//Animations by Ruppertle class CfgMovesBasic { class DefaultDie; class ManActions { AR_01="AR_01_Idle"; }; class Actions { class RifleStandActions; class AR_BaseActions: RifleStandActions { AdjustF=""; AdjustB=""; AdjustL=""; AdjustR=""; AdjustLF=""; AdjustLB=""; AdjustRB=""; AdjustRF=""; agonyStart=""; agonyStop=""; medicStop=""; medicStart=""; medicStartUp=""; medicStartRightSide=""; GestureAgonyCargo=""; grabCarry=""; grabCarried=""; grabDrag=""; grabDragged=""; carriedStill=""; released=""; releasedBad=""; Stop=""; StopRelaxed=""; TurnL=""; TurnR=""; TurnLRelaxed=""; TurnRRelaxed=""; ReloadMagazine=""; ReloadMGun=""; ReloadRPG="ReloadRPG"; ReloadMortar=""; WalkF=""; WalkLF=""; WalkRF=""; WalkL=""; WalkR=""; WalkLB=""; WalkRB=""; WalkB=""; PlayerWalkF=""; PlayerWalkLF=""; PlayerWalkRF=""; PlayerWalkL=""; PlayerWalkR=""; PlayerWalkLB=""; PlayerWalkRB=""; PlayerWalkB=""; SlowF=""; SlowLF=""; SlowRF=""; SlowL=""; SlowR=""; SlowLB=""; SlowRB=""; SlowB=""; PlayerSlowF=""; PlayerSlowLF=""; PlayerSlowRF=""; PlayerSlowL=""; PlayerSlowR=""; PlayerSlowLB=""; PlayerSlowRB=""; PlayerSlowB=""; FastF=""; FastLF=""; FastRF=""; FastL=""; FastR=""; FastLB=""; FastRB=""; FastB=""; TactF=""; TactLF=""; TactRF=""; TactL=""; TactR=""; TactLB=""; TactRB=""; TactB=""; PlayerTactF=""; PlayerTactLF=""; PlayerTactRF=""; PlayerTactL=""; PlayerTactR=""; PlayerTactLB=""; PlayerTactRB=""; PlayerTactB=""; EvasiveLeft=""; EvasiveRight=""; startSwim=""; surfaceSwim=""; bottomSwim=""; StopSwim=""; startDive=""; SurfaceDive=""; BottomDive=""; StopDive=""; Down=""; Up=""; PlayerStand=""; PlayerCrouch=""; PlayerProne=""; Lying=""; Stand=""; Combat=""; Crouch=""; CanNotMove=""; Civil=""; CivilLying=""; FireNotPossible=""; WeaponOn=""; WeaponOff=""; Default=""; JumpOff=""; StrokeFist=""; StrokeGun=""; SitDown=""; Salute=""; saluteOff=""; GetOver=""; Diary=""; Surrender=""; Gear=""; BinocOn=""; BinocOff=""; PutDown=""; PutDownEnd=""; Medic=""; MedicOther=""; Treated=""; LadderOnDown=""; LadderOnUp=""; LadderOff=""; LadderOffTop=""; LadderOffBottom=""; PrimaryWeapon=""; SecondaryWeapon=""; Binoculars=""; StartFreefall = ""; FDStart = ""; useFastMove = 0; stance = "ManStanceUndefined"; }; class AR_01_Actions: AR_BaseActions { upDegree="ManPosCombat"; stop="AR_01_Aim"; stopRelaxed="AR_01_Aim"; default="AR_01_Aim"; Stand="AR_01_Idle"; HandGunOn="AR_01_Aim_Pistol"; PrimaryWeapon="AR_01_Aim"; SecondaryWeapon=""; Binoculars=""; die="AR_01_Die"; Unconscious="AR_01_Die"; civil=""; }; class AR_01_DeadActions: AR_BaseActions { stop="AR_01_Die"; default="AR_01_Die"; die="AR_01_Die"; Unconscious="AR_01_Die"; }; class AR_01_IdleActions: AR_01_Actions { upDegree="ManPosStand"; stop="AR_01_Idle"; stopRelaxed="AR_01_Idle"; default="AR_01_Idle"; Combat="AR_01_Aim"; fireNotPossible="AR_01_Aim"; PlayerStand="AR_01_Aim"; }; class AR_01_PistolActions: AR_01_Actions { upDegree="ManPosHandGunStand"; stop="AR_01_Aim_Pistol"; stopRelaxed="AR_01_Aim_Pistol"; default="AR_01_Aim_Pistol"; throwGrenade[]= { "GestureThrowGrenadePistol", "Gesture" }; Stand="AR_01_Idle_Pistol"; die="AR_01_Die_Pistol"; Unconscious="AR_01_Die_Pistol"; }; class AR_01_IdlePistolActions: AR_01_Actions { upDegree="ManPosHandGunStand"; stop="AR_01_Idle_Pistol"; stopRelaxed="AR_01_Idle_Pistol"; default="AR_01_Idle_Pistol"; Combat="AR_01_Aim_Pistol"; fireNotPossible="AR_01_Aim_Pistol"; PlayerStand="AR_01_Aim_Pistol"; die="AR_01_Die_Pistol"; Unconscious="AR_01_Die_Pistol"; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class AmovPercMstpSrasWrflDnon; class AmovPercMstpSrasWpstDnon; class AmovPercMstpSoptWbinDnon; class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon; class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end; class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon; class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end; class