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Adding custom animations
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aim.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aim.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aim1.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aimpistol.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aimpistol.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aimpistol1.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aimpistol1.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aimtopistol.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_aimtopistol.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_die.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_die.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle.rtm2
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle.rtm2
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle1.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle1.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle1.rtm2
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idle1.rtm2
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idlepistol.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idlepistol.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idlepistol1.rtm
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addons/AR_AdvancedRappelling/anims/Rup_RopeFX_01_idlepistol1.rtm
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549
addons/AR_AdvancedRappelling/cfgAnimations.hpp
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549
addons/AR_AdvancedRappelling/cfgAnimations.hpp
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@ -0,0 +1,549 @@
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//Animations by Ruppertle
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class CfgMovesBasic
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{
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class DefaultDie;
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class ManActions
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{
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AR_01="AR_01_Idle";
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AR_01_Jump1 = "";
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AR_01_Jump2 = "";
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AR_01_Jump3 = "";
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};
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class Actions
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{
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class RifleStandActions;
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class AR_BaseActions: RifleStandActions
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{
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AdjustF="";
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AdjustB="";
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AdjustL="";
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AdjustR="";
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AdjustLF="";
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AdjustLB="";
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AdjustRB="";
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AdjustRF="";
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agonyStart="";
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agonyStop="";
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medicStop="";
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medicStart="";
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medicStartUp="";
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medicStartRightSide="";
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GestureAgonyCargo="";
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grabCarry="";
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grabCarried="";
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grabDrag="";
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grabDragged="";
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carriedStill="";
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released="";
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releasedBad="";
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Stop="";
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StopRelaxed="";
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TurnL="";
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TurnR="";
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TurnLRelaxed="";
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TurnRRelaxed="";
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ReloadMagazine="";
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ReloadMGun="";
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ReloadRPG="ReloadRPG";
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ReloadMortar="";
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WalkF="";
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WalkLF="";
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WalkRF="";
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WalkL="";
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WalkR="";
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WalkLB="";
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WalkRB="";
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WalkB="";
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PlayerWalkF="";
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PlayerWalkLF="";
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PlayerWalkRF="";
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PlayerWalkL="";
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PlayerWalkR="";
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PlayerWalkLB="";
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PlayerWalkRB="";
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PlayerWalkB="";
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SlowF="";
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SlowLF="";
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SlowRF="";
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SlowL="";
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SlowR="";
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SlowLB="";
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SlowRB="";
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SlowB="";
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PlayerSlowF="";
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PlayerSlowLF="";
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PlayerSlowRF="";
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PlayerSlowL="";
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PlayerSlowR="";
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PlayerSlowLB="";
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PlayerSlowRB="";
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PlayerSlowB="";
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FastF="";
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FastLF="";
