mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
removed epoch pbo source
This commit is contained in:
@@ -1 +0,0 @@
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z\addons\dayz_epoch
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@@ -1,3 +0,0 @@
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All content in this PBO was made exclusively for DayZ Epoch mod. Mlod models are for educational purposes only, you may not redistribute modified work based off them.
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To use/edit/distribute any of the content in this mod please contact vbawol@veteranbastards.com or ptomany@gmail.com
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@@ -1,9 +0,0 @@
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class CfgPatches {
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class dayz_epoch {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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dayzVersion = "1.0.3";
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requiredAddons[] = {"dayz_code"};
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};
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};
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@@ -1 +0,0 @@
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Just a placeholder
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@@ -1,685 +0,0 @@
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//The Class "CfgSkeletons" defines all moving objects.
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class CfgSkeletons {
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class Head
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{
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isDiscrete = 0;
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||||
skeletonInherit = "";
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||||
skeletonBones[] =
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||||
{
|
||||
"neck","",
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||||
"neck1","neck",
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||||
"head","neck1",
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||||
"lBrow","head",
|
||||
"mBrow","head",
|
||||
"rBrow","head",
|
||||
"lMouth","head",
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||||
"mMouth","head",
|
||||
"rMouth","head",
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"eyelids","head",
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"LLip","head"
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||||
};
|
||||
};
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||||
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class OFP2_ManSkeleton
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{
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isDiscrete = 0;
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skeletonInherit = "Head";
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skeletonBones[] =
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||||
{
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||||
"weapon","",
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||||
"launcher","",
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||||
"Camera","",
|
||||
"Spine","",
|
||||
"Spine1","",
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||||
"Spine2","",
|
||||
"Spine3","",
|
||||
"Pelvis","",
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||||
//Left upper side
|
||||
"LeftShoulder","",
|
||||
"LeftArm","",
|
||||
"LeftArmRoll","",
|
||||
"LeftForeArm","",
|
||||
"LeftForeArmRoll","",
|
||||
"LeftHand","",
|
||||
"LeftHandRing","",
|
||||
"LeftHandRing1","",
|
||||
"LeftHandRing2","",
|
||||
"LeftHandRing3","",
|
||||
"LeftHandPinky1","",
|
||||
"LeftHandPinky2","",
|
||||
"LeftHandPinky3","",
|
||||
"LeftHandMiddle1","",
|
||||
"LeftHandMiddle2","",
|
||||
"LeftHandMiddle3","",
|
||||
"LeftHandIndex1","",
|
||||
"LeftHandIndex2","",
|
||||
"LeftHandIndex3","",
|
||||
"LeftHandThumb1","",
|
||||
"LeftHandThumb2","",
|
||||
"LeftHandThumb3","",
|
||||
|
||||
//Right upper side
|
||||
"RightShoulder","",
|
||||
"RightArm","",
|
||||
"RightArmRoll","",
|
||||
"RightForeArm","",
|
||||
"RightForeArmRoll","",
|
||||
"RightHand","",
|
||||
"RightHandRing","",
|
||||
"RightHandRing1","",
|
||||
"RightHandRing2","",
|
||||
"RightHandRing3","",
|
||||
"RightHandPinky1","",
|
||||
"RightHandPinky2","",
|
||||
"RightHandPinky3","",
|
||||
"RightHandMiddle1","",
|
||||
"RightHandMiddle2","",
|
||||
"RightHandMiddle3","",
|
||||
"RightHandIndex1","",
|
||||
"RightHandIndex2","",
|
||||
"RightHandIndex3","",
|
||||
"RightHandThumb1","",
|
||||
"RightHandThumb2","",
|
||||
"RightHandThumb3","",
|
||||
//Left lower side
|
||||
"LeftUpLeg","",
|
||||
"LeftUpLegRoll","",
|
||||
"LeftLeg","",
|
||||
"LeftLegRoll","",
|
||||
"LeftFoot","",
|
||||
"LeftToeBase","",
|
||||
//Right lower side
|
||||
"RightUpLeg","",
|
||||
"RightUpLegRoll","",
|
||||
"RightLeg","",
|
||||
"RightLegRoll","",
|
||||
"RightFoot","",
|
||||
"RightToeBase",""
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
//Always create class "default" first.
|
||||
//Your actual config-entry should be a derivate of this.
|
||||
|
||||
class Default;
|
||||
|
||||
class Default_Mod : Default {
|
||||
isDiscrete = 1;
|
||||
skeletonInherit = "";
|
||||
skeletonBones[] = {};
|
||||
};
|
||||
|
||||
class Chain_Saw: Default
|
||||
{
|
||||
skeletonInherit = "Default";
|
||||
skeletonBones[] =
|
||||
{
|
||||
"stozar","",
|
||||
"vlajka",""
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
//the derivate of your skeleton from claa "Default".
|
||||
class wood_door_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"door",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
class locked_wood_door_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"door","","hinge",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
//the derivate of your skeleton from claa "Default".
