mirror of
https://github.com/sethduda/AdvancedRappelling.git
synced 2024-08-30 17:22:12 +00:00
545 lines
11 KiB
C++
545 lines
11 KiB
C++
//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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};
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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 ar_cargo_marksman: AmovPercMstpSrasWrflDnon
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{
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};
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class ar_cargo_base: ar_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 ar_cargo_base_Rope: ar_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 ar_cargo_base_idle: ar_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 ar_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 ar_cargo_base_idle_pistol: ar_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: ar_cargo_base_Rope
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{
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actions="AR_01_Actions";
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leftHandIKCurve[]={1};
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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: ar_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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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_idle1.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: ar_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: ar_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";
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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_Pistol_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_idlepistol1.rtm";
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speed=-10;
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ConnectTo[]=
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{
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"AR_01_Idle_Pistol",
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0.1
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};
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};
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class AR_01_Aim_ToPistol: AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon
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{
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actions="AR_01_PistolActions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimtopistol.rtm";
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speed=2;
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ConnectTo[]=
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{
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"AR_01_Aim_ToPistol_End",
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0.1
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};
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InterpolateTo[]={};
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};
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class AR_01_Aim_ToPistol_End: AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end
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{
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actions="AR_01_PistolActions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimtopistol_end.rtm";
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speed=1.875;
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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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InterpolateTo[]={};
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};
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class AR_01_Aim_FromPistol: AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon
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{
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actions="AR_01_PistolActions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimFrompistol.rtm";
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speed=2.3076921;
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ConnectTo[]=
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{
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"AR_01_Aim_FromPistol_End",
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0.1
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};
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InterpolateTo[]={};
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};
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class AR_01_Aim_FromPistol_End: AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end
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{
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actions="AR_01_Actions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimfrompistol_end.rtm";
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aiming="aimingDefault";
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aimingBody="aimingUpDefault";
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speed=2;
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leftHandIKCurve[]={0,0,0.5,1};
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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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InterpolateTo[]={};
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};
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class AR_01_Die: DefaultDie
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{
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actions="AR_01_DeadActions";
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_die.rtm";
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speed=1;
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looped="false";
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terminal=1;
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ragdoll=1;
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ConnectTo[]=
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{
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"Unconscious",
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0.1
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};
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InterpolateTo[]={};
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};
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class AR_01_Die_Pistol: AR_01_Die
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{
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file="\AR_AdvancedRappelling\anims\Rup_RopeFX_01_die.rtm";
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actions="AR_01_DeadActions";
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showHandGun=1;
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};
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};
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class BlendAnims;
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class BlendAnims: BlendAnims
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{
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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};
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};
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};
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