Epoch/Sources/epoch_config/Configs/CfgMovesAnimal.hpp
2015-09-14 15:45:27 -05:00

638 lines
15 KiB
C++

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 };
};
};