Advertisement
Guest User

Untitled

a guest
Sep 25th, 2017
222
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.59 KB | None | 0 0
  1. class CfgPatches
  2. {
  3. class AUR_AdvancedUrbanRappelling
  4. {
  5. units[]=
  6. {
  7. "AUR_AdvancedUrbanRappelling"
  8. };
  9. requiredVersion=1;
  10. requiredAddons[]=
  11. {
  12. "A3_Modules_F"
  13. };
  14. };
  15. };
  16. class CfgNetworkMessages
  17. {
  18. class AdvancedUrbanRappellingRemoteExecClient
  19. {
  20. module="AdvancedUrbanRappelling";
  21. parameters[]=
  22. {
  23. "ARRAY",
  24. "STRING",
  25. "OBJECT",
  26. "BOOL"
  27. };
  28. };
  29. class AdvancedUrbanRappellingRemoteExecServer
  30. {
  31. module="AdvancedUrbanRappelling";
  32. parameters[]=
  33. {
  34. "ARRAY",
  35. "STRING",
  36. "BOOL"
  37. };
  38. };
  39. };
  40. class CfgFunctions
  41. {
  42. class SA
  43. {
  44. class AdvancedUrbanRappelling
  45. {
  46. file="\AUR_AdvancedUrbanRappelling\functions";
  47. class advancedUrbanRappellingInit
  48. {
  49. postInit=1;
  50. };
  51. };
  52. };
  53. };
  54. class CfgSounds
  55. {
  56. class AUR_Rappel_Loop
  57. {
  58. name="AUR_Rappel_Loop";
  59. sound[]=
  60. {
  61. "\AUR_AdvancedUrbanRappelling\sounds\AUR_Rappel_Loop.ogg",
  62. 1.7782794,
  63. 1
  64. };
  65. titles[]=
  66. {
  67. 0,
  68. ""
  69. };
  70. };
  71. class AUR_Rappel_Start
  72. {
  73. name="AUR_Rappel_Start";
  74. sound[]=
  75. {
  76. "\AUR_AdvancedUrbanRappelling\sounds\AUR_Rappel_Start.ogg",
  77. 3.1622777,
  78. 1
  79. };
  80. titles[]=
  81. {
  82. 0,
  83. ""
  84. };
  85. };
  86. class AUR_Rappel_End
  87. {
  88. name="AUR_Rappel_End";
  89. sound[]=
  90. {
  91. "\AUR_AdvancedUrbanRappelling\sounds\AUR_Rappel_End.ogg",
  92. 3.1622777,
  93. 1
  94. };
  95. titles[]=
  96. {
  97. 0,
  98. ""
  99. };
  100. };
  101. };
  102. class CfgMovesBasic
  103. {
  104. class DefaultDie;
  105. class ManActions
  106. {
  107. AUR_01="AUR_01_Idle";
  108. AUR_01_Jump1="";
  109. AUR_01_Jump2="";
  110. AUR_01_Jump3="";
  111. };
  112. class Actions
  113. {
  114. class NoActions: ManActions
  115. {
  116. AUR_01_Jump1[]=
  117. {
  118. "AUR_01_Jump1",
  119. "Gesture"
  120. };
  121. AUR_01_Jump2[]=
  122. {
  123. "AUR_01_Jump2",
  124. "Gesture"
  125. };
  126. AUR_01_Jump3[]=
  127. {
  128. "AUR_01_Jump3",
  129. "Gesture"
  130. };
  131. };
  132. class RifleStandActions;
  133. class AUR_BaseActions: RifleStandActions
  134. {
  135. AdjustF="";
  136. AdjustB="";
  137. AdjustL="";
  138. AdjustR="";
  139. AdjustLF="";
  140. AdjustLB="";
  141. AdjustRB="";
  142. AdjustRF="";
  143. agonyStart="";
  144. agonyStop="";
  145. medicStop="";
  146. medicStart="";
  147. medicStartUp="";
  148. medicStartRightSide="";
  149. GestureAgonyCargo="";
  150. grabCarry="";
  151. grabCarried="";
  152. grabDrag="";
  153. grabDragged="";
  154. carriedStill="";
  155. released="";
  156. releasedBad="";
  157. Stop="";
  158. StopRelaxed="";
  159. TurnL="";
  160. TurnR="";
  161. TurnLRelaxed="";
  162. TurnRRelaxed="";
  163. ReloadMagazine="";
  164. ReloadMGun="";
