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https://github.com/EpochModTeam/DayZ-Epoch.git
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Organize files a bit and removed non source pbo's
This commit is contained in:
641
SQF/dayz_code/cfgMoves.hpp
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641
SQF/dayz_code/cfgMoves.hpp
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@@ -0,0 +1,641 @@
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class CfgMovesAnimalsBase {
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class ManActions;
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class StandBase;
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class DefaultDie;
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class BlendAnims;
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};
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class CfgMovesDogBase
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{
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class Default
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{
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actions = "";
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access = 3;
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file = "";
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||||
looped = 1;
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||||
speed = 0.5;
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disableWeapons = 1;
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enableOptics = 0;
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||||
disableWeaponsLong = 1;
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||||
showWeaponAim = 0;
|
||||
enableMissile = 0;
|
||||
enableBinocular = 0;
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||||
showItemInHand = 0;
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||||
showItemInRightHand = 0;
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||||
showHandGun = 0;
|
||||
onLandBeg = 0;
|
||||
onLandEnd = 0;
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||||
onLadder = 0;
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||||
canPullTrigger = 1;
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||||
duty = -0.51;
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||||
predictSpeedCoef = 1;
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||||
visibleSize = 1;
|
||||
aimPrecision = 1;
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||||
relSpeedMin = 1;
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||||
relSpeedMax = 1;
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||||
soundEnabled = 0;
|
||||
controlHead = 0;
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||||
headBobMode = 0;
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||||
headBobStrength = 0;
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||||
soundOverride = "";
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soundEdge[] = {0.5,1};
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||||
terminal = 0;
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||||
limitGunMovement = 1;
|
||||
variantsPlayer[] = {};
|
||||
variantsAI[] = {""};
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||||
equivalentTo = "";
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||||
connectAs = "";
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||||
variantAfter[] = {5,10,20};
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||||
connectFrom[] = {};
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||||
connectTo[] = {};
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||||
interpolateWith[] = {};
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||||
interpolateTo[] = {};
|
||||
interpolateFrom[] = {};
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||||
aiming = "aimingNo";
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||||
leaning = "aimingNo";
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untiltWeapon = "aimingNo";
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aimingBody = "aimingUpDefault";
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||||
legs = "legsNo";
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head = "headDefault";
|
||||
leaningFactorBeg = 0;
|
||||
leaningFactorEnd = 0;
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leaningFactorZeroPoint = -1;
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leaningCorrectionAngleBeg = 0;
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leaningCorrectionAngleEnd = 0;
|
||||
interpolationSpeed = 6;
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interpolationRestart = 0;
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collisionShape = "ca\animals2\data\geom\basicColide.p3d";
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hasCollShapeSafe = 0;
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collisionShapeSafe = "";
