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Jul 22nd, 2014
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  1. class CfgSkeletons
  2. {
  3. class sa58
  4. {
  5. isDiscrete=0;
  6. skeletonInherit="";
  7. skeletonBones[]={
  8. "trigger", "",
  9. "magazine", "",
  10. "bolt", "",
  11. "rail",""
  12. };
  13. };
  14. };
  15.  
  16. class CfgModels
  17. {
  18. class Default { sections[] = {}; sectionsInherit=""; };
  19. class Weapon: default {};
  20.  
  21.  
  22. class sa58: Weapon
  23. {
  24. skeletonName="sa58";
  25. class Animations
  26. {
  27. class trigger
  28. {
  29. type="rotationZ"; //The type of animation.
  30. source="reload"; //The controller that provides input.
  31. selection="trigger"; //The name of the skeleton bone used.
  32. axis="trigger_axis"; //The name of the axis in the model.
  33. minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.
  34. maxValue="3"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.
  35. angle0="0"; //The starting angle of this animation, where the animation phase is 0.
  36. angle1="-3"; //The ending angle of this animation, where the animation phase is 1.
  37. };
  38. class bolt
  39. {
  40. type="translation"; // The type of animation.
  41. source="reload"; // The controller that provides input.
  42. selection="bolt"; // The name of the skeleton bone used.
  43. axis="bolt_axis"; // The name of the axis in the model.
  44. begin="bolt_axis_begin";
  45. end="bolt_axis_end";
  46. minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.
  47. maxValue="1"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.
  48. offset0="0";
  49. offset1="1";
  50. };
  51. class bolt_open:bolt
  52. {
  53. source="isEmpty"; //The controller that provides input.
  54. };
  55. /*
  56. class magazine_release
  57. {
  58. type="translation"; // The type of animation.
  59. source="reloadMagazine"; // The controller that provides input.
  60. selection="magazine_release"; // The name of the skeleton bone used.
  61. axis="magazine_release_axis"; // The name of the axis in the model.
  62. begin="magazine_release_begin";
  63. end="magazine_release_end";
  64. minPhase=0; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0.
  65. maxPhase=.1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1.
  66. minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.
  67. maxValue="1"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.
  68. offset0="0";
  69. offset1="1";
  70. };
  71. */
  72. class reload_magazine_hide {
  73. type="hide";
  74. source="reloadMagazine";
  75. selection="magazine";
  76. hidevalue="0.2";
  77. };
  78. /*
  79. class reload_magazine_release {
  80. type="rotationZ";
  81. source="reloadMagazine";
  82. selection="magazine";
  83. axis="magazine_axis";
  84. minValue=0.1;
  85. maxValue="1";
  86. angle0="0";
  87. angle1="rad -2";
  88. };
  89. */
  90. class rail_unhide {
  91. type="hide";
  92. source="hasOptics";
  93. selection="rail";
  94. animPeriod=0;
  95. minValue=0;
  96. maxValue=0.30000001;
  97. minPhase=0;
  98. maxPhase=0.30000001;
  99. hideValue=0;
  100. unHideValue=0.1;
  101. sourceAddress="mirror";
  102. };
  103. };
  104. sectionsInherit = "weapon";
  105. sections[] = {"zasleh"};
  106. sections[]=
  107. {
  108. "zasleh"
  109. };
  110. };
  111. };
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