cargo_marksman: AmovPercMstpSrasWrflDnon { }; class cargo_base: cargo_marksman { variantsPlayer[]={}; variantsAI[]={}; enableMissile = 0; enableBinocular = 0; }; class cargo_base_Rope: cargo_base { ignoreMinPlayTime[] = {"Unconscious"}; leaning = "AR_aimingDefault_Rope"; }; class cargo_base_idle: cargo_base { weaponLowered=1; enableOptics=0; disableWeapons=1; disableWeaponsLong=1; variantsPlayer[]={}; variantsAI[]={}; }; class cargo_basepistol: AmovPercMstpSrasWpstDnon { variantsPlayer[]={}; variantsAI[]={}; enableMissile = 0; enableBinocular = 0; }; class cargo_base_idle_pistol: cargo_basepistol { weaponLowered=1; enableOptics=0; disableWeapons=1; disableWeaponsLong=1; }; class AR_01_Aim: cargo_base_Rope { actions="AR_01_Actions"; leftHandIKCurve[]={1}; minPlayTime = 0.1; file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aim.rtm"; /// what file is going to be played in this state speed=100000; ConnectTo[]={}; InterpolateTo[]= { "AR_01_Idle", 0.1, "AR_01_Aim_ToPistol", 0.1, "AR_01_Die", 0.1 }; variantsAI[]= { "AR_01_Aim_Idling", 1 }; variantsPlayer[]= { "AR_01_Aim_Idling", 1 }; }; class AR_01_Aim_No_Actions : AR_01_Aim { actions="NoActions"; variantsPlayer[]={}; variantsAI[]={}; ConnectTo[]={}; InterpolateTo[]={}; }; class AR_01_Aim_Idling: AR_01_Aim { variantsPlayer[]={}; headBobStrength=0; soundEnabled=1; file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aim1.rtm"; speed=-8; ConnectTo[]= { "AR_01_Aim", 0.1 }; }; class AR_01_Idle: cargo_base_idle { actions="AR_01_IdleActions"; file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idle.rtm"; speed=100000; minPlayTime = 0.1; aiming="aimingDefault"; leftHandIKCurve[]={0}; InterpolateTo[]= { "AR_01_Aim", 0.1, "AR_01_Aim_ToPistol", 0.1, "AR_01_Die", 0.1 }; variantsAI[]= { "AR_01_Idle_Idling", 1 }; variantsPlayer[]= { "AR_01_Idle_Idling", 1 }; }; class AR_01_Idle_No_Actions : AR_01_Idle { actions="NoActions"; variantsPlayer[]={}; variantsAI[]={}; ConnectTo[]={}; InterpolateTo[]={}; }; class AR_01_Idle_Idling: AR_01_Idle { variantsPlayer[]={}; headBobStrength=0; soundEnabled=1; file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idle1.rtm"; speed=-10; ConnectTo[]= { "AR_01_Idle", 0.1 }; }; class AR_01_Aim_Pistol: cargo_basepistol { actions="AR_01_PistolActions"; file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimpistol.rtm"; aiming="aimingRifleSlingDefault"; aimingBody="aimingUpRifleSlingDefault"; speed=100000; variantsAI[]= { "AR_01_Aim_Pistol_Idling", 1 }; variantsPlayer[]= { "AR_01_Aim_Pistol_Idling", 1 }; ConnectTo[]={}; InterpolateTo[]= { "AR_01_Aim_FromPistol", 0.1, "AR_01_Idle_Pistol", 0.2, "AR_01_Die_Pistol", 0.5 }; }; class AR_01_Aim_Pistol_No_Actions : AR_01_Aim_Pistol { actions="NoActions"; variantsPlayer[]={}; variantsAI[]={}; ConnectTo[]={}; InterpolateTo[]={}; }; class AR_01_Aim_Pistol_Idling: AR_01_Aim_Pistol { variantsPlayer[]={}; headBobStrength=0; soundEnabled=1; file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimpistol1.rtm"; speed=-8; ConnectTo[]= { "AR_01_Aim_Pistol", 0.1 }; }; class AR_01_Idle_Pistol: cargo_base_idle_pistol { actions="AR_01_IdlePistolActions"; file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idlepistol.rtm"; speed=100000; aiming="aimingRifleSlingDefault"; aimingBody="aimingUpRifleSlingDefault"; InterpolateTo[]= { "AR_01_Aim_Pistol", 0.1, "AR_01_Aim_FromPistol", 0.1, "AR_01_Die_Pistol", 0.1 }; variantsAI[]= { "AR_01_Idle_Pistol_Idling", 1 }; variantsPlayer[]= { "AR_01_Idle_Pistol_Idling", 1 }; }; class AR_01_Idle_Pistol_No_Actions : AR_01_Idle_Pistol { 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}; }; };