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boundingSphere = 1;
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enableDirectControl = 1;
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enableAutoActions = 0;
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leftHandIKBeg = 0;
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leftHandIKEnd = 0;
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rightHandIKBeg = 0;
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rightHandIKEnd = 0;
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weaponIK = 0;
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preload = 0;
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walkcycles = 1;
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forceAim = 0;
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rightHandIKCurve[] = {};
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leftHandIKCurve[] = {};
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};
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class StandBase: Default
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{
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aiming = "aimingDefault";
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disableWeapons = 1;
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leaningFactorBeg = 1;
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||||
leaningFactorEnd = 1;
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};
|
||||
class DefaultDie: Default
|
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{
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aiming = "aimingNo";
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legs = "legsNo";
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head = "headNo";
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disableWeapons = 1;
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interpolationRestart = 1;
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soundOverride = "fallbody";
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soundEdge[] = {0.45};
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soundEnabled = 0;
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};
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class ManActions
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{
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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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Default = "";
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JumpOff = "";
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ReloadMagazine = "";
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ReloadMGun = "";
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ReloadAT = "";
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ReloadMortar = "";
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ThrowGrenade = "";
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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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SlowF = "";
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||||
SlowLF = "";
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||||
SlowRF = "";
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||||
SlowL = "";
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||||
SlowR = "";
|
||||
SlowLB = "";
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||||
SlowRB = "";
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||||
SlowB = "";
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FastF = "";
|
||||
FastLF = "";
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||||
FastRF = "";
|
||||
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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EvasiveForward = "";
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||||
EvasiveLeft = "";
|
||||
EvasiveRight = "";
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||||
EvasiveBack = "";
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StartSwim = "";
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StopSwim = "";
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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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Die = "";
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WeaponOn = "";
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WeaponOff = "";
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StrokeFist = "";
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StrokeGun = "";
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SitDown = "";
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Salute = "";
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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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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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GetInLow = "";