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FastRF="";
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FastL="";
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FastR="";
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FastLB="";
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FastRB="";
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FastB="";
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TactF="";
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TactLF="";
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TactRF="";
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TactL="";
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TactR="";
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TactLB="";
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TactRB="";
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TactB="";
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PlayerTactF="";
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PlayerTactLF="";
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PlayerTactRF="";
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PlayerTactL="";
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PlayerTactR="";
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PlayerTactLB="";
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PlayerTactRB="";
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PlayerTactB="";
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EvasiveLeft="";
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EvasiveRight="";
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startSwim="";
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surfaceSwim="";
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bottomSwim="";
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StopSwim="";
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startDive="";
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SurfaceDive="";
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BottomDive="";
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StopDive="";
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Down="";
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Up="";
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PlayerStand="";
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PlayerCrouch="";
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PlayerProne="";
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Lying="";
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Stand="";
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Combat="";
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Crouch="";
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CanNotMove="";
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Civil="";
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CivilLying="";
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FireNotPossible="";
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WeaponOn="";
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WeaponOff="";
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Default="";
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JumpOff="";
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StrokeFist="";
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StrokeGun="";
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SitDown="";
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Salute="";
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saluteOff="";
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GetOver="";
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Diary="";
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Surrender="";
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Gear="";
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BinocOn="";
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BinocOff="";
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PutDown="";
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PutDownEnd="";
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Medic="";
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MedicOther="";
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Treated="";
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LadderOnDown="";
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LadderOnUp="";
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LadderOff="";
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LadderOffTop="";
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LadderOffBottom="";
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PrimaryWeapon="";
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SecondaryWeapon="";
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Binoculars="";
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StartFreefall = "";
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FDStart = "";
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useFastMove = 0;
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stance = "ManStanceUndefined";
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};
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class AR_01_Actions: AR_BaseActions
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{
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upDegree="ManPosCombat";
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stop="AR_01_Aim";
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stopRelaxed="AR_01_Aim";
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default="AR_01_Aim";
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Stand="AR_01_Idle";
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HandGunOn="AR_01_Aim_Pistol";
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PrimaryWeapon="AR_01_Aim";
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SecondaryWeapon="";
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Binoculars="";
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die="AR_01_Die";
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Unconscious="AR_01_Die";
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civil="";
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};
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class AR_01_DeadActions: AR_BaseActions
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{
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stop="AR_01_Die";
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default="AR_01_Die";
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die="AR_01_Die";
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Unconscious="AR_01_Die";
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};
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class AR_01_IdleActions: AR_01_Actions
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{
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upDegree="ManPosStand";
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stop="AR_01_Idle";
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stopRelaxed="AR_01_Idle";
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default="AR_01_Idle";