  165. ReloadRPG="ReloadRPG";
  166. ReloadMortar="";
  167. WalkF="";
  168. WalkLF="";
  169. WalkRF="";
  170. WalkL="";
  171. WalkR="";
  172. WalkLB="";
  173. WalkRB="";
  174. WalkB="";
  175. PlayerWalkF="";
  176. PlayerWalkLF="";
  177. PlayerWalkRF="";
  178. PlayerWalkL="";
  179. PlayerWalkR="";
  180. PlayerWalkLB="";
  181. PlayerWalkRB="";
  182. PlayerWalkB="";
  183. SlowF="";
  184. SlowLF="";
  185. SlowRF="";
  186. SlowL="";
  187. SlowR="";
  188. SlowLB="";
  189. SlowRB="";
  190. SlowB="";
  191. PlayerSlowF="";
  192. PlayerSlowLF="";
  193. PlayerSlowRF="";
  194. PlayerSlowL="";
  195. PlayerSlowR="";
  196. PlayerSlowLB="";
  197. PlayerSlowRB="";
  198. PlayerSlowB="";
  199. FastF="";
  200. FastLF="";
  201. FastRF="";
  202. FastL="";
  203. FastR="";
  204. FastLB="";
  205. FastRB="";
  206. FastB="";
  207. TactF="";
  208. TactLF="";
  209. TactRF="";
  210. TactL="";
  211. TactR="";
  212. TactLB="";
  213. TactRB="";
  214. TactB="";
  215. PlayerTactF="";
  216. PlayerTactLF="";
  217. PlayerTactRF="";
  218. PlayerTactL="";
  219. PlayerTactR="";
  220. PlayerTactLB="";
  221. PlayerTactRB="";
  222. PlayerTactB="";
  223. EvasiveLeft="";
  224. EvasiveRight="";
  225. startSwim="";
  226. surfaceSwim="";
  227. bottomSwim="";
  228. StopSwim="";
  229. startDive="";
  230. SurfaceDive="";
  231. BottomDive="";
  232. StopDive="";
  233. Down="";
  234. Up="";
  235. PlayerStand="";
  236. PlayerCrouch="";
  237. PlayerProne="";
  238. Lying="";
  239. Stand="";
  240. Combat="";
  241. Crouch="";
  242. CanNotMove="";
  243. Civil="";
  244. CivilLying="";
  245. FireNotPossible="";
  246. WeaponOn="";
  247. WeaponOff="";
  248. Default="";
  249. JumpOff="";
  250. StrokeFist="";
  251. StrokeGun="";
  252. SitDown="";
  253. Salute="";
  254. saluteOff="";
  255. GetOver="";
  256. Diary="";
  257. Surrender="";
  258. Gear="";
  259. BinocOn="";
  260. BinocOff="";
  261. PutDown="";
  262. PutDownEnd="";
  263. Medic="";
  264. MedicOther="";
  265. Treated="";
  266. LadderOnDown="";
  267. LadderOnUp="";
  268. LadderOff="";
  269. LadderOffTop="";
  270. LadderOffBottom="";
  271. PrimaryWeapon="";
  272. SecondaryWeapon="";
  273. Binoculars="";
  274. StartFreefall="";
  275. FDStart="";
  276. useFastMove=0;
  277. stance="ManStanceUndefined";
  278. };
  279. class AUR_01_Actions: AUR_BaseActions
  280. {
  281. upDegree="ManPosCombat";
  282. stop="AUR_01_Aim";
  283. stopRelaxed="AUR_01_Aim";
  284. default="AUR_01_Aim";
  285. Stand="AUR_01_Idle";
  286. HandGunOn="AUR_01_Aim_Pistol";
  287. PrimaryWeapon="AUR_01_Aim";
  288. SecondaryWeapon="";
  289. Binoculars="";
  290. die="AUR_01_Die";
  291. Unconscious="AUR_01_Die";
  292. civil="";
  293. };
  294. class AUR_01_DeadActions: AUR_BaseActions
  295. {
  296. stop="AUR_01_Die";
  297. default="AUR_01_Die";
  298. die="AUR_01_Die";
  299. Unconscious="AUR_01_Die";
  300. };
  301. class AUR_01_IdleActions: AUR_01_Actions
  302. {
  303. upDegree="ManPosStand";
  304. stop="AUR_01_Idle";
  305. stopRelaxed="AUR_01_Idle";
  306. default="AUR_01_Idle";
  307. Combat="AUR_01_Aim";
