//The Class "CfgSkeletons" defines all moving objects. class CfgSkeletons { //Always create class "default" first. //Your actual config-entry should be a derivate of this. class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; //the derivate of your skeleton from claa "Default". class wood_door_skeleton : Default { 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 { 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 { 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 { 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 { 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 { 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 { 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 { 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; // And again: class default class Default { sectionsInherit=""; sections[]={}; skeleton=""; class Animations {}; }; // 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 }; }; }; };