Files
DayZ-Epoch/SQF/dayz_epoch/models/model.cfg
[VB]AWOL 953315c5fc RC4
2013-12-03 11:49:53 -06:00

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//The Class "CfgSkeletons" defines all moving objects.
class CfgSkeletons {
class Head
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"neck","",
"neck1","neck",
"head","neck1",
"lBrow","head",
"mBrow","head",
"rBrow","head",
"lMouth","head",
"mMouth","head",
"rMouth","head",
"eyelids","head",
"LLip","head"
};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "Head";
skeletonBones[] =
{
"weapon","",
"launcher","",
"Camera","",
"Spine","",
"Spine1","",
"Spine2","",
"Spine3","",
"Pelvis","",
//Left upper side
"LeftShoulder","",
"LeftArm","",
"LeftArmRoll","",
"LeftForeArm","",
"LeftForeArmRoll","",
"LeftHand","",
"LeftHandRing","",
"LeftHandRing1","",
"LeftHandRing2","",
"LeftHandRing3","",
"LeftHandPinky1","",
"LeftHandPinky2","",
"LeftHandPinky3","",
"LeftHandMiddle1","",
"LeftHandMiddle2","",
"LeftHandMiddle3","",
"LeftHandIndex1","",
"LeftHandIndex2","",
"LeftHandIndex3","",
"LeftHandThumb1","",
"LeftHandThumb2","",
"LeftHandThumb3","",
//Right upper side
"RightShoulder","",
"RightArm","",
"RightArmRoll","",
"RightForeArm","",
"RightForeArmRoll","",
"RightHand","",
"RightHandRing","",
"RightHandRing1","",
"RightHandRing2","",
"RightHandRing3","",
"RightHandPinky1","",
"RightHandPinky2","",
"RightHandPinky3","",
"RightHandMiddle1","",
"RightHandMiddle2","",
"RightHandMiddle3","",
"RightHandIndex1","",
"RightHandIndex2","",
"RightHandIndex3","",
"RightHandThumb1","",
"RightHandThumb2","",
"RightHandThumb3","",
//Left lower side
"LeftUpLeg","",
"LeftUpLegRoll","",
"LeftLeg","",
"LeftLegRoll","",
"LeftFoot","",
"LeftToeBase","",
//Right lower side
"RightUpLeg","",
"RightUpLegRoll","",
"RightLeg","",
"RightLegRoll","",
"RightFoot","",
"RightToeBase",""
};
};
//Always create class "default" first.
//Your actual config-entry should be a derivate of this.
class Default;
class Default_Mod : Default {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Chain_Saw: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"stozar","",
"vlajka",""
};
};
//the derivate of your skeleton from claa "Default".
class wood_door_skeleton : Default_Mod {
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_Mod {
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_Mod {
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_Mod {
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_Mod {
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_Mod {
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_Mod {
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_Mod {
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;
class Default;
class chainsaw : Default {
sections[] = {"latka"};
};
class Head: Default {
sections[] =
{
"osobnost",
"brejle"
};
skeletonName = "Head";
};
class ArmaMan : Default
{
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_inju ry","l_arm_injury","r_arm_injury","r_leg_injury" ,
"clan"
};
skeletonName = "OFP2_ManSkeleton";
};
// 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
};
};
};
};