  308. fireNotPossible="AUR_01_Aim";
  309. PlayerStand="AUR_01_Aim";
  310. };
  311. class AUR_01_PistolActions: AUR_01_Actions
  312. {
  313. upDegree="ManPosHandGunStand";
  314. stop="AUR_01_Aim_Pistol";
  315. stopRelaxed="AUR_01_Aim_Pistol";
  316. default="AUR_01_Aim_Pistol";
  317. throwGrenade[]=
  318. {
  319. "GestureThrowGrenadePistol",
  320. "Gesture"
  321. };
  322. Stand="AUR_01_Idle_Pistol";
  323. die="AUR_01_Die_Pistol";
  324. Unconscious="AUR_01_Die_Pistol";
  325. };
  326. class AUR_01_IdlePistolActions: AUR_01_Actions
  327. {
  328. upDegree="ManPosHandGunStand";
  329. stop="AUR_01_Idle_Pistol";
  330. stopRelaxed="AUR_01_Idle_Pistol";
  331. default="AUR_01_Idle_Pistol";
  332. Combat="AUR_01_Aim_Pistol";
  333. fireNotPossible="AUR_01_Aim_Pistol";
  334. PlayerStand="AUR_01_Aim_Pistol";
  335. die="AUR_01_Die_Pistol";
  336. Unconscious="AUR_01_Die_Pistol";
  337. };
  338. };
  339. };
  340. class CfgMovesMaleSdr: CfgMovesBasic
  341. {
  342. class States
  343. {
  344. class Crew;
  345. class AmovPercMstpSrasWrflDnon;
  346. class AmovPercMstpSrasWpstDnon;
  347. class AmovPercMstpSoptWbinDnon;
  348. class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon;
  349. class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end;
  350. class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon;
  351. class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end;
  352. class cargo_marksman: AmovPercMstpSrasWrflDnon
  353. {
  354. };
  355. class cargo_base: cargo_marksman
  356. {
  357. variantsPlayer[]={};
  358. variantsAI[]={};
  359. enableMissile=0;
  360. enableBinocular=0;
  361. };
  362. class cargo_base_Rope: cargo_base
  363. {
  364. ignoreMinPlayTime[]=
  365. {
  366. "Unconscious"
  367. };
  368. leaning="aimingDefault_Rope";
  369. };
  370. class cargo_base_idle: cargo_base
  371. {
  372. weaponLowered=1;
  373. enableOptics=0;
  374. disableWeapons=1;
  375. disableWeaponsLong=1;
  376. variantsPlayer[]={};
  377. variantsAI[]={};
  378. };
  379. class cargo_basepistol: AmovPercMstpSrasWpstDnon
  380. {
  381. variantsPlayer[]={};
  382. variantsAI[]={};
  383. enableMissile=0;
  384. enableBinocular=0;
  385. };
  386. class cargo_base_idle_pistol: cargo_basepistol
  387. {
  388. weaponLowered=1;
  389. enableOptics=0;
  390. disableWeapons=1;
  391. disableWeaponsLong=1;
  392. };
  393. class AUR_01_Aim: cargo_base_Rope
  394. {
  395. actions="AUR_01_Actions";
  396. leftHandIKCurve[]={1};
  397. minPlayTime=0.1;
  398. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aim.rtm";
  399. speed=100000;
  400. ConnectTo[]={};
  401. InterpolateTo[]=
  402. {
  403. "AUR_01_Idle",
  404. 0.1,
  405. "AUR_01_Aim_ToPistol",
  406. 0.1,
  407. "AUR_01_Die",
  408. 0.1
  409. };
  410. variantsAI[]=
  411. {
  412. "AUR_01_Aim_Idling",
  413. 1
  414. };
  415. variantsPlayer[]=
  416. {
  417. "AUR_01_Aim_Idling",
  418. 1
  419. };
  420. };
  421. class AUR_01_Aim_No_Actions: AUR_01_Aim
  422. {
  423. actions="NoActions";
  424. variantsPlayer[]={};
  425. variantsAI[]={};
  426. ConnectTo[]={};