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GetInMedium = "";
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GetInHigh = "";
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GetOutLow = "";
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GetOutMedium = "";
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GetOutHigh = "";
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TakeFlag = "";
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HandGunOn = "";
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LookAround = "";
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Eat = "";
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StopEat = "";
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Rest = "";
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StopRest = "";
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GestureBark = " ";
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GestureIdle1 = " ";
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GestureIdle2 = " ";
|
||||
GestureSniff = " ";
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GestureHeadL = " ";
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||||
GestureHeadR = " ";
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||||
};
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class BlendAnims
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||||
{
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aimingDefault[] = {};
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untiltWeaponDefault[] = {};
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||||
legsDefault[] = {};
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||||
headDefault[] = {};
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||||
aimingNo[] = {};
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||||
legsNo[] = {};
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||||
headNo[] = {};
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||||
aimingUpDefault[] = {};
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||||
};
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collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","9a","10a","11a","12a","13a","14a","15a","16a","17a","18a","19a","20a","21a","22a","23a","24a","25a","26a","27a","28a","29a","30a","31a","32a","33a","34a"};
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collisionGeomCompPattern[] = {1};
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};
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class CfgMovesDogDZ: CfgMovesDogBase
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{
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primaryActionMaps[] = {"DogActions","NoActions"};
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skeletonName = "DogSkeleton";
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gestures = "CfgGesturesDogDZ";
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class States
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{
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class Dog_Stop: StandBase
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{
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actions = "DogActions";
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duty = -1;
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file = "\CA\animals2\dogs\data\Anim\dogStop";
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//variantsAI[] = {"Dog_Stop",1};
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//variantAfter[] = {0,2,3};
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speed = 1e+010;
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relSpeedMin = 0.7;
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relSpeedMax = 1.1;
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looped = 1;
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//collisionShape = "Ca\animals2\Dogs\Dog_CollShape.p3d";
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ConnectTo[] = {"Dog_TurnR",0.1,"Dog_StopV2",0.1,"Dog_StopV1",0.1,"Dog_TurnL",0.1,"Dog_Sprint",0.02,"Dog_Run",0.02,"Dog_Walk",0.2};
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InterpolateTo[] = {"Dog_TurnR",0.1,"Dog_Die",0.02,"Dog_TurnL",0.1,"Dog_Sprint",0.02,"Dog_Run",0.02,"Dog_Walk",0.2};
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};
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class Dog_TurnL: Dog_Stop
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{
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file = "\CA\animals2\Dogs\data\anim\dog_rotateL.rtm";
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speed = 1;
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ConnectTo[] = {"Dog_Stop",0.1};
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InterpolateTo[] = {"Dog_Stop",0.1};
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};
