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1.0.2.12 developer build
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SQF/dayz_epoch/models/Steel_door.p3d
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SQF/dayz_epoch/models/Steel_door.p3d
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SQF/dayz_epoch/models/Steel_door_frame.p3d
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SQF/dayz_epoch/models/Steel_door_frame.p3d
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SQF/dayz_epoch/models/Steel_door_locked.p3d
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SQF/dayz_epoch/models/Steel_door_locked.p3d
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SQF/dayz_epoch/models/kilohemp.p3d
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SQF/dayz_epoch/models/kilohemp.p3d
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SQF/dayz_epoch/models/metal_floor.p3d
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SQF/dayz_epoch/models/metal_floor.p3d
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SQF/dayz_epoch/models/metal_floor_ghost.p3d
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SQF/dayz_epoch/models/metal_floor_ghost.p3d
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@@ -100,6 +100,37 @@ class CfgSkeletons {
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};
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// The last entry gets no comma
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};
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class steel_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_steel_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","","latch",""
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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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@@ -428,4 +459,93 @@ class CfgModels {
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};
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};
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class unlocked_steel_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="steel_door_skeleton"; // same as in cfgskeletons
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};
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//New Anim for steel_door.p3d
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class steel_door : unlocked_steel_door {
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sectionsInherit="unlocked_steel_door";
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sections[]={};
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// the translation(slide) 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=-2.4; // final position after playing the animation
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};
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};
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};
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class locked_steel_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="locked_steel_door_skeleton"; // same as in cfgskeletons
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};
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//New Anim for steel_door_locked.p3d
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class steel_door_locked : locked_steel_door {
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sectionsInherit="locked_steel_door";
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sections[]={};
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// the translation(slide) 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=-2.4; // final position after playing the animation
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};
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class Open_latch : Translation { // name of the animation
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type="translation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="latch"; // the thing that moves
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axis="latch_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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offset0=0; // initial angle of the door in radians
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offset1=-1.42; // 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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SQF/dayz_epoch/models/sledge_handle.p3d
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SQF/dayz_epoch/models/sledge_handle.p3d
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SQF/dayz_epoch/models/sledge_head.p3d
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SQF/dayz_epoch/models/sledge_head.p3d
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SQF/dayz_epoch/models/sledge_mag.p3d
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SQF/dayz_epoch/models/sledge_mag.p3d
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SQF/dayz_epoch/models/sledge_weaponized.p3d
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SQF/dayz_epoch/models/sledge_weaponized.p3d
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