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Combat="AR_01_Aim";
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fireNotPossible="AR_01_Aim";
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PlayerStand="AR_01_Aim";
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};
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class AR_01_PistolActions: AR_01_Actions
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{
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upDegree="ManPosHandGunStand";
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stop="AR_01_Aim_Pistol";
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stopRelaxed="AR_01_Aim_Pistol";
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default="AR_01_Aim_Pistol";
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throwGrenade[]=
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{
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"GestureThrowGrenadePistol",
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"Gesture"
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};
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Stand="AR_01_Idle_Pistol";
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die="AR_01_Die_Pistol";
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Unconscious="AR_01_Die_Pistol";
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};
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class AR_01_IdlePistolActions: AR_01_Actions
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{
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upDegree="ManPosHandGunStand";
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stop="AR_01_Idle_Pistol";
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stopRelaxed="AR_01_Idle_Pistol";
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default="AR_01_Idle_Pistol";
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Combat="AR_01_Aim_Pistol";
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fireNotPossible="AR_01_Aim_Pistol";
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PlayerStand="AR_01_Aim_Pistol";
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die="AR_01_Die_Pistol";
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Unconscious="AR_01_Die_Pistol";
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};
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};
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};
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class CfgMovesMaleSdr: CfgMovesBasic
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{
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class States
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{
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class Crew;
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class AmovPercMstpSrasWrflDnon;
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class AmovPercMstpSrasWpstDnon;
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class AmovPercMstpSoptWbinDnon;
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class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon;
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class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end;
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class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon;
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class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end;
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class cargo_marksman: AmovPercMstpSrasWrflDnon
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{
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};
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class cargo_base: cargo_marksman
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{
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variantsPlayer[]={};
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variantsAI[]={};
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enableMissile = 0;
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enableBinocular = 0;
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};
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class cargo_base_Rope: cargo_base
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{
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ignoreMinPlayTime[] = {"Unconscious"};
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leaning = "AR_aimingDefault_Rope";
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};
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class cargo_base_idle: cargo_base
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{
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weaponLowered=1;
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enableOptics=0;
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disableWeapons=1;
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disableWeaponsLong=1;
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variantsPlayer[]={};
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variantsAI[]={};
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};
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class cargo_basepistol: AmovPercMstpSrasWpstDnon
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{
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variantsPlayer[]={};
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variantsAI[]={};
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enableMissile = 0;
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enableBinocular = 0;
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};
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class cargo_base_idle_pistol: cargo_basepistol
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{
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weaponLowered=1;
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enableOptics=0;
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disableWeapons=1;
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disableWeaponsLong=1;
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};
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class AR_01_Aim: cargo_base_Rope
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{
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actions="AR_01_Actions";
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leftHandIKCurve[]={0};
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rightHandIKCurve[]={0};
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minPlayTime = 0.1;
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aim.rtm"; /// what file is going to be played in this state
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speed=100000;
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ConnectTo[]={};
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InterpolateTo[]=
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{
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"AR_01_Idle",
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0.1,
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"AR_01_Aim_ToPistol",
