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551 lines
14 KiB
INI
551 lines
14 KiB
INI
//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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class locked_steel_garage_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","","latch",""
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};
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// The last entry gets no comma
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};
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class steel_garage_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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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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// 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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class translation;
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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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class unlocked_steel_garage_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="steel_garage_skeleton"; // same as in cfgskeletons
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};
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//New Anim for steel_garage_door.p3d
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class steel_garage_door : unlocked_steel_garage_door {
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sectionsInherit="unlocked_steel_garage_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="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 locked_steel_garage_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="locked_steel_garage_skeleton"; // same as in cfgskeletons
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};
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//New Anim for steel_garage_locked.p3d
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class steel_garage_locked : locked_steel_garage_door {
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sectionsInherit="locked_steel_garage_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="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_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=0.5; // final position after playing the animation
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};
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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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}; |