Files
DayZ-Epoch/SQF/dayz_epoch/models/model.cfg
2013-09-08 20:30:32 -05:00

551 lines
14 KiB
INI

//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
};
};
};
};