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class Dog_TurnR: Dog_TurnL
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{
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file = "\CA\animals2\Dogs\data\anim\dog_rotateR.rtm";
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ConnectTo[] = {"Dog_Stop",0.1};
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InterpolateTo[] = {"Dog_Stop",0.1};
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};
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class Dog_StopV1: Dog_Stop
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{
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file = "\CA\animals2\dogs\data\Anim\dogIDLE";
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speed = 2.14;
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variantAfter[] = {5,7,10};
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looped = 0;
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ConnectTo[] = {"Dog_Stop",0.1};
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InterpolateTo[] = {"Dog_Die",0.02};
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};
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class Dog_StopV2: Dog_Stop
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{
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file = "\CA\animals2\dogs\data\Anim\dogBark";
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speed = 1;
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variantAfter[] = {1,1,1};
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looped = 0;
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ConnectTo[] = {"Dog_Stop",0.1};
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InterpolateTo[] = {"Dog_Die",0.02};
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};
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class Dog_Attack: Dog_Stop
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{
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file = "\CA\animals2\dogs\data\Anim\dogAttack";
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speed = 1;
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variantAfter[] = {1,1,1};
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looped = 0;
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ConnectTo[] = {"Dog_Stop",0.1};
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InterpolateTo[] = {"Dog_Die",0.02};
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};
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class Dog_Sniff: Dog_Stop
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{
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file = "\dayz_anim\dog\dogGestureSniff";
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speed = 0.3;
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mask = "frontBody";
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variantAfter[] = {1,1,1};
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looped = 0;
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ConnectTo[] = {"Dog_Stop",0.1};
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InterpolateTo[] = {"Dog_Die",0.02};
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};
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class Dog_SitDown: Dog_Stop
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{
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actions = "DogSit";
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file = "\CA\animals2\dogs\data\Anim\dogSit1In";
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speed = 1.43;
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variantAfter[] = {1,1,1};
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looped = 0;
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relSpeedMin = 0.996672;
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relSpeedMax = 0.996672;
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ConnectTo[] = {};
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InterpolateTo[] = {"Dog_Die",0.02};
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};
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class Dog_LieDown: Dog_Stop
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{
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actions = "DogSit";
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file = "\dayz_anim\dog\dogStandDown";
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speed = 1.428571;
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variantAfter[] = {1,1,1};
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looped = 0;
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relSpeedMin = 0.996672;
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relSpeedMax = 0.996672;
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ConnectTo[] = {};
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InterpolateTo[] = {"Dog_Die",0.02};
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};
