class CfgMovesAnimal_Base_F { access = 1; collisionVertexPattern[] = {}; collisionGeomCompPattern[] = {1}; class Default { access = 3; file = ""; looped = 1; speed = 0.5; disableWeapons = 1; enableOptics = 1; disableWeaponsLong = 0; canreload = 1; showWeaponAim = 1; enableMissile = 0; enableBinocular = 0; showItemInHand = 0; showItemInRightHand = 0; showHandGun = 0; onLandBeg = 0; onLandEnd = 0; onLadder = 0; canPullTrigger = 1; duty = -0.51; predictSpeedCoef = 1; visibleSize = 1; aimPrecision = 1; relSpeedMin = 1.0; relSpeedMax = 1.0; soundEnabled = 1; soundOverride = ""; soundEdge[] = {0.5,1}; soundEdge1 = 0.5; soundEdge2 = 1; terminal = 0; limitGunMovement = 1; variantsPlayer[] = {}; variantsAI[] = {}; equivalentTo = ""; connectAs = ""; variantAfter[] = {5,10,20}; connectFrom[] = {}; connectTo[] = {}; interpolateWith[] = {}; interpolateTo[] = {}; interpolateFrom[] = {}; aiming = "aimingNo"; leaning = "aimingNo"; untiltWeapon = "aimingNo"; aimingBody = "aimingUpDefault"; legs = "legsNo"; head = "headDefault"; leaningFactorBeg = 0; leaningFactorEnd = 0; leaningFactorZeroPoint = -1; leaningCorrectionAngleBeg = 0; leaningCorrectionAngleEnd = 0; interpolationSpeed = 6; interpolationRestart = 0; hasCollShapeSafe = 0; collisionShapeSafe = ""; boundingSphere = 1; enableDirectControl = 1; enableAutoActions = 0; leftHandIKBeg = 0; leftHandIKEnd = 0; leftHandIKCurve = 0; rightHandIKCurve = 0; rightHandIKBeg = 0; rightHandIKEnd = 0; weaponIK = 0; preload = 0; walkcycles = 1; forceAim = 0; showDisposableGun = 0; headBobStrength = 0.5; headBobMode = 1; }; class StandBase: Default { duty = -1; head = "headDefault"; speed = 1e+010; relSpeedMin = 0.7; relSpeedMax = 1.1; looped = 1; soundEnabled = 1; enableDirectControl = 0; disableWeapons = 1; disableWeaponsLong = 1; }; class DefaultDie: Default { aiming = "aimingNo"; legs = "legsNo"; head = "headNo"; }; class ManActions { Stop = ""; StopRelaxed = ""; TurnL = ""; TurnR = ""; TurnLRelaxed = ""; TurnRRelaxed = ""; Default = ""; JumpOff = ""; ReloadMagazine = ""; ReloadMGun = ""; ReloadAT = ""; ReloadMortar = ""; ThrowGrenade = ""; WalkF = ""; WalkLF = ""; WalkRF = ""; WalkL = ""; WalkR = ""; WalkLB = ""; WalkRB = ""; WalkB = ""; SlowF = ""; SlowLF = ""; SlowRF = ""; SlowL = ""; SlowR = ""; SlowLB = ""; SlowRB = ""; SlowB = ""; FastF = ""; FastLF = ""; FastRF = ""; FastL = ""; FastR = ""; FastLB = ""; FastRB = ""; FastB = ""; EvasiveForward = ""; EvasiveLeft = ""; EvasiveRight = ""; EvasiveBack = ""; StartSwim = ""; StopSwim = ""; Down = ""; Up = ""; PlayerStand = ""; PlayerCrouch = ""; PlayerProne = ""; Lying = ""; Stand = ""; Combat = ""; Crouch = ""; CanNotMove = ""; Civil = ""; CivilLying = ""; FireNotPossible = ""; Die = ""; WeaponOn = ""; WeaponOff = ""; StrokeFist = ""; StrokeGun = ""; SitDown = ""; Salute = ""; BinocOn = ""; BinocOff = ""; PutDown = ""; PutDownEnd = ""; Medic = ""; Treated = ""; LadderOnDown = ""; LadderOnUp = ""; LadderOff = ""; LadderOffTop = ""; LadderOffBottom = ""; GetInLow = ""; GetInMedium = ""; GetInHigh = ""; GetOutLow = ""; GetOutMedium = ""; GetOutHigh = ""; TakeFlag = ""; HandGunOn = ""; LookAround = ""; Eat = ""; StopEat = ""; Rest = ""; StopRest = ""; }; class Actions { class NoActions: ManActions { turnSpeed = 8; limitFast = 5.5; useFastMove = 0; stance = "ManStanceUndefined"; upDegree = 0; }; }; class Interpolations{}; transitionsInterpolated[] = {}; transitionsSimple[] = {}; transitionsDisabled[] = {}; class BlendAnims { aimingDefault[] = {"head",1}; untiltWeaponDefault[] = {}; legsDefault[] = {}; headDefault[] = {"Head",1}; aimingNo[] = {}; legsNo[] = {}; headNo[] = {}; aimingUpDefault[] = {}; }; }; class CfgMovesBear_F: CfgMovesAnimal_Base_F { access = 1; skeletonName = "Bear"; collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","9a","10a","11a","12a","13a","14a","15a","16a","17a","18a","19a","20a","21a","22a","23a","24a","25a","26a","27a","28a","29a","30a","31a","32a","33a","34a"}; collisionGeomCompPattern[] = {1}; class Default: Default { actions = "BearActions"; collisionShape = "A3\animals_f_beta\goat\goat_CollShape.p3d"; }; class StandBase: Default { aiming = "aimingDefault"; disableWeapons = 1; }; class DefaultDie: Default { enableDirectControl = 0; aiming = "aimingNo"; legs = "legsNo"; head = "headNo"; disableWeapons = 1; interpolationRestart = 1; }; class States { class Bear_Walk: StandBase { actions = "BearActions"; duty = -0.7; enableDirectControl = 0; file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\bear_walk1_a.rtm"; showWeaponAim = 0; disableWeapons = 1; disableWeaponsLong = 1; // variantsAI[] = {"Goat_Stop",0.2,"Goat_Walk",0.1}; variantAfter[] = {3,10,20}; speed = 0.5; relSpeedMin = 0.7; relSpeedMax = 1.1; looped = 1; soundEnabled = 0; //connectTo[] = {"Goat_Stop",0.02,"Goat_Walk",0.2,"Goat_Sprint",0.02}; //connectFrom[] = {"Goat_Stop",0.02,"Goat_Walk",0.2,"Goat_Sprint",0.02}; //interpolateTo[] = {"Goat_Stop",0.02,"Goat_Walk",0.2,"Goat_Sprint",0.02,"Goat_Die",0.01}; enableBinocular = 1; preload = 1; }; }; class Actions: Actions { class NoActions: NoActions { turnSpeed = 3; limitFast = 5.5; useFastMove = 0; upDegree = 0; }; class BearActions: NoActions { Stop = ""; StopRelaxed = ""; TurnL = ""; TurnR = ""; TurnLRelaxed = ""; TurnRRelaxed = ""; Default = ""; JumpOff = ""; WalkF = "Bear_Walk"; SlowF = "Bear_Walk"; FastF = "Bear_Walk"; EvasiveForward = ""; Down = ""; Up = ""; PlayerStand = ""; PlayerCrouch = ""; PlayerProne = ""; Lying = ""; Stand = ""; Combat = ""; Crouch = ""; CanNotMove = ""; Civil = ""; CivilLying = ""; FireNotPossible = ""; Die = ""; turnSpeed = 8; limitFast = 5.5; useFastMove = 0; upDegree = "ManPosNoWeapon"; }; }; class