  427. InterpolateTo[]={};
  428. };
  429. class AUR_01_Aim_Idling: AUR_01_Aim
  430. {
  431. variantsPlayer[]={};
  432. headBobStrength=0;
  433. soundEnabled=1;
  434. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aim1.rtm";
  435. speed=-8;
  436. ConnectTo[]=
  437. {
  438. "AUR_01_Aim",
  439. 0.1
  440. };
  441. };
  442. class AUR_01_Idle: cargo_base_idle
  443. {
  444. actions="AUR_01_IdleActions";
  445. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_idle.rtm";
  446. speed=100000;
  447. minPlayTime=0.1;
  448. aiming="aimingDefault";
  449. leftHandIKCurve[]={0};
  450. InterpolateTo[]=
  451. {
  452. "AUR_01_Aim",
  453. 0.1,
  454. "AUR_01_Aim_ToPistol",
  455. 0.1,
  456. "AUR_01_Die",
  457. 0.1
  458. };
  459. variantsAI[]=
  460. {
  461. "AUR_01_Idle_Idling",
  462. 1
  463. };
  464. variantsPlayer[]=
  465. {
  466. "AUR_01_Idle_Idling",
  467. 1
  468. };
  469. };
  470. class AUR_01_Idle_No_Actions: AUR_01_Idle
  471. {
  472. actions="NoActions";
  473. variantsPlayer[]={};
  474. variantsAI[]={};
  475. ConnectTo[]={};
  476. InterpolateTo[]={};
  477. };
  478. class AUR_01_Idle_Idling: AUR_01_Idle
  479. {
  480. variantsPlayer[]={};
  481. headBobStrength=0;
  482. soundEnabled=1;
  483. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_idle1.rtm";
  484. speed=-10;
  485. ConnectTo[]=
  486. {
  487. "AUR_01_Idle",
  488. 0.1
  489. };
  490. };
  491. class AUR_01_Aim_Pistol: cargo_basepistol
  492. {
  493. actions="AUR_01_PistolActions";
  494. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aimpistol.rtm";
  495. aiming="aimingRifleSlingDefault";
  496. aimingBody="aimingUpRifleSlingDefault";
  497. speed=100000;
  498. variantsAI[]=
  499. {
  500. "AUR_01_Aim_Pistol_Idling",
  501. 1
  502. };
  503. variantsPlayer[]=
  504. {
  505. "AUR_01_Aim_Pistol_Idling",
  506. 1
  507. };
  508. ConnectTo[]={};
  509. InterpolateTo[]=
  510. {
  511. "AUR_01_Aim_FromPistol",
  512. 0.1,
  513. "AUR_01_Idle_Pistol",
  514. 0.2,
  515. "AUR_01_Die_Pistol",
  516. 0.5
  517. };
  518. };
  519. class AUR_01_Aim_Pistol_No_Actions: AUR_01_Aim_Pistol
  520. {
  521. actions="NoActions";
  522. variantsPlayer[]={};
  523. variantsAI[]={};
  524. ConnectTo[]={};
  525. InterpolateTo[]={};
  526. };
  527. class AUR_01_Aim_Pistol_Idling: AUR_01_Aim_Pistol
  528. {
  529. variantsPlayer[]={};
  530. headBobStrength=0;
  531. soundEnabled=1;
  532. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aimpistol1.rtm";
  533. speed=-8;
  534. ConnectTo[]=
  535. {
  536. "AUR_01_Aim_Pistol",
  537. 0.1
  538. };
  539. };
  540. class AUR_01_Idle_Pistol: cargo_base_idle_pistol
  541. {
  542. actions="AUR_01_IdlePistolActions";
  543. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_idlepistol.rtm";
  544. speed=100000;
  545. aiming="aimingRifleSlingDefault";
  546. aimingBody="aimingUpRifleSlingDefault";
  547. InterpolateTo[]=
  548. {
  549. "AUR_01_Aim_Pistol",
  550. 0.1,
  551. "AUR_01_Aim_FromPistol",
  552. 0.1,
  553. "AUR_01_Die_Pistol",
  554. 0.1
  555. };
  556. variantsAI[]=
  557. {
  558. "AUR_01_Idle_Pistol_Idling",
  559. 1
  560. };