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class Dog_GetUp: Dog_Stop
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{
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actions = "DogSit";
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file = "\dayz_anim\dog\dogDownStand";
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speed = 1.428571;
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variantAfter[] = {1,1,1};
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looped = 0;
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relSpeedMin = 0.996672;
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relSpeedMax = 0.996672;
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ConnectTo[] = {"Dog_Stop",0.1,"Dog_Run",0.1,"Dog_Walk",0.1,"Dog_Sprint",0.1};
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InterpolateTo[] = {"Dog_Die",0.02,"Dog_Run",0.1,"Dog_Walk",0.1,"Dog_Sprint",0.1};
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||||
};
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class Dog_Siting: Dog_Stop
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{
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actions = "DogSit";
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file = "\CA\animals2\dogs\data\Anim\dogSit2Idle";
|
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speed = 1.58;
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variantAfter[] = {1,1,1};
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looped = 1;
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ConnectTo[] = {};
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InterpolateTo[] = {"Dog_Die",0.02};
|
||||
};
|
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class Dog_SitUp: Dog_Stop
|
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{
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actions = "DogSit";
|
||||
file = "\CA\animals2\dogs\data\Anim\dogSit3Out";
|
||||
speed = 1.08;
|
||||
variantAfter[] = {1,1,1};
|
||||
looped = 0;
|
||||
relSpeedMin = 0.996672;
|
||||
relSpeedMax = 0.996672;
|
||||
ConnectTo[] = {"Dog_Stop",0.1,"Dog_Run",0.1,"Dog_Walk",0.1,"Dog_Sprint",0.1};
|
||||
InterpolateTo[] = {"Dog_Die",0.02,"Dog_Run",0.1,"Dog_Walk",0.1,"Dog_Sprint",0.1};
|
||||
};
|
||||
class Dog_Sprint: Dog_Stop
|
||||
{
|
||||
actions = "DogSprint";
|
||||
file = "\CA\animals2\dogs\data\Anim\dogSprint";
|
||||
duty = 0.5;
|
||||
speed = 4.5;
|
||||
ConnectTo[] = {"Dog_Stop",0.02,"Dog_Run",0.02,"Dog_Walk",0.02};
|
||||
InterpolateTo[] = {"Dog_Die",0.02,"Dog_Stop",0.02,"Dog_Run",0.02,"Dog_Walk",0.02};
|
||||
};
|
||||
class Dog_Run: Dog_Stop
|
||||
{
|
||||
file = "\CA\animals2\dogs\data\Anim\dogRun";
|
||||
duty = -0.5;
|
||||
speed = 1.8;
|
||||
ConnectTo[] = {"Dog_Stop",0.02,"Dog_Sprint",0.02,"Dog_Walk",0.02};
|
||||
InterpolateTo[] = {"Dog_Die",0.02,"Dog_Stop",0.02,"Dog_Sprint",0.02,"Dog_Walk",0.02};
|
||||
};
|
||||
|
||||
class Dog_Walk: Dog_Stop
|
||||
{
|
||||
duty = -0.7;
|
||||
file = "\CA\animals2\dogs\data\Anim\dogWalk";
|
||||
speed = 1.3;
|
||||
variantAfter[] = {3,10,20};
|
||||
ConnectTo[] = {"Dog_Stop",0.2,"Dog_Sprint",0.2,"Dog_Run",0.2};
|
||||
InterpolateTo[] = {"Dog_Die",0.02,"Dog_Stop",0.2,"Dog_Sprint",0.2,"Dog_Run",0.2};
|
||||
};
|
||||
|
||||
class Dog_Die: DefaultDie
|
||||
{
|
||||
enableDirectControl = 0;
|
||||
actions = "NoActions";
|
||||
file = "\CA\animals2\dogs\data\Anim\dogDeath";
|
||||
speed = 1.2;
|
||||
looped = 0;
|
||||
variantsPlayer[] = {};
|
||||
variantsAI[] = {""};
|
||||
variantAfter[] = {0,0,0};
|
||||
terminal = 1;
|
||||
soundEnabled = 0;
|
||||
//collisionShape = "";
|
||||
ConnectTo[] = {};
|
||||
InterpolateTo[] = {};
|
||||
};
|
||||
};
|
||||
class Actions
|
||||
{
|
||||
class NoActions: ManActions
|
||||
{
|
||||
turnSpeed = 8;
|
||||
limitFast = 5.5;
|
||||
useFastMove = 0;
|
||||
upDegree = 0;
|
||||
GestureBark[] = {
|
||||
"GestureBark", "Gesture"
|
||||
};
|
||||
GestureIdle1[] = {
|
||||
"GestureIdle1", "Gesture"
|
||||
};
|
||||
GestureIdle2[] = {
|
||||
"GestureIdle2", "Gesture"
|
||||
};
|
||||
GestureSniff[] = {
|
||||
"GestureSniff", "Gesture"
|
||||
};
|
||||
GestureHeadL[] = {
|
||||
"GestureHeadL", "Gesture"
|
||||
};
|
||||
GestureHeadR[] = {
|
||||
"GestureHeadR", "Gesture"
|
||||
};
|
||||
};
|
||||
class DogActions: NoActions
|
||||
{
|
||||
Stop = "Dog_Stop";
|
||||
StopRelaxed = "Dog_Stop";
|
||||
TurnL = "Dog_TurnL";
|
||||
TurnR = "Dog_TurnR";
|
||||
TurnLRelaxed = "Dog_TurnL";
|
||||
TurnRRelaxed = "Dog_TurnR";
|
||||
Default = "Dog_Stop";
|
||||
JumpOff = "Dog_Stop";
|
||||
WalkF = "Dog_Walk";
|
||||
//WalkF = "Dog_Run";
|
||||
SlowF = "Dog_Run";
|
||||
FastF = "Dog_Sprint";
|
||||
EvasiveForward = "Dog_Sprint";
|
||||
Down = "Dog_Stop";
|
||||
Up = "Dog_Stop";
|
||||
PlayerStand = "Dog_Stop";
|
||||
PlayerProne = "Dog_Stop";
|
||||
PlayerCrouch = "";
|
||||
Crouch = "";
|
||||
Lying = "Dog_Stop";
|
||||
Stand = "Dog_Stop";
|
||||