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0.1,
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"AR_01_Die",
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0.1
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};
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variantsAI[]=
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{
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"AR_01_Aim_Idling",
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1
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};
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variantsPlayer[]=
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{
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"AR_01_Aim_Idling",
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1
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};
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};
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class AR_01_Aim_No_Actions : AR_01_Aim
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{
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actions="NoActions";
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variantsPlayer[]={};
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variantsAI[]={};
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ConnectTo[]={};
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InterpolateTo[]={};
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};
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class AR_01_Aim_Idling: AR_01_Aim
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{
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variantsPlayer[]={};
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headBobStrength=0;
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soundEnabled=1;
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aim1.rtm";
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speed=-8;
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ConnectTo[]=
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{
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"AR_01_Aim",
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0.1
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};
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};
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class AR_01_Idle: cargo_base_idle
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{
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actions="AR_01_IdleActions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idle.rtm";
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speed=100000;
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minPlayTime = 0.1;
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aiming="aimingDefault";
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leftHandIKCurve[]={0};
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rightHandIKCurve[]={0};
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InterpolateTo[]=
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{
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"AR_01_Aim",
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0.1,
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"AR_01_Aim_ToPistol",
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0.1,
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"AR_01_Die",
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0.1
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};
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variantsAI[]=
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{
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"AR_01_Idle_Idling",
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1
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};
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variantsPlayer[]=
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{
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"AR_01_Idle_Idling",
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1
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};
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};
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class AR_01_Idle_No_Actions : AR_01_Idle
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{
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actions="NoActions";
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variantsPlayer[]={};
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variantsAI[]={};
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ConnectTo[]={};
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InterpolateTo[]={};
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};
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class AR_01_Idle_Idling: AR_01_Idle
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{
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variantsPlayer[]={};
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headBobStrength=0;
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soundEnabled=1;
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idle.rtm";
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speed=-10;
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ConnectTo[]=
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{
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"AR_01_Idle",
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0.1
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};
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};
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class AR_01_Aim_Pistol: cargo_basepistol
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{
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actions="AR_01_PistolActions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimpistol.rtm";
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aiming="aimingRifleSlingDefault";
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aimingBody="aimingUpRifleSlingDefault";
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speed=100000;
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variantsAI[]=
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{
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"AR_01_Aim_Pistol_Idling",
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1
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};
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variantsPlayer[]=
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{
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"AR_01_Aim_Pistol_Idling",
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1
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};
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ConnectTo[]={};
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InterpolateTo[]=
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{
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"AR_01_Aim_FromPistol",
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0.1,
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"AR_01_Idle_Pistol",
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0.2,
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"AR_01_Die_Pistol",
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0.5
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};
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};
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class AR_01_Aim_Pistol_No_Actions : AR_01_Aim_Pistol
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{
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actions="NoActions";
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variantsPlayer[]={};
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variantsAI[]={};
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ConnectTo[]={};
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InterpolateTo[]={};
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};
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class AR_01_Aim_Pistol_Idling: AR_01_Aim_Pistol
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{
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variantsPlayer[]={};
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headBobStrength=0;
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soundEnabled=1;
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimpistol1.rtm";
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speed=-8;
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ConnectTo[]=
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{
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"AR_01_Aim_Pistol",
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0.1
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};
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};
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class AR_01_Idle_Pistol: cargo_base_idle_pistol
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{
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actions="AR_01_IdlePistolActions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idlepistol.rtm";
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speed=100000;
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aiming="aimingRifleSlingDefault";
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aimingBody="aimingUpRifleSlingDefault";
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InterpolateTo[]=
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{
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"AR_01_Aim_Pistol",
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0.1,
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"AR_01_Aim_FromPistol",
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0.1,
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"AR_01_Die_Pistol",
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0.1
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};
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variantsAI[]=
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{
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"AR_01_Idle_Pistol_Idling",
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1
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};
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variantsPlayer[]=
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{
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"AR_01_Idle_Pistol_Idling",
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1
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};
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};
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class AR_01_Idle_Pistol_No_Actions : AR_01_Idle_Pistol
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{
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actions="NoActions";
|
||||
variantsPlayer[]={};
|
||||
variantsAI[]={};
|
||||
ConnectTo[]={};
|
||||
InterpolateTo[]={};
|
||||
};
|
||||
class AR_01_Idle_Pistol_Idling: AR_01_Idle
|
||||
{
|
||||
variantsPlayer[]={};
|
||||
headBobStrength=0;
|
||||
soundEnabled=1;
|
||||
file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idlepistol1.rtm";
|
||||
speed=-10;
|
||||
ConnectTo[]=
|
||||
{
|
||||
"AR_01_Idle_Pistol",
|
||||
0.1
|
||||
};
|
||||
};
|
||||
class AR_01_Aim_ToPistol: AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon
|
||||
{
|
||||
actions="AR_01_PistolActions";
|
||||
file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimtopistol.rtm";
|
||||
speed=2;
|
||||
ConnectTo[]=
|
||||
{
|
||||
"AR_01_Aim_ToPistol_End",
|
||||
0.1
|
||||
};
|
||||
InterpolateTo[]={};
|
||||
};
|
||||
class AR_01_Aim_ToPistol_End: AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end
|
||||
{
|
||||
actions="AR_01_PistolActions";
|
||||
file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimtopistol_end.rtm";
|
||||
speed=1.875;
|
||||
ConnectTo[]=
|
||||
{
|
||||
"AR_01_Aim_Pistol",
|
||||
0.1
|
||||
};
|
||||
InterpolateTo[]={};
|
||||
};
|
||||
class AR_01_Aim_FromPistol: AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon
|
||||
{
|
||||
actions="AR_01_PistolActions";
|
||||
file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimFrompistol.rtm";
|
||||
speed=2.3076921;
|
||||
ConnectTo[]=
|
||||
{
|
||||
"AR_01_Aim_FromPistol_End",
|
||||
0.1
|
||||
};
|
||||
InterpolateTo[]={};
|
||||
};
|
||||
class AR_01_Aim_FromPistol_End: AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end
|
||||
{
|
||||
actions="AR_01_Actions";
|
||||
file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimfrompistol_end.rtm";
|
||||
aiming="aimingDefault";
|
||||
aimingBody="aimingUpDefault";
|
||||
speed=2;
|
||||
leftHandIKCurve[]={0,0,0.5,1};
|
||||
ConnectTo[]=
|
||||
{
|
||||
"AR_01_Aim",
|
||||
0.1
|
||||
};
|
||||
InterpolateTo[]={};
|
||||
};
|
||||
class AR_01_Die: DefaultDie
|
||||
{
|
||||
actions="AR_01_DeadActions";
|
||||
file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_die.rtm";
|
||||
speed=1;
|
||||
looped="false";
|
||||
terminal=1;
|
||||
ragdoll=1;
|
||||
ConnectTo[]=
|
||||
{
|
||||
"Unconscious",
|
||||
0.1
|
||||
};
|
||||
InterpolateTo[]={};
|
||||
};
|
||||
class AR_01_Die_Pistol: AR_01_Die
|
||||
{
|
||||
file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_die.rtm";
|
||||
actions="AR_01_DeadActions";
|
||||
showHandGun=1;
|
||||
};
|
||||
};
|
||||
class BlendAnims;
|
||||
class BlendAnims: BlendAnims
|
||||
{
|
||||
AR_aimingDefault_Rope[] = {"head",0.6,"neck1",0.6,"neck",0.6,"weapon",1,"launcher",1,"RightShoulder",0.8,"RightArm",0.8,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandRing",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Spine",0.3,"Spine1",0.4,"Spine2",0.5,"Spine3",0.6};
|
||||
};
|
||||
};
|
@ -57,4 +57,6 @@ class CfgSounds
|
||||
sound[] = {"\AR_AdvancedRappelling\sounds\AR_Rappel_End.ogg", db+20, 1};
|
||||
titles[] = {0,""};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
#include "cfgAnimations.hpp"
|
@ -26,6 +26,17 @@ AR_RAPPEL_POINT_CLASS_HEIGHT_OFFSET = [
|
||||
["All", [-0.05, -0.05, -0.05, -0.05, -0.05, -0.05]]
|
||||
];
|
||||
|
||||
AR_Has_Addon_Animations_Installed = {
|
||||
(count getText ( configFile / "CfgMovesBasic" / "ManActions" / "AR_01" )) > 0;
|
||||
};
|
||||
|
||||
AR_Has_Addon_Sounds_Installed = {
|
||||
private ["_config","_configMission"];