Interpolations{}; transitionsInterpolated[] = {}; transitionsSimple[] = {}; transitionsDisabled[] = {}; class BlendAnims: BlendAnims { aimingDefault[] = {"Bear_Head",1,"Bear_Head",1,"Bear_Head",1}; headDefault[] = {"Bear_Head",1,"Bear_Neck2",1,"Bear_Neck1",0.6,"Bear_Spine2",0.2}; untiltWeaponDefault[] = {}; legsDefault[] = {}; aimingNo[] = {}; legsNo[] = {}; headNo[] = {}; aimingUpDefault[] = {}; }; }; class CfgMovesConstruct_F : CfgMovesAnimal_Base_F { access = 1; skeletonName = "construct_skeleton"; collisionVertexPattern[] = { "1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "9a", "10a", "11a", "12a", "13a", "14a", "15a", "16a", "17a", "18a", "19a", "20a", "21a", "22a", "23a", "24a", "25a", "26a", "27a", "28a", "29a", "30a", "31a", "32a", "33a", "34a" }; collisionGeomCompPattern[] = { 1 }; class Default : Default { actions = "ConstructActions"; collisionShape = "x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_CollShape.p3d"; }; class StandBase : Default { aiming = "aimingDefault"; disableWeapons = 1; }; class DefaultDie : Default { enableDirectControl = 0; aiming = "aimingNo"; legs = "legsNo"; head = "headNo"; disableWeapons = 1; interpolationRestart = 1; }; class States { class Construct_Stop : StandBase { legs = "legsDefault"; actions = "ConstructActions"; duty = -1; enableDirectControl = 0; file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Construct_stop.rtm"; showWeaponAim = 0; disableWeapons = 1; disableWeaponsLong = 1; variantsAI[] = { "Construct_Stop", 0.2, "Construct_Walk", 0.1 }; variantAfter[] = { 0, 2, 3 }; speed = 1e+010; relSpeedMin = 0.7; relSpeedMax = 1.1; looped = 1; soundEnabled = 0; connectTo[] = { "Construct_Stop", 0.02, "Construct_Walk", 0.2, "Construct_Sprint", 0.02 }; connectFrom[] = { "Construct_Stop", 0.02, "Construct_Walk", 0.2, "Construct_Sprint", 0.02 }; interpolateTo[] = { "Construct_Stop", 0.02, "Construct_Walk", 0.2, "Construct_Sprint", 0.02, "Construct_Die", 0.01 }; enableBinocular = 1; preload = 1; }; class Construct_TurnL : Construct_Stop { file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_rotateL.rtm"; connectTo[] = { "Construct_Stop", 0.25 }; connectFrom[] = { "Construct_Stop", 0.25 }; interpolateTo[] = { "Construct_Stop", 0.25, "Construct_Die", 0.01 }; interpolateFrom[] = { "Construct_Stop", 0.25 }; speed = 0.1; }; class Construct_TurnR : Construct_TurnL { file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_rotateR.rtm"; }; class Construct_Init : Construct_Stop{}; class Construct_Walk : Construct_Stop { duty = -0.7; file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_walk.rtm"; speed = 0.2; variantAfter[] = { 3, 10, 20 }; }; class Construct_Sprint : Construct_Walk { file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_leap.rtm"; speed = 0.2; }; class Construct_Eat : StandBase { speed = -6.0; file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_slam.rtm"; connectTo[] = { "Construct_Stop", 