Combat = "Dog_Stop";
|
||||
CanNotMove = "Dog_Stop";
|
||||
Civil = "Dog_Stop";
|
||||
CivilLying = "Dog_Stop";
|
||||
FireNotPossible = "Dog_StopV1";
|
||||
Die = "Dog_Die";
|
||||
turnSpeed = 8;
|
||||
limitFast = 5.5;
|
||||
useFastMove = 0;
|
||||
upDegree = "ManPosNoWeapon";
|
||||
StartSwim = "Dog_Die";
|
||||
};
|
||||
class DogSprint: DogActions
|
||||
{
|
||||
Die = "Dog_Die";
|
||||
turnSpeed = 4;
|
||||
limitFast = 5.5;
|
||||
useFastMove = 1;
|
||||
};
|
||||
class DogSit: NoActions
|
||||
{
|
||||
Up = "Dog_Stop";
|
||||
PlayerStand = "Dog_Stop";
|
||||
Stand = "Dog_Stop";
|
||||
WalkF = "Dog_Walk";
|
||||
//WalkF = "Dog_Run";
|
||||
SlowF = "Dog_Run";
|
||||
FastF = "Dog_Sprint";
|
||||
EvasiveForward = "Dog_Sprint";
|
||||
PlayerCrouch = "Dog_Stop";
|
||||
Crouch = "Dog_Stop";
|
||||
Die = "Dog_Die";
|
||||
upDegree = "ManPosNoWeapon";
|
||||
StartSwim = "Dog_Die";
|
||||
};
|
||||
};
|
||||
class Interpolations
|
||||
{
|
||||
};
|
||||
transitionsInterpolated[] = {};
|
||||
transitionsSimple[] = {};
|
||||
transitionsDisabled[] = {};
|
||||
class BlendAnims: BlendAnims
|
||||
{
|
||||
aimingDefault[] = {"head",1,"Jaw",1,"Neck1",0.5,"Tongue1",1,"Tongue2",1};
|
||||
untiltWeaponDefault[] = {};
|
||||
legsDefault[] = {};
|
||||
headDefault[] = {"head",1,"Jaw",1,"Neck1",0.5,"Tongue1",1,"Tongue2",1};
|
||||
aimingNo[] = {};
|
||||
legsNo[] = {};
|
||||
headNo[] = {};
|
||||
aimingUpDefault[] = {};
|
||||
frontBody[] = {
|
||||
/*
|
||||
"spine",0.1,
|
||||
"spine1",0.3,
|
||||
"spine2",0.6,
|
||||
*/
|
||||
"neck",1,
|
||||
"neck1",1,
|
||||
"head",1,
|
||||
"Jaw",1,
|
||||
"Tongue1",1,
|
||||
"Tongue2",1,
|
||||
"leftArm",0.5,
|
||||
"rightArm",0.5,
|
||||
"leftEar",1,
|
||||
"rightEar",1
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
class CfgGesturesDogDZ
|
||||
{
|
||||
skeletonName = "DogSkeleton";
|
||||
class ManActions
|
||||
{
|
||||
};
|
||||
class Actions
|
||||
{
|
||||
class NoActions: ManActions
|
||||
{
|
||||
turnSpeed = 0;
|
||||
upDegree = 0;
|
||||
limitFast = 1;
|
||||
useFastMove = 0;
|
||||
};
|
||||
};
|
||||
class Default
|
||||
{
|
||||
actions = "NoActions";
|
||||
file = "";
|
||||
looped = 1;
|
||||
speed = 0.5;
|
||||
relSpeedMin = 1;
|
||||
relSpeedMax = 1;
|
||||
soundEnabled = 0;
|
||||
soundOverride = "";
|
||||
soundEdge[] = {0.5,1};
|
||||
terminal = 0;
|
||||
equivalentTo = "";
|
||||
connectAs = "";
|
||||
connectFrom[] = {};
|
||||
connectTo[] = {};
|
||||
interpolateWith[] = {};
|
||||
interpolateTo[] = {};
|
||||
interpolateFrom[] = {};
|
||||
mask = "empty";
|
||||
interpolationSpeed = 6;
|
||||
interpolationRestart = 0;
|
||||
preload = 0;
|
||||
disableWeapons = 1;
|
||||
enableOptics = 1;
|
||||
showWeaponAim = 1;
|
||||
enableMissile = 1;
|
||||
enableBinocular = 1;
|
||||
showItemInHand = 0;
|
||||
showItemInRightHand = 0;
|
||||
showHandGun = 0;
|
||||
canPullTrigger = 1;
|
||||
walkcycles = 1;
|
||||
headBobMode = 0;
|
||||
headBobStrength = 0;
|
||||
leftHandIKBeg = 0;
|
||||
leftHandIKEnd = 0;
|
||||
rightHandIKBeg = 0;
|
||||
rightHandIKEnd = 0;
|
||||
leftHandIKCurve[] = {1};
|
||||
rightHandIKCurve[] = {1};
|
||||
forceAim = 0;
|
||||
};
|
||||
class States
|
||||
{
|
||||
class GestureBark: Default
|
||||
{
|
||||
file = "\dayz_anim\dog\dogBarkOnce";
|
||||
looped = 0;
|
||||
speed = 3;
|
||||
mask = "barking";
|
||||
};
|
||||
class GestureIdle1: Default
|
||||
{
|
||||
file = "\dayz_anim\dog\dogGestureIdle1";
|
||||
looped = 0;
|
||||
speed = 0.3;
|
||||
mask = "idle";
|
||||
};
|
||||
class GestureIdle2: Default
|
||||
{
|
||||
file = "\dayz_anim\dog\dogGestureIdle2";
|
||||
looped = 0;
|
||||
speed = 0.3;
|
||||
mask = "idle";
|
||||
};
|
||||
class GestureHeadL: Default
|
||||
{
|
||||
file = "\dayz_anim\dog\dogGestureHeadL";
|
||||
looped = 0;
|
||||
speed = 0.3;
|
||||
mask = "idle";
|
||||
};
|
||||
class GestureHeadR: Default
|
||||
{
|
||||
file = "\dayz_anim\dog\dogGestureHeadR";
|
||||
looped = 0;
|
||||
speed = 0.3;
|
||||
mask = "idle";
|
||||
};
|
||||
class GestureSniff: Default
|
||||
{
|
||||
file = "\dayz_anim\dog\dogGestureSniff";
|
||||
looped = 0;
|
||||
speed = 0.3;
|
||||
mask = "frontBody";
|
||||
};
|
||||
};
|
||||
class BlendAnims
|
||||
{
|
||||
barking[] = {"head",1,"Jaw",1,"Neck1",0.5,"Tongue1",1,"Tongue2",1,"Tail1",0.3,"Tail2",0.6,"Tail3",1};
|
||||
idle[] = {"head",1,"Jaw",1,"Neck1",0.6,"Tongue1",1,"Tongue2",1,"Tail1",0.3,"Tail2",0.6,"Tail3",1,"Spine",0.1,"Spine1",0.2,"Spine2",0.4};
|
||||
frontBody[] = {
|
||||
"spine",0.1,
|
||||
"spine1",0.3,
|
||||
"spine2",0.6,
|
||||
"neck",1,
|
||||
"neck1",1,
|
||||
"head",1,
|
||||
"Jaw",1,
|
||||
"Tongue1",1,
|
||||
"Tongue2",1,
|
||||
"leftArm",0.5,
|
||||
"rightArm",0.5,
|
||||
"leftEar",1,
|
||||
"rightEar",1
|
||||
};
|
||||
};
|
||||
class Interpolations
|
||||
{
|
||||
};
|
||||
transitionsInterpolated[] = {};
|
||||
transitionsSimple[] = {};
|
||||
transitionsDisabled[] = {};
|
||||
};
|
||||
Reference in New Issue
Block a user