mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-06-28 04:31:55 +03:00
Epoch assets added by Paul Tomany
This commit is contained in:
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z\addons\dayz_epoch
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//The Class "CfgSkeletons" defines all moving objects.
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class CfgSkeletons {
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//Always create class "default" first.
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//Your actual config-entry should be a derivate of this.
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class Default {
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isDiscrete = 1;
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skeletonInherit = "";
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skeletonBones[] = {};
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};
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//the derivate of your skeleton from claa "Default".
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class wood_door_skeleton : Default {
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isDiscrete=1;
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skeletonInherit="";
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// The moving objects are here defined
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// If two selections are linked together
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// they can be written next to each seperated by only a comma
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// if they are not linked, they need to be
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// seperated by ,"",
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skeletonBones[]= {
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"door",""
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};
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// The last entry gets no comma
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};
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class locked_wood_door_skeleton : Default {
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isDiscrete=1;
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skeletonInherit="";
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// The moving objects are here defined
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// If two selections are linked together
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// they can be written next to each seperated by only a comma
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// if they are not linked, they need to be
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// seperated by ,"",
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skeletonBones[]= {
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"door","","hinge",""
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};
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// The last entry gets no comma
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};
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//the derivate of your skeleton from claa "Default".
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class garage_door_skeleton : Default {
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isDiscrete=1;
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skeletonInherit="";
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// The moving objects are here defined
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// If two selections are linked together
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// they can be written next to each seperated by only a comma
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// if they are not linked, they need to be
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// seperated by ,"",
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skeletonBones[]= {
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"garage",""
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};
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// The last entry gets no comma
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};
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// locked garage door
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class locked_garage_door_skeleton : Default {
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isDiscrete=1;
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skeletonInherit="";
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// The moving objects are here defined
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// If two selections are linked together
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// they can be written next to each seperated by only a comma
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// if they are not linked, they need to be
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// seperated by ,"",
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skeletonBones[]= {
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"garage","","hinge",""
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};
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// The last entry gets no comma
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};
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};
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// This class defines the actual moves
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class CfgModels {
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//load some bases from which you can derivate
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class rotation;
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// And again: class default
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class Default {
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sectionsInherit="";
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sections[]={};
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skeleton="";
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class Animations {};
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};
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// Your own "class default"
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class wood_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="wood_door_skeleton"; // same as in cfgskeletons
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};
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class locked_wood_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="locked_wood_door_skeleton"; // same as in cfgskeletons
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};
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// The name behind the class
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// dhas to be the exact name of your .p3d
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// without .p3d
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class large_wall_door_anim : wood_door {
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sectionsInherit="wood_door";
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sections[]={};
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// the rotation animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="door"; // the thing that moves
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axis="door_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=2.7; // final position after playing the animation
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};
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};
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};
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class large_wall_door_locked_anim : locked_wood_door {
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sectionsInherit="locked_wood_door";
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sections[]={};
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// the rotation animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="door"; // the thing that moves
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axis="door_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=2.7; // final position after playing the animation
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};
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class Open_hinge : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="hinge"; // the thing that moves
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axis="hinge_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=-2.3; // final position after playing the animation
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};
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};
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};
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class small_wall_door_anim : wood_door {
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sectionsInherit="wood_door";
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sections[]={};
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// the rotation animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="door"; // the thing that moves
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axis="door_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=2.7; // final position after playing the animation
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};
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};
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};
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class small_wall_door_locked_anim : locked_wood_door {
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sectionsInherit="locked_wood_door";
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sections[]={};
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// the rotation animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="door"; // the thing that moves
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axis="door_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=2.7; // final position after playing the animation
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};
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class Open_hinge : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="hinge"; // the thing that moves
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axis="hinge_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=-2.3; // final position after playing the animation
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};
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};
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};
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class garage_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="garage_door_skeleton"; // same as in cfgskeletons
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};
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class locked_garage_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="locked_garage_door_skeleton"; // same as in cfgskeletons
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};
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class garage_door_anim : garage_door {
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sectionsInherit="garage_door";
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sections[]={};
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// the rotation animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="garage"; // the thing that moves
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axis="garage_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=1.7; // final position after playing the animation
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};
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};
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};
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class Garage_door_locked_anim : locked_garage_door {
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sectionsInherit="locked_garage_door";
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sections[]={};
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// the rotation animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="garage"; // the thing that moves
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axis="garage_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=1.7; // final position after playing the animation
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};
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class Open_hinge : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="hinge"; // the thing that moves
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axis="hinge_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=-2.3; // final position after playing the animation
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};
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};
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};
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};
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@@ -0,0 +1,77 @@
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class StageTI
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{
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texture="ca\characters_e\woman\baker\data\baker_ti_ca.paa";
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};
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ambient[]={1.2,1.2,1.1,0.80000001};
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diffuse[]={0.80000001,0.80000001,0.80000001,1};
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forcedDiffuse[]={0.12,0.44999999,0.40000001,0.63};
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emmisive[]={0.80000001,0.34999999,0.64999998,0.79000002};
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specular[]={0.18000001,0.18000001,0.18000001,0.66000003};
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specularPower=135;
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PixelShaderID="Skin";
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VertexShaderID="Skin";
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class Stage1
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{
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texture="z\addons\dayz_epoch\skins\sequisha\sequisha_nohq.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage3
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{
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texture="z\addons\dayz_epoch\skins\sequisha\sequisha_sdm.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage4
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{
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texture="z\addons\dayz_epoch\skins\sequisha\sequisha_as.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage5
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{
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texture="z\addons\dayz_epoch\skins\sequisha\sequisha_wtf_smdi.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage6
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{
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texture="#(ai,64,1,1)fresnel(0.2,0.8)";
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uvSource="none";
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};
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surfaceInfo="data\glass.bisurf";
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ambient[]={0.62352943,0.62352943,0.62352943,0.91000003};
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diffuse[]={0.62352943,0.62352943,0.62352943,0.91000003};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,0};
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specular[]={0.23529412,0.23529412,0.23529412,0.75999999};
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specularPower=87.599998;
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PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="#(argb,8,8,3)color(0.1,0.1,0.1,1,DT)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage3
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{
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texture="#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage4
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{
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texture="#(argb,8,8,3)color(1,1,1,1,AS)";
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uvSource="tex";
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class uvTransform
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||||
{
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||||
aside[]={1,0,0};
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||||
up[]={0,1,0};
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||||
dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage5
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{
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texture="CA\buildings2\A_GENERALSTORE_01\Data\generalstore_glass_smdi.paa";
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uvSource="tex";
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class uvTransform
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||||
{
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||||
aside[]={1,0,0};
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up[]={0,1,0};
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||||
dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage6
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{
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texture="#(ai,64,64,1)fresnelGlass(1.7)";
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uvSource="none";
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};
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class Stage7
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{
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texture="ca\data\env_land_co.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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||||
dir[]={0,0,1};
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pos[]={0,0,0};
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};
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};
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