0.1 }; connectFrom[] = { "Construct_Walk", 0.1 }; interpolateTo[] = { "Construct_Die", 0.1 }; }; class Construct_Die : DefaultDie { actions = "NoActions"; file = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\construct_death.rtm"; speed = 0.3; looped = 0; variantsPlayer[] = {}; variantsAI[] = {}; variantAfter[] = { 0, 0, 0 }; terminal = 1; }; }; class Actions : Actions { class NoActions : NoActions { turnSpeed = 3; limitFast = 5.5; useFastMove = 0; upDegree = 0; }; class ConstructActions : NoActions { Stop = "Construct_Stop"; StopRelaxed = "Construct_Eat"; TurnL = "Construct_TurnL"; TurnR = "Construct_TurnR"; TurnLRelaxed = "Construct_TurnL"; TurnRRelaxed = "Construct_TurnR"; Default = "Construct_Eat"; JumpOff = "Construct_Stop"; WalkF = "Construct_Walk"; SlowF = "Construct_Walk"; FastF = "Construct_Sprint"; EvasiveForward = "Construct_Sprint"; Down = "Construct_Stop"; Up = "Construct_Stop"; PlayerStand = "Construct_Stop"; PlayerCrouch = "Construct_Stop"; PlayerProne = "Construct_Stop"; Lying = "Construct_Stop"; Stand = "Construct_Stop"; Combat = "Construct_Stop"; Crouch = "Construct_Stop"; CanNotMove = "Construct_Stop"; Civil = "Construct_Eat"; CivilLying = "Construct_Stop"; FireNotPossible = "Construct_Stop"; Die = "Construct_Die"; turnSpeed = 3; limitFast = 5.5; useFastMove = 0; upDegree = "ManPosNoWeapon"; }; }; class Interpolations{}; transitionsInterpolated[] = {}; transitionsSimple[] = {}; transitionsDisabled[] = {}; class BlendAnims : BlendAnims { aimingDefault[] = { "head", 1, "head", 1, "head", 1 }; headDefault[] = { "head", 1, "neck", 1, "Spine3", 0.2 }; untiltWeaponDefault[] = {}; legsDefault[] = {}; aimingNo[] = {}; legsNo[] = {}; headNo[] = {}; aimingUpDefault[] = {}; }; }; class CfgMovesGreatWhite_F : CfgMovesAnimal_Base_F { skeletonName = "SharkSkeleton"; class Default : Default { actions = "SharksActions"; collisionShape = "A3\Animals_F\empty_CollShape.p3d"; }; class DefaultDie : Default{}; class StandBase : Default { file = "\x\addons\a3_epoch_assets\models\shark_move.rtm"; }; class States { class Sharks_Swim : StandBase { file = "\x\addons\a3_epoch_assets\models\shark_move.rtm"; looped = 1; speed = -1.0; interpolateTo[] = { "Sharks_Die", 1, "Sharks_Die2", 1 }; connectTo[] = { "Sharks_Stop", 1, "Sharks_Swim", 1, "Sharks_Swim_S1", 1, "Sharks_Swim_S2", 1, "Sharks_Swim_S3", 1 }; equivalentTo = "Sharks_Swim"; variantsAI[] = { "Sharks_Swim", 0.01, "Sharks_Swim_S1", 0.33, "Sharks_Swim_S2", 0.33, "Sharks_Swim_S3", 0.33 }; variantAfter[] = { 0.83, 0.83, 0.83 }; }; class Sharks_Swim_S1 : StandBase { file = "\x\addons\a3_epoch_assets\models\shark_moveLong.rtm"; connectTo[] = { "Sharks_Swim", 0.1 }; speed = -1.5; variantAfter[] = { 0.83, 0.83, 0.83 }; }; class Sharks_Swim_S2 : StandBase { file = "\x\addons\a3_epoch_assets\models\shark_move.rtm"; connectTo[] = { "Sharks_Swim", 