  561. variantsPlayer[]=
  562. {
  563. "AUR_01_Idle_Pistol_Idling",
  564. 1
  565. };
  566. };
  567. class AUR_01_Idle_Pistol_No_Actions: AUR_01_Idle_Pistol
  568. {
  569. actions="NoActions";
  570. variantsPlayer[]={};
  571. variantsAI[]={};
  572. ConnectTo[]={};
  573. InterpolateTo[]={};
  574. };
  575. class AUR_01_Idle_Pistol_Idling: AUR_01_Idle
  576. {
  577. variantsPlayer[]={};
  578. headBobStrength=0;
  579. soundEnabled=1;
  580. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_idlepistol1.rtm";
  581. speed=-10;
  582. ConnectTo[]=
  583. {
  584. "AUR_01_Idle_Pistol",
  585. 0.1
  586. };
  587. };
  588. class AUR_01_Aim_ToPistol: AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon
  589. {
  590. actions="AUR_01_PistolActions";
  591. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aimtopistol.rtm";
  592. speed=2;
  593. ConnectTo[]=
  594. {
  595. "AUR_01_Aim_ToPistol_End",
  596. 0.1
  597. };
  598. InterpolateTo[]={};
  599. };
  600. class AUR_01_Aim_ToPistol_End: AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end
  601. {
  602. actions="AUR_01_PistolActions";
  603. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aimtopistol_end.rtm";
  604. speed=1.875;
  605. ConnectTo[]=
  606. {
  607. "AUR_01_Aim_Pistol",
  608. 0.1
  609. };
  610. InterpolateTo[]={};
  611. };
  612. class AUR_01_Aim_FromPistol: AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon
  613. {
  614. actions="AUR_01_PistolActions";
  615. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aimFrompistol.rtm";
  616. speed=2.3076921;
  617. ConnectTo[]=
  618. {
  619. "AUR_01_Aim_FromPistol_End",
  620. 0.1
  621. };
  622. InterpolateTo[]={};
  623. };
  624. class AUR_01_Aim_FromPistol_End: AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end
  625. {
  626. actions="AUR_01_Actions";
  627. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_aimfrompistol_end.rtm";
  628. aiming="aimingDefault";
  629. aimingBody="aimingUpDefault";
  630. speed=2;
  631. leftHandIKCurve[]={0,0,0.5,1};
  632. ConnectTo[]=
  633. {
  634. "AUR_01_Aim",
  635. 0.1
  636. };
  637. InterpolateTo[]={};
  638. };
  639. class AUR_01_Die: DefaultDie
  640. {
  641. actions="AUR_01_DeadActions";
  642. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_die.rtm";
  643. speed=1;
  644. looped="false";
  645. terminal=1;
  646. ragdoll=1;
  647. ConnectTo[]=
  648. {
  649. "Unconscious",
  650. 0.1
  651. };
  652. InterpolateTo[]={};
  653. };
  654. class AUR_01_Die_Pistol: AUR_01_Die
  655. {
  656. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_die.rtm";
  657. actions="AUR_01_DeadActions";
  658. showHandGun=1;
  659. };
  660. };
  661. class BlendAnims;
  662. };
  663. class CfgGesturesMale
  664. {
  665. skeletonName="OFP2_ManSkeleton";
  666. class ManActions
  667. {
  668. };
  669. class Actions
  670. {
  671. class NoActions
  672. {
  673. turnSpeed=0;
  674. upDegree=0;
  675. limitFast=1;
  676. useFastMove=0;
  677. stance="ManStanceUndefined";
  678. };
  679. };
  680. class Default
  681. {
  682. actions="NoActions";
  683. file="";