|
||||
class garage_door_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"garage",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
// locked garage door
|
||||
class locked_garage_door_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"garage","","hinge",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
class locked_steel_garage_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"garage","","latch",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
class steel_garage_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"garage","",
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
class steel_door_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"door","",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
class locked_steel_door_skeleton : Default_Mod {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"door","","latch",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
// This class defines the actual moves
|
||||
class CfgModels {
|
||||
//load some bases from which you can derivate
|
||||
class rotation;
|
||||
class translation;
|
||||
|
||||
class Default;
|
||||
|
||||
class chainsaw : Default {
|
||||
sections[] = {"latka"};
|
||||
};
|
||||
|
||||
class Head: Default {
|
||||
sections[] =
|
||||
{
|
||||
"osobnost",
|
||||
"brejle"
|
||||
};
|
||||
skeletonName = "Head";
|
||||
};
|
||||
class ArmaMan : Default
|
||||
{
|
||||
sections[] =
|
||||
{
|
||||
"osobnost","Head_Injury","Body_Injury","l_leg_inju ry","l_arm_injury","r_arm_injury","r_leg_injury" ,
|
||||
"clan"
|
||||
};
|
||||
skeletonName = "OFP2_ManSkeleton";
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Your own "class default"
|
||||
class wood_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="wood_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
class locked_wood_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="locked_wood_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
|
||||
// The name behind the class
|
||||
// dhas to be the exact name of your .p3d
|
||||
// without .p3d
|
||||
class large_wall_door_anim : wood_door {
|
||||
sectionsInherit="wood_door";
|
||||
sections[]={};
|
||||
|
||||
// the rotation animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=2.7; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class large_wall_door_locked_anim : locked_wood_door {
|
||||
sectionsInherit="locked_wood_door";
|
||||
sections[]={};
|
||||
|
||||
// the rotation animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=2.7; // final position after playing the animation
|
||||
};
|
||||
class Open_hinge : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="hinge"; // the thing that moves
|
||||
|
||||
axis="hinge_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=-2.3; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class small_wall_door_anim : wood_door {
|
||||
sectionsInherit="wood_door";
|
||||
sections[]={};
|
||||
|
||||
// the rotation animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=2.7; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class small_wall_door_locked_anim : locked_wood_door {
|
||||
sectionsInherit="locked_wood_door";
|
||||
sections[]={};
|
||||
|
||||
// the rotation animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=2.7; // final position after playing the animation
|
||||
};
|
||||
class Open_hinge : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="hinge"; // the thing that moves
|
||||
|
||||
axis="hinge_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=-2.3; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class garage_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="garage_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
class locked_garage_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="locked_garage_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
class garage_door_anim : garage_door {
|
||||
sectionsInherit="garage_door";
|
||||
sections[]={};
|
||||
|
||||
// the rotation animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="garage"; // the thing that moves
|
||||
|
||||
axis="garage_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=1.7; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class Garage_door_locked_anim : locked_garage_door {
|
||||
sectionsInherit="locked_garage_door";
|
||||
sections[]={};
|
||||
|
||||
// the rotation animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="garage"; // the thing that moves
|
||||
|
||||
axis="garage_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=1.7; // final position after playing the animation
|
||||
};
|
||||
class Open_hinge : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="hinge"; // the thing that moves
|
||||
|
||||
axis="hinge_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=-2.3; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class unlocked_steel_garage_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="steel_garage_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
//New Anim for steel_garage_door.p3d
|
||||
class steel_garage_door : unlocked_steel_garage_door {
|
||||
sectionsInherit="unlocked_steel_garage_door";
|
||||
sections[]={};
|
||||
|
||||
// the translation(slide) animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="garage"; // the thing that moves
|
||||
|
||||
axis="garage_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=1.7; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class locked_steel_garage_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="locked_steel_garage_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
//New Anim for steel_garage_locked.p3d
|
||||
class steel_garage_locked : locked_steel_garage_door {
|
||||
sectionsInherit="locked_steel_garage_door";
|
||||
sections[]={};
|
||||
|
||||
// the translation(slide) animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="garage"; // the thing that moves
|
||||
|
||||
axis="garage_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=1.7; // final position after playing the animation
|
||||
};
|
||||
class Open_latch : Translation { // name of the animation
|
||||
|
||||
type="translation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="latch"; // the thing that moves
|
||||
|
||||
axis="latch_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
offset0=0; // initial angle of the door in radians
|
||||
|
||||
offset1=0.5; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class unlocked_steel_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="steel_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
//New Anim for steel_door.p3d
|
||||
class steel_door : unlocked_steel_door {
|
||||
sectionsInherit="unlocked_steel_door";
|
||||
sections[]={};
|
||||
|
||||
// the translation(slide) animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=-2.4; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class locked_steel_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="locked_steel_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
//New Anim for steel_door_locked.p3d
|
||||
class steel_door_locked : locked_steel_door {
|
||||
sectionsInherit="locked_steel_door";
|
||||
sections[]={};
|
||||
|
||||
// the translation(slide) animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=-2.4; // final position after playing the animation
|
||||
};
|
||||
class Open_latch : Translation { // name of the animation
|
||||
|
||||
type="translation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="latch"; // the thing that moves
|
||||
|
||||
axis="latch_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
offset0=0; // initial angle of the door in radians
|
||||
|
||||
offset1=-1.42; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user