Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //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 TUT_obj_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
- };
- };
- // This class defines the actual moves
- class CfgModels {
- //load some bases from which you can derivate
- class rotation;
- // And again: class default
- class Default {
- sectionsInherit="";
- sections[]={};
- skeleton="";
- class Animations {};
- };
- // Your own "class default"
- class TUT_obj {
- sectionsInherit="";
- sections[]= {};
- skeletonName="TUT_obj_skeleton"; // same as in cfgskeletons
- };
- // The name behind the class
- // dhas to be the exact name of your .p3d
- // without .p3d
- class TUT_Door_3x3m : TUT_obj {
- sectionsInherit="TUT_obj";
- 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_Achse"; // 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; // final position after playing the animation
- };
- };
- };
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement