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model.cfg

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May 6th, 2013
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  1. //The Class "CfgSkeletons" defines all moving objects.
  2.  
  3. class CfgSkeletons {
  4. //Always create class "default" first.
  5. //Your actual config-entry should be a derivate of this.
  6. class Default {
  7. isDiscrete = 1;
  8. skeletonInherit = "";
  9. skeletonBones[] = {};
  10. };
  11. //the derivate of your skeleton from claa "Default".
  12. class TUT_obj_skeleton : Default {
  13. isDiscrete=1;
  14. skeletonInherit="";
  15.  
  16. // The moving objects are here defined
  17. // If two selections are linked together
  18. // they can be written next to each seperated by only a comma
  19. // if they are not linked, they need to be
  20. // seperated by ,"",
  21. skeletonBones[]= {
  22. "Door",""
  23. };
  24. // The last entry gets no comma
  25. };
  26. };
  27.  
  28.  
  29. // This class defines the actual moves
  30. class CfgModels {
  31. //load some bases from which you can derivate
  32. class rotation;
  33. // And again: class default
  34. class Default {
  35. sectionsInherit="";
  36. sections[]={};
  37. skeleton="";
  38.  
  39. class Animations {};
  40. };
  41.  
  42. // Your own "class default"
  43. class TUT_obj {
  44. sectionsInherit="";
  45. sections[]= {};
  46.  
  47. skeletonName="TUT_obj_skeleton"; // same as in cfgskeletons
  48. };
  49.  
  50. // The name behind the class
  51. // dhas to be the exact name of your .p3d
  52. // without .p3d
  53. class TUT_Door_3x3m : TUT_obj {
  54. sectionsInherit="TUT_obj";
  55. sections[]={};
  56.  
  57. // the rotation animation
  58. class Animations {
  59. class Open_Door : Rotation { // name of the animation
  60.  
  61.  
  62. type="rotation"; // Type of movement
  63.  
  64. source="user"; // Trigger of the animation
  65.  
  66. selection="Door"; // the thing that moves
  67.  
  68. axis="Door_Achse"; // take a guess what this does...
  69.  
  70. memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
  71.  
  72. angle0=0; // initial angle of the door in radians
  73.  
  74. angle1=2; // final position after playing the animation
  75. };
  76. };
  77. };
  78. };
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