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abe2ce2f6f
* abc * Revert "abc" This reverts commitbcb4214bd9
. * Update to current commit * Ports over NouberNou's dragon guidance * Add Dragon model * Make the Dragon CSW capable * Fix bugs regarding argument order * Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust * Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes * Adjust model to reflect real-life one * Add attackProfile and guidanceProfile onFired functions * Change Dragon "onFired" to reflect missileGuidance changes * Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics * Add sight description * Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area. * Add feature wiki page. * Fix picture issues * Remove Dragon manual * add missing semi-colon * Tweak damage values. Fix formatting. Add lazy evaluation where applicable * Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code * Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges * hpp newline fixes. Case sensitivity for model and rvmat references * Update Wiki dependencies * Revert "Update Wiki dependencies" This reverts commitefc298c481
. * fix dependency component * Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness * get rid of the optic for the base dragon. fucking bi configs not making sense * Lock non-useable dragon on initialization * Add model.cfg for animations * Fix formatting. Fix M47 Dragon Optic zoom * Change LOD selection names * Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease" * Re-update indentation of model.cfg * Path fix. Whitespace fix * Sight attach/detach on same vehicle * If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens * disable debug * Add EOF * Maybe finally fix EOF problem
120 lines
8.3 KiB
INI
120 lines
8.3 KiB
INI
class cfgSkeletons {
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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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