tacticalladder_skeleton";
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sections[] = { "roadway" };
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sectionsInherit = "";
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class Animations {
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class rotate {
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type = "rotation";
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source = "";
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sourceAddress = "clamp";
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selection = "base";
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axis = "axis_rotate";
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minValue = 0;
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maxValue = 90;
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angle0="rad 0";
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angle1="rad +90";
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};
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class extract_1 {
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type = "translation";
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source = "";
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selection = "1";
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axis = "axis_1";
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animPeriod = 0;
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minValue = 0;
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maxValue = 1;
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minPhase = 0;
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maxPhase = 1;
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offset0 = 0;
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offset1 = 0.82;
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};
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class extract_2: extract_1 {
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selection = "2";
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axis = "axis_2";
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};
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class extract_3: extract_1 {
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selection = "3";
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axis = "axis_3";
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};
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class extract_4: extract_1 {
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selection = "4";
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axis = "axis_4";
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};
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class extract_5: extract_1 {
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selection = "5";
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axis = "axis_5";
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};
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class extract_6: extract_1 {
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selection = "6";
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axis = "axis_6";
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};
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class extract_7: extract_1 {
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selection = "7";
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axis = "axis_7";
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};
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class extract_8: extract_1 {
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selection = "8";
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axis = "axis_8";
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};
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class extract_9: extract_1 {
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selection = "9";
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axis = "axis_9";
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};
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class extract_10: extract_1 {
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selection = "10";
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axis = "axis_10";
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};
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class extract_11: extract_1 {
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selection = "11";
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axis = "axis_11";
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};
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};
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};
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class ArmaMan: Default {
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htMin = 60; // Minimum half-cooling time (in seconds)
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htMax = 1800; // Maximum half-cooling time (in seconds)
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afMax = 30; // Maximum temperature in case the model is alive (in celsius)
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mfMax = 0; // Maximum temperature when the model is moving (in celsius)
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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)).
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tBody = 37; // Metabolism temperature of the model (in celsius)
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sections[] = {
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"osobnost",
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"Head_Injury",
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"Body_Injury",
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"l_leg_injury",
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"l_arm_injury",
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"r_arm_injury",
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"r_leg_injury",
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"injury_body",
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"injury_legs",
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"injury_hands",
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"clan",
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"clan_sign",
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"Camo",
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"CamoB",
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"Camo1",
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"Camo2",
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"personality",
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"hl",
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"injury_head",
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"insignia",
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"ghillie_hide"
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};
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skeletonName = "OFP2_ManSkeleton";
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};
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class ace_tacticalladder_pack: ArmaMan {
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};
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};
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