|
||||
_config = getArray ( configFile / "CfgSounds" / "AR_Rappel_Start" / "sound" );
|
||||
_configMission = getArray ( missionConfigFile / "CfgSounds" / "AR_Rappel_Start" / "sound" );
|
||||
(count _config > 0 || count _configMission > 0);
|
||||
};
|
||||
|
||||
AR_Rappel_All_Cargo = {
|
||||
params ["_vehicle",["_rappelHeight",25],["_positionASL",[]]];
|
||||
if(isPlayer (driver _vehicle)) exitWith {};
|
||||
@ -136,10 +147,7 @@ AR_Play_Rappelling_Sounds_Global = {
|
||||
|
||||
AR_Play_Rappelling_Sounds = {
|
||||
params ["_player","_rappelDevice","_rappelAncor"];
|
||||
private ["_config","_configMission"];
|
||||
_config = getArray ( configFile / "CfgSounds" / "AR_Rappel_Start" / "sound" );
|
||||
_configMission = getArray ( missionConfigFile / "CfgSounds" / "AR_Rappel_Start" / "sound" );
|
||||
if(!hasInterface || ( count _config == 0 && count _configMission == 0) ) exitWith {};
|
||||
if(!hasInterface || !(call AUR_Has_Addon_Sounds_Installed) ) exitWith {};
|
||||
if(player distance _player < 15) then {
|
||||
[_player, "AR_Rappel_Start"] call AR_Play_3D_Sound;
|
||||
[_rappelDevice, "AR_Rappel_Loop"] call AR_Play_3D_Sound;
|
||||
@ -375,9 +383,7 @@ AR_Client_Rappel_From_Heli = {
|
||||
_player setVariable ["AR_Rappel_Rope_Top",_rope1];
|
||||
_player setVariable ["AR_Rappel_Rope_Bottom",_rope2];
|
||||
|
||||
_player switchMove "HubSittingChairC_idle1";
|
||||
|
||||
[[_player,true],"AR_Enable_Rappelling_Animation"] call AR_RemoteExecServer;
|
||||
[_player] spawn AR_Enable_Rappelling_Animation_Client;
|
||||
|
||||
_gravityAccelerationVec = [0,0,-9.8];
|
||||
_velocityVec = [0,0,0];
|
||||
@ -505,9 +511,6 @@ AR_Client_Rappel_From_Heli = {
|
||||
|
||||
};
|
||||
|
||||
_player switchMove "";
|
||||
[[_player,false],"AR_Enable_Rappelling_Animation"] call AR_RemoteExecServer;
|
||||
|
||||
ropeDestroy _rope1;
|
||||
ropeDestroy _rope2;
|
||||
deleteVehicle _anchor;
|
||||
@ -532,23 +535,133 @@ AR_Client_Rappel_From_Heli = {
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
AR_Enable_Rappelling_Animation = {
|
||||
_this remoteExec ["AR_Client_Enable_Rappelling_Animation", 0];
|
||||
params ["_player"];
|
||||
[_player,true] remoteExec ["AR_Enable_Rappelling_Animation_Client", 0];
|
||||
};
|
||||
|
||||
AR_Client_Enable_Rappelling_Animation = {
|
||||
params ["_player",["_enable",true]];
|
||||
if(_enable) then {
|
||||
if(_player != player) then {
|
||||
_player switchMove "HubSittingChairC_idle1";
|
||||
_player enableSimulation false;
|
||||
AR_Current_Weapon_Type_Selected = {
|
||||
params ["_player"];
|
||||
if(currentWeapon _player == handgunWeapon _player) exitWith {"HANDGUN"};
|
||||
if(currentWeapon _player == primaryWeapon _player) exitWith {"PRIMARY"};
|
||||
if(currentWeapon _player == secondaryWeapon _player) exitWith {"SECONDARY"};
|
||||
"OTHER";
|
||||
};
|
||||
|
||||
AR_Enable_Rappelling_Animation_Client = {
|
||||
params ["_player",["_globalExec",false]];
|
||||
|
||||
if(local _player && _globalExec) exitWith {};
|
||||
|
||||
if(local _player && !_globalExec) then {
|
||||
[[_player],"AR_Enable_Rappelling_Animation"] call AR_RemoteExecServer;
|
||||
};
|
||||
|
||||
if(_player != player) then {
|
||||
_player enableSimulation false;
|
||||
};
|
||||
|
||||
if(call AR_Has_Addon_Animations_Installed) then {
|
||||
if([_player] call AR_Current_Weapon_Type_Selected == "HANDGUN") then {
|
||||
if(local _player) then {
|
||||
_player switchMove "AR_01_Idle_Pistol";
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Idle_Pistol_No_Actions",true];
|
||||
} else {
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Idle_Pistol_No_Actions"];
|
||||
};
|
||||
} else {
|
||||
if(local _player) then {
|
||||
_player switchMove "AR_01_Idle";
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Idle_No_Actions",true];
|
||||
} else {
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Idle_No_Actions"];
|
||||
};
|
||||
};
|
||||
if!(local _player) then {
|
||||
// Temp work around to avoid seeing other player as standing
|
||||
_player switchMove "AR_01_Idle_No_Actions";
|
||||
sleep 1;
|
||||
_player switchMove "AR_01_Idle_No_Actions";
|
||||
sleep 1;
|
||||
_player switchMove "AR_01_Idle_No_Actions";
|
||||
sleep 1;
|
||||
_player switchMove "AR_01_Idle_No_Actions";
|
||||
};
|
||||
} else {
|
||||
if(_player != player) then {
|
||||
_player switchMove "";
|
||||
_player enableSimulation true;
|
||||
if(local _player) then {
|
||||
_player switchMove "HubSittingChairC_idle1";
|
||||
_player setVariable ["AR_Animation_Move","HubSittingChairC_idle1",true];
|
||||
} else {
|
||||
_player setVariable ["AR_Animation_Move","HubSittingChairC_idle1"];
|
||||
};
|
||||
};
|
||||
|
||||
_animationEventHandler = -1;
|
||||
if(local _player) then {
|
||||
_animationEventHandler = _player addEventHandler ["AnimChanged",{
|
||||
params ["_player","_animation"];
|
||||
if(call AR_Has_Addon_Animations_Installed) then {
|
||||
if((toLower _animation) find "aur_" < 0) then {
|
||||
if([_player] call AR_Current_Weapon_Type_Selected == "HANDGUN") then {
|
||||
_player switchMove "AR_01_Aim_Pistol";
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Aim_Pistol_No_Actions",true];
|
||||
} else {
|
||||
_player switchMove "AR_01_Aim";
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Aim_No_Actions",true];
|
||||
};
|
||||
} else {
|
||||
if(toLower _animation == "aur_01_aim") then {
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Aim_No_Actions",true];
|
||||
};
|
||||
if(toLower _animation == "aur_01_idle") then {
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Idle_No_Actions",true];
|
||||
};
|
||||
if(toLower _animation == "aur_01_aim_pistol") then {
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Aim_Pistol_No_Actions",true];
|
||||
};
|
||||
if(toLower _animation == "aur_01_idle_pistol") then {
|
||||
_player setVariable ["AR_Animation_Move","AR_01_Idle_Pistol_No_Actions",true];
|
||||
};
|
||||
};
|
||||
} else {
|
||||
_player switchMove "HubSittingChairC_idle1";
|
||||
_player setVariable ["AR_Animation_Move","HubSittingChairC_idle1",true];
|
||||
};
|
||||
}];
|
||||
};
|
||||
|
||||
if(!local _player) then {
|
||||
[_player] spawn {
|
||||
params ["_player"];
|
||||
private ["_currentState"];
|
||||
while {_player getVariable ["AR_Is_Rappelling",false]} do {
|
||||
_currentState = toLower animationState _player;
|
||||
_newState = toLower (_player getVariable ["AR_Animation_Move",""]);
|
||||
if!(call AR_Has_Addon_Animations_Installed) then {
|
||||
_newState = "HubSittingChairC_idle1";
|
||||
};
|
||||
if(_currentState != _newState) then {
|
||||
_player switchMove _newState;
|
||||
_player switchGesture "";
|
||||
sleep 1;
|
||||
_player switchMove _newState;
|
||||
_player switchGesture "";
|
||||
};
|
||||
sleep 0.1;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
waitUntil {!(_player getVariable ["AR_Is_Rappelling",false])};
|
||||
|
||||
if(_animationEventHandler != -1) then {
|
||||
_player removeEventHandler ["AnimChanged", _animationEventHandler];
|
||||
};
|
||||
|
||||
_player switchMove "";
|
||||
_player enableSimulation true;
|
||||
|
||||
};
|
||||
|
||||
AR_Rappel_Detach_Action = {
|
||||
|
Loading…
Reference in New Issue
Block a user