0.1 }; speed = -1.0; variantAfter[] = { 0.83, 0.83, 0.83 }; }; class Sharks_Swim_S3 : StandBase { file = "\x\addons\a3_epoch_assets\models\shark_moveLong.rtm"; connectTo[] = { "Sharks_Swim", 0.1 }; speed = -1.4; variantAfter[] = { 0.83, 0.83, 0.83 }; }; class Sharks_Stop : StandBase { file = "\x\addons\a3_epoch_assets\models\shark_attack.rtm"; looped = 1; speed = -1.5; connectFrom[] = { "Sharks_Swim", 1 }; connectTo[] = { "Sharks_Swim", 1 }; }; class Sharks_Die : DefaultDie { file = "\x\addons\a3_epoch_assets\models\shark_death.rtm"; speed = -1.4; actions = "NoActions"; looped = "False"; variantsPlayer[] = { "Sharks_Die", 0.5, "Sharks_Die2", 0.5 }; variantsAI[] = {}; variantAfter[] = { 0, 0, 0 }; interpolateFrom[] = { "Sharks_Swim", 0.02, "Sharks_Stop", 0.2 }; interpolateTo[] = { "Sharks_Die", 1, "Sharks_Die2", 1 }; terminal = 1; }; class Sharks_Die2 : Sharks_Die { file = "\x\addons\a3_epoch_assets\models\shark_death.rtm"; speed = -2; looped = 0; variantAfter[] = { 0, 0, 0 }; }; }; class Actions : Actions { class NoActions : NoActions { Stop = "Sharks_Stop"; StopRelaxed = "Sharks_Stop"; TurnL = "Sharks_Stop"; TurnR = "Sharks_Stop"; TurnLRelaxed = "Sharks_Stop"; TurnRRelaxed = "Sharks_Stop"; Default = "Sharks_Swim"; JumpOff = "Sharks_Swim"; StartSwim = "Sharks_swim"; StopSwim = "Sharks_Swim"; WalkF = "Sharks_swim"; SlowF = "Sharks_swim"; FastF = "Sharks_swim"; EvasiveForward = "Sharks_swim"; Down = "Sharks_Swim"; Up = "Sharks_Swim"; PlayerStand = "Sharks_Swim"; PlayerCrouch = "Sharks_Swim"; PlayerProne = "Sharks_Swim"; Lying = "Sharks_Swim"; Stand = "Sharks_Swim"; Combat = "Sharks_Swim"; Crouch = "Sharks_Swim"; CanNotMove = "Sharks_Stop"; Civil = "Sharks_Swim"; CivilLying = "Sharks_Swim"; FireNotPossible = "Sharks_Swim"; Die = "Sharks_Die"; Eat = "Sharks_Swim"; Rest = "Sharks_Swim"; }; class SharksActions : NoActions { Stop = "Sharks_Stop"; StopRelaxed = "Sharks_Stop"; TurnL = "Sharks_Stop"; TurnR = "Sharks_Stop"; TurnLRelaxed = "Sharks_Stop"; TurnRRelaxed = "Sharks_Stop"; Default = "Sharks_Swim"; JumpOff = "Sharks_Swim"; StartSwim = "Sharks_swim"; StopSwim = "Sharks_Swim"; WalkF = "Sharks_swim"; SlowF = "Sharks_swim"; FastF = "Sharks_swim"; EvasiveForward = "Sharks_swim"; Down = "Sharks_Swim"; Up = "Sharks_Swim"; PlayerStand = "Sharks_Swim"; PlayerCrouch = "Sharks_Swim"; PlayerProne = "Sharks_Swim"; Lying = "Sharks_Swim"; Stand = "Sharks_Swim"; Combat = "Sharks_Swim"; Crouch = "Sharks_Swim"; CanNotMove = "Sharks_Stop"; Civil = "Sharks_Swim"; CivilLying = "Sharks_Swim"; FireNotPossible = "Sharks_Swim"; Die = "Sharks_Die"; Eat = "Sharks_Swim"; Rest = "Sharks_Swim"; turnSpeed = 1; limitFast = 5.5; useFastMove = 0; upDegree = "ManPosNoWeapon"; }; }; class BlendAnims : BlendAnims { aimingDefault[] = { "fish_head", 1 }; headDefault[] = { "fish_head", 1 }; }; };