  684. looped=1;
  685. speed=0.5;
  686. static=0;
  687. relSpeedMin=1;
  688. relSpeedMax=1;
  689. soundEnabled=0;
  690. soundOverride="";
  691. soundEdge[]={0.5,1};
  692. terminal=0;
  693. ragdoll=0;
  694. equivalentTo="";
  695. connectAs="";
  696. connectFrom[]={};
  697. connectTo[]={};
  698. interpolateWith[]={};
  699. interpolateTo[]={};
  700. interpolateFrom[]={};
  701. mask="empty";
  702. interpolationSpeed=6;
  703. interpolationRestart=0;
  704. preload=0;
  705. disableWeapons=1;
  706. enableOptics=0;
  707. showWeaponAim=1;
  708. enableMissile=1;
  709. enableBinocular=1;
  710. showItemInHand=0;
  711. showItemInRightHand=0;
  712. showHandGun=0;
  713. canPullTrigger=1;
  714. Walkcycles=1;
  715. headBobMode=0;
  716. headBobStrength=0;
  717. leftHandIKBeg=0;
  718. leftHandIKEnd=0;
  719. rightHandIKBeg=0;
  720. rightHandIKEnd=0;
  721. leftHandIKCurve[]={1};
  722. rightHandIKCurve[]={1};
  723. forceAim=0;
  724. };
  725. class States
  726. {
  727. class AUR_01_Jump1: Default
  728. {
  729. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_Jump1.rtm";
  730. minPlayTime=1;
  731. looped=0;
  732. speed=0.2;
  733. mask="AUR_Jump_Rope";
  734. disableWeapons=0;
  735. disableWeaponsLong=0;
  736. weaponLowered=0;
  737. showWeaponAim=0;
  738. showHandGun=1;
  739. canPullTrigger=1;
  740. canReload=0;
  741. terminal=0;
  742. limitGunMovement=0;
  743. preload=1;
  744. interpolateTo[]=
  745. {
  746. "AUR_01_Jump1",
  747. 0.0099999998,
  748. "AUR_01_Jump2",
  749. 0.0099999998,
  750. "AUR_01_Jump3",
  751. 0.0099999998
  752. };
  753. };
  754. class AUR_01_Jump2: AUR_01_Jump1
  755. {
  756. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_Jump2.rtm";
  757. speed=9.9999999e-009;
  758. };
  759. class AUR_01_Jump3: AUR_01_Jump1
  760. {
  761. file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_Jump3.rtm";
  762. speed=0.85000002;
  763. };
  764. };
  765. class BlendAnims
  766. {
  767. class MaskStart
  768. {
  769. weight=0.85000002;
  770. };
  771. empty[]={};
  772. AUR_Jump_Rope[]=
  773. {
  774. "head",
  775. 0.0099999998,
  776. "neck1",
  777. 0.0099999998,
  778. "neck",
  779. 0.0099999998,
  780. "weapon",
  781. 0.0099999998,
  782. "Spine1",
  783. 0.0099999998,
  784. "Spine2",
  785. 0.0099999998,
  786. "Spine3",
  787. 0.0099999998,
  788. "Spine",
  789. 0.0099999998,
  790. "Pelvis",
  791. 0.0099999998,
  792. "LeftLeg",
  793. 0.0099999998,
  794. "LeftLegRoll",
  795. 0.0099999998,
  796. "LeftUpLeg",
  797. 0.0099999998,
  798. "LeftUpLegRoll",
  799. 0.0099999998,
  800. "LeftFoot",
  801. 0.0099999998,
  802. "LeftToeBase",
  803. 0.0099999998,
  804. "RightLeg",
  805. 0.0099999998,
  806. "RightLegRoll",
  807. 0.0099999998,
  808. "RightUpLeg",
  809. 0.0099999998,
  810. "RightUpLegRoll",
  811. 0.0099999998,
  812. "RightFoot",
  813. 0.0099999998,
  814. "RightToeBase",
  815. 0.0099999998
  816. };
  817. };
  818. };
  819. class cfgMods
  820. {
  821. author="76561198131707990";
  822. timepacked="1469306894";
  823. };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement