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  1. #define _ARMA_
  2.  
  3. //Class animals_f : Fishes\config.bin{
  4. class CfgMovesAnimal_Base_F
  5. {
  6.     access = 1;
  7.     collisionVertexPattern[] = {};
  8.     collisionGeomCompPattern[] = {1};
  9.     class Default
  10.     {
  11.         access = 3;
  12.         file = "";
  13.         looped = 1;
  14.         speed = 0.5;
  15.         disableWeapons = 1;
  16.         enableOptics = 1;
  17.         disableWeaponsLong = 0;
  18.         canreload = 1;
  19.         showWeaponAim = 1;
  20.         enableMissile = 0;
  21.         enableBinocular = 0;
  22.         showItemInHand = 0;
  23.         showItemInRightHand = 0;
  24.         showHandGun = 0;
  25.         onLandBeg = 0;
  26.         onLandEnd = 0;
  27.         onLadder = 0;
  28.         canPullTrigger = 1;
  29.         duty = -0.51;
  30.         predictSpeedCoef = 1;
  31.         visibleSize = 1;
  32.         aimPrecision = 1;
  33.         relSpeedMin = 1.0;
  34.         relSpeedMax = 1.0;
  35.         soundEnabled = 1;
  36.         soundOverride = "";
  37.         soundEdge[] = {0.5,1};
  38.         soundEdge1 = 0.5;
  39.         soundEdge2 = 1;
  40.         terminal = 0;
  41.         limitGunMovement = 1;
  42.         variantsPlayer[] = {};
  43.         variantsAI[] = {};
  44.         equivalentTo = "";
  45.         connectAs = "";
  46.         variantAfter[] = {5,10,20};
  47.         connectFrom[] = {};
  48.         connectTo[] = {};
  49.         interpolateWith[] = {};
  50.         interpolateTo[] = {};
  51.         interpolateFrom[] = {};
  52.         aiming = "aimingNo";
  53.         leaning = "aimingNo";
  54.         untiltWeapon = "aimingNo";
  55.         aimingBody = "aimingUpDefault";
  56.         legs = "legsNo";
  57.         head = "headDefault";
  58.         leaningFactorBeg = 0;
  59.         leaningFactorEnd = 0;
  60.         leaningFactorZeroPoint = -1;
  61.         leaningCorrectionAngleBeg = 0;
  62.         leaningCorrectionAngleEnd = 0;
  63.         interpolationSpeed = 6;
  64.         interpolationRestart = 0;
  65.         hasCollShapeSafe = 0;
  66.         collisionShapeSafe = "";
  67.         boundingSphere = 1;
  68.         enableDirectControl = 1;
  69.         enableAutoActions = 0;
  70.         leftHandIKBeg = 0;
  71.         leftHandIKEnd = 0;
  72.         leftHandIKCurve = 0;
  73.         rightHandIKCurve = 0;
  74.         rightHandIKBeg = 0;
  75.         rightHandIKEnd = 0;
  76.         weaponIK = 0;
  77.         preload = 0;
  78.         walkcycles = 1;
  79.         forceAim = 0;
  80.         showDisposableGun = 0;
  81.         headBobStrength = 0.5;
  82.         headBobMode = 1;
  83.     };
  84.     class StandBase: Default
  85.     {
  86.         duty = -1;
  87.         head = "headDefault";
  88.         speed = 1e+010;
  89.         relSpeedMin = 0.7;
  90.         relSpeedMax = 1.1;
  91.         looped = 1;
  92.         soundEnabled = 1;
  93.         enableDirectControl = 0;
  94.         disableWeapons = 1;
  95.         disableWeaponsLong = 1;
  96.     };
  97.     class DefaultDie: Default
  98.     {
  99.         aiming = "aimingNo";
  100.         legs = "legsNo";
  101.         head = "headNo";
  102.     };
  103.     class ManActions
  104.     {
  105.         Stop = "";
  106.         StopRelaxed = "";
  107.         TurnL = "";
  108.         TurnR = "";
  109.         TurnLRelaxed = "";
  110.         TurnRRelaxed = "";
  111.         Default = "";
  112.         JumpOff = "";
  113.         ReloadMagazine = "";
  114.         ReloadMGun = "";
  115.         ReloadAT = "";
  116.         ReloadMortar = "";
  117.         ThrowGrenade = "";
  118.         WalkF = "";
  119.         WalkLF = "";
  120.         WalkRF = "";
  121.         WalkL = "";
  122.         WalkR = "";
  123.         WalkLB = "";
  124.         WalkRB = "";
  125.         WalkB = "";
  126.         SlowF = "";
  127.         SlowLF = "";
  128.         SlowRF = "";
  129.         SlowL = "";
  130.         SlowR = "";
  131.         SlowLB = "";
  132.         SlowRB = "";
  133.         SlowB = "";
  134.         FastF = "";
  135.         FastLF = "";
  136.         FastRF = "";
  137.         FastL = "";
  138.         FastR = "";
  139.         FastLB = "";
  140.         FastRB = "";
  141.         FastB = "";
  142.         EvasiveForward = "";
  143.         EvasiveLeft = "";
  144.         EvasiveRight = "";
  145.         EvasiveBack = "";
  146.         StartSwim = "";
  147.         StopSwim = "";
  148.         Down = "";
  149.         Up = "";
  150.         PlayerStand = "";
  151.         PlayerCrouch = "";
  152.         PlayerProne = "";
  153.         Lying = "";
  154.         Stand = "";
  155.         Combat = "";
  156.         Crouch = "";
  157.         CanNotMove = "";
  158.         Civil = "";
  159.         CivilLying = "";
  160.         FireNotPossible = "";
  161.         Die = "";
  162.         WeaponOn = "";
  163.         WeaponOff = "";
  164.         StrokeFist = "";
  165.         StrokeGun = "";
  166.         SitDown = "";
  167.         Salute = "";
  168.         BinocOn = "";
  169.         BinocOff = "";
  170.         PutDown = "";
  171.         PutDownEnd = "";
  172.         Medic = "";
  173.         Treated = "";
  174.         LadderOnDown = "";
  175.         LadderOnUp = "";
  176.         LadderOff = "";
  177.         LadderOffTop = "";
  178.         LadderOffBottom = "";
  179.         GetInLow = "";
  180.         GetInMedium = "";
  181.         GetInHigh = "";
  182.         GetOutLow = "";
  183.         GetOutMedium = "";
  184.         GetOutHigh = "";
  185.         TakeFlag = "";
  186.         HandGunOn = "";
  187.         LookAround = "";
  188.         Eat = "";
  189.         StopEat = "";
  190.         Rest = "";
  191.         StopRest = "";
  192.     };
  193.     class Actions
  194.     {
  195.         class NoActions: ManActions
  196.         {
  197.             turnSpeed = 8;
  198.             limitFast = 5.5;
  199.             useFastMove = 0;
  200.             stance = "ManStanceUndefined";
  201.             upDegree = 0;
  202.         };
  203.     };
  204.     class Interpolations{};
  205.     transitionsInterpolated[] = {};
  206.     transitionsSimple[] = {};
  207.     transitionsDisabled[] = {};
  208.     class BlendAnims
  209.     {
  210.         aimingDefault[] = {"head",1};
  211.         untiltWeaponDefault[] = {};
  212.         legsDefault[] = {};
  213.         headDefault[] = {"Head",1};
  214.         aimingNo[] = {};
  215.         legsNo[] = {};
  216.         headNo[] = {};
  217.         aimingUpDefault[] = {};
  218.     };
  219. };
  220. class CfgMovesFishes_F: CfgMovesAnimal_Base_F
  221. {
  222.     skeletonName = "Fish_F";
  223.     class Default: Default
  224.     {
  225.         actions = "FishesActions";
  226.         collisionShape = "A3\Animals_F\empty_CollShape.p3d";
  227.     };
  228.     class DefaultDie: Default{};
  229.     class StandBase: Default
  230.     {
  231.         file = "\A3\animals_f\fishes\data\anim\fish_swimcycle.rtm";
  232.     };
  233.     class States
  234.     {
  235.         class Fishes_Swim: StandBase
  236.         {
  237.             file = "\A3\animals_f\fishes\data\anim\fish_swimcycle.rtm";
  238.             looped = 1;
  239.             speed = -0.4;
  240.             connectTo[] = {"Fishes_Stop",1,"Fishes_Swim",1,"Fishes_Swim_S1",1,"Fishes_Swim_S2",1,"Fishes_Swim_S3",1};
  241.             equivalentTo = "Fishes_Swim";
  242.             variantsAI[] = {"Fishes_Swim",0.01,"Fishes_Swim_S1",0.33,"Fishes_Swim_S2",0.33,"Fishes_Swim_S3",0.33};
  243.             variantAfter[] = {0.33,0.33,0.33};
  244.         };
  245.         class Fishes_Swim_S1: StandBase
  246.         {
  247.             file = "\A3\animals_f\fishes\data\anim\fish_swimcycle_long.rtm";
  248.             connectTo[] = {"Fishes_Swim",0.1};
  249.             speed = -0.6;
  250.             variantAfter[] = {0.33,0.33,0.33};
  251.         };
  252.         class Fishes_Swim_S2: StandBase
  253.         {
  254.             file = "\A3\animals_f\fishes\data\anim\fish_swimcycle.rtm";
  255.             connectTo[] = {"Fishes_Swim",0.1};
  256.             speed = -0.5;
  257.             variantAfter[] = {0.33,0.33,0.33};
  258.         };
  259.         class Fishes_Swim_S3: StandBase
  260.         {
  261.             file = "\A3\animals_f\fishes\data\anim\fish_swimcycle_long.rtm";
  262.             connectTo[] = {"Fishes_Swim",0.1};
  263.             speed = -0.8;
  264.             variantAfter[] = {0.33,0.33,0.33};
  265.         };
  266.         class Fishes_Stop: StandBase
  267.         {
  268.             file = "\A3\animals_f\fishes\data\anim\fish_stop.rtm";
  269.             looped = 1;
  270.             speed = 1e+010;
  271.             connectFrom[] = {"Fishes_Swim",1};
  272.             connectTo[] = {"Fishes_Swim",1};
  273.         };
  274.         class Fishes_Die: DefaultDie
  275.         {
  276.             file = "\A3\animals_f\fishes\data\anim\fish_death.rtm";
  277.             speed = -0.7;
  278.             actions = "NoActions";
  279.             looped = "False";
  280.             variantsPlayer[] = {"Fishes_Die",0.5,"Fishes_Die2",0.5};
  281.             variantsAI[] = {};
  282.             variantAfter[] = {0,0,0};
  283.             interpolateFrom[] = {"Fishes_Swim",0.02,"Fishes_Stop",0.2};
  284.             terminal = 1;
  285.         };
  286.         class Fishes_Die2: Fishes_Die
  287.         {
  288.             file = "\A3\animals_f\fishes\data\anim\fish_death_bellyup.rtm";
  289.             speed = -2;
  290.             looped = 0;
  291.             variantAfter[] = {0,0,0};
  292.         };
  293.     };
  294.     class Actions: Actions
  295.     {
  296.         class NoActions: NoActions
  297.         {
  298.             Stop = "Fishes_Stop";
  299.             StopRelaxed = "Fishes_Stop";
  300.             TurnL = "Fishes_Stop";
  301.             TurnR = "Fishes_Stop";
  302.             TurnLRelaxed = "Fishes_Stop";
  303.             TurnRRelaxed = "Fishes_Stop";
  304.             Default = "Fishes_Swim";
  305.             JumpOff = "Fishes_Swim";
  306.             StartSwim = "Fishes_swim";
  307.             StopSwim = "Fishes_Swim";
  308.             WalkF = "Fishes_swim";
  309.             SlowF = "Fishes_swim";
  310.             FastF = "Fishes_swim";
  311.             EvasiveForward = "Fishes_swim";
  312.             Down = "Fishes_Swim";
  313.             Up = "Fishes_Swim";
  314.             PlayerStand = "Fishes_Swim";
  315.             PlayerCrouch = "Fishes_Swim";
  316.             PlayerProne = "Fishes_Swim";
  317.             Lying = "Fishes_Swim";
  318.             Stand = "Fishes_Swim";
  319.             Combat = "Fishes_Swim";
  320.             Crouch = "Fishes_Swim";
  321.             CanNotMove = "Fishes_Stop";
  322.             Civil = "Fishes_Swim";
  323.             CivilLying = "Fishes_Swim";
  324.             FireNotPossible = "Fishes_Swim";
  325.             Die = "Fishes_Swim";
  326.             Eat = "Fishes_Die";
  327.             Rest = "Fishes_Swim";
  328.         };
  329.         class FishesActions: NoActions
  330.         {
  331.             Stop = "Fishes_Stop";
  332.             StopRelaxed = "Fishes_Stop";
  333.             TurnL = "Fishes_Stop";
  334.             TurnR = "Fishes_Stop";
  335.             TurnLRelaxed = "Fishes_Stop";
  336.             TurnRRelaxed = "Fishes_Stop";
  337.             Default = "Fishes_Swim";
  338.             JumpOff = "Fishes_Swim";
  339.             StartSwim = "Fishes_swim";
  340.             StopSwim = "Fishes_Swim";
  341.             WalkF = "Fishes_swim";
  342.             SlowF = "Fishes_swim";
  343.             FastF = "Fishes_swim";
  344.             EvasiveForward = "Fishes_swim";
  345.             Down = "Fishes_Swim";
  346.             Up = "Fishes_Swim";
  347.             PlayerStand = "Fishes_Swim";
  348.             PlayerCrouch = "Fishes_Swim";
  349.             PlayerProne = "Fishes_Swim";
  350.             Lying = "Fishes_Swim";
  351.             Stand = "Fishes_Swim";
  352.             Combat = "Fishes_Swim";
  353.             Crouch = "Fishes_Swim";
  354.             CanNotMove = "Fishes_Stop";
  355.             Civil = "Fishes_Swim";
  356.             CivilLying = "Fishes_Swim";
  357.             FireNotPossible = "Fishes_Swim";
  358.             Die = "Fishes_Die";
  359.             Eat = "Fishes_Swim";
  360.             Rest = "Fishes_Stop";
  361.             turnSpeed = 1;
  362.             limitFast = 5.5;
  363.             useFastMove = 0;
  364.             upDegree = "ManPosNoWeapon";
  365.         };
  366.     };
  367.     class BlendAnims: BlendAnims
  368.     {
  369.         aimingDefault[] = {"fish_head",1};
  370.         headDefault[] = {"fish_head",1};
  371.     };
  372. };
  373. class CfgMovesSharks_F: CfgMovesAnimal_Base_F
  374. {
  375.     skeletonName = "Shark_F";
  376.     class Default: Default
  377.     {
  378.         actions = "SharksActions";
  379.         collisionShape = "A3\Animals_F\empty_CollShape.p3d";
  380.     };
  381.     class DefaultDie: Default{};
  382.     class StandBase: Default
  383.     {
  384.         file = "\A3\animals_f\Fishes\data\anim\catshark_swimcycle.rtm";
  385.     };
  386.     class States
  387.     {
  388.         class Sharks_Swim: StandBase
  389.         {
  390.             file = "\A3\animals_f\Fishes\data\anim\catshark_swimcycle.rtm";
  391.             looped = 1;
  392.             speed = -0.7;
  393.             interpolateTo[] = {"Sharks_Die",1,"Sharks_Die2",1};
  394.             connectTo[] = {"Sharks_Stop",1,"Sharks_Swim",1,"Sharks_Swim_S1",1,"Sharks_Swim_S2",1,"Sharks_Swim_S3",1};
  395.             equivalentTo = "Sharks_Swim";
  396.             variantsAI[] = {"Sharks_Swim",0.01,"Sharks_Swim_S1",0.33,"Sharks_Swim_S2",0.33,"Sharks_Swim_S3",0.33};
  397.             variantAfter[] = {0.83,0.83,0.83};
  398.         };
  399.         class Sharks_Swim_S1: StandBase
  400.         {
  401.             file = "\A3\animals_f\Fishes\data\anim\catshark_swimcycle_long.rtm";
  402.             connectTo[] = {"Sharks_Swim",0.1};
  403.             speed = -1.5;
  404.             variantAfter[] = {0.83,0.83,0.83};
  405.         };
  406.         class Sharks_Swim_S2: StandBase
  407.         {
  408.             file = "\A3\animals_f\Fishes\data\anim\catshark_swimcycle.rtm";
  409.             connectTo[] = {"Sharks_Swim",0.1};
  410.             speed = -0.8;
  411.             variantAfter[] = {0.83,0.83,0.83};
  412.         };
  413.         class Sharks_Swim_S3: StandBase
  414.         {
  415.             file = "\A3\animals_f\Fishes\data\anim\catshark_swimcycle_long.rtm";
  416.             connectTo[] = {"Sharks_Swim",0.1};
  417.             speed = -1.4;
  418.             variantAfter[] = {0.83,0.83,0.83};
  419.         };
  420.         class Sharks_Stop: StandBase
  421.         {
  422.             file = "\A3\animals_f\Fishes\data\anim\catshark_stop.rtm";
  423.             looped = 1;
  424.             speed = -1.5;
  425.             connectFrom[] = {"Sharks_Swim",1};
  426.             connectTo[] = {"Sharks_Swim",1};
  427.         };
  428.         class Sharks_Die: DefaultDie
  429.         {
  430.             file = "\A3\animals_f\fishes\data\anim\catshark_death.rtm";
  431.             speed = -0.7;
  432.             actions = "NoActions";
  433.             looped = "False";
  434.             variantsPlayer[] = {"Sharks_Die",0.5,"Sharks_Die2",0.5};
  435.             variantsAI[] = {};
  436.             variantAfter[] = {0,0,0};
  437.             interpolateFrom[] = {"Sharks_Swim",0.02,"Sharks_Stop",0.2};
  438.             interpolateTo[] = {"Sharks_Die",1,"Sharks_Die2",1};
  439.             terminal = 1;
  440.         };
  441.         class Sharks_Die2: Sharks_Die
  442.         {
  443.             file = "\A3\animals_f\fishes\data\anim\catshark_death_bellyup.rtm";
  444.             speed = -2;
  445.             looped = 0;
  446.             variantAfter[] = {0,0,0};
  447.         };
  448.     };
  449.     class Actions: Actions
  450.     {
  451.         class NoActions: NoActions
  452.         {
  453.             Stop = "Sharks_Stop";
  454.             StopRelaxed = "Sharks_Stop";
  455.             TurnL = "Sharks_Stop";
  456.             TurnR = "Sharks_Stop";
  457.             TurnLRelaxed = "Sharks_Stop";
  458.             TurnRRelaxed = "Sharks_Stop";
  459.             Default = "Sharks_Swim";
  460.             JumpOff = "Sharks_Swim";
  461.             StartSwim = "Sharks_swim";
  462.             StopSwim = "Sharks_Swim";
  463.             WalkF = "Sharks_swim";
  464.             SlowF = "Sharks_swim";
  465.             FastF = "Sharks_swim";
  466.             EvasiveForward = "Sharks_swim";
  467.             Down = "Sharks_Swim";
  468.             Up = "Sharks_Swim";
  469.             PlayerStand = "Sharks_Swim";
  470.             PlayerCrouch = "Sharks_Swim";
  471.             PlayerProne = "Sharks_Swim";
  472.             Lying = "Sharks_Swim";
  473.             Stand = "Sharks_Swim";
  474.             Combat = "Sharks_Swim";
  475.             Crouch = "Sharks_Swim";
  476.             CanNotMove = "Sharks_Stop";
  477.             Civil = "Sharks_Swim";
  478.             CivilLying = "Sharks_Swim";
  479.             FireNotPossible = "Sharks_Swim";
  480.             Die = "Sharks_Die";
  481.             Eat = "Sharks_Swim";
  482.             Rest = "Sharks_Swim";
  483.         };
  484.         class SharksActions: NoActions
  485.         {
  486.             Stop = "Sharks_Stop";
  487.             StopRelaxed = "Sharks_Stop";
  488.             TurnL = "Sharks_Stop";
  489.             TurnR = "Sharks_Stop";
  490.             TurnLRelaxed = "Sharks_Stop";
  491.             TurnRRelaxed = "Sharks_Stop";
  492.             Default = "Sharks_Swim";
  493.             JumpOff = "Sharks_Swim";
  494.             StartSwim = "Sharks_swim";
  495.             StopSwim = "Sharks_Swim";
  496.             WalkF = "Sharks_swim";
  497.             SlowF = "Sharks_swim";
  498.             FastF = "Sharks_swim";
  499.             EvasiveForward = "Sharks_swim";
  500.             Down = "Sharks_Swim";
  501.             Up = "Sharks_Swim";
  502.             PlayerStand = "Sharks_Swim";
  503.             PlayerCrouch = "Sharks_Swim";
  504.             PlayerProne = "Sharks_Swim";
  505.             Lying = "Sharks_Swim";
  506.             Stand = "Sharks_Swim";
  507.             Combat = "Sharks_Swim";
  508.             Crouch = "Sharks_Swim";
  509.             CanNotMove = "Sharks_Stop";
  510.             Civil = "Sharks_Swim";
  511.             CivilLying = "Sharks_Swim";
  512.             FireNotPossible = "Sharks_Swim";
  513.             Die = "Sharks_Die";
  514.             Eat = "Sharks_Swim";
  515.             Rest = "Sharks_Swim";
  516.             turnSpeed = 1;
  517.             limitFast = 5.5;
  518.             useFastMove = 0;
  519.             upDegree = "ManPosNoWeapon";
  520.         };
  521.     };
  522.     class BlendAnims: BlendAnims
  523.     {
  524.         aimingDefault[] = {"fish_head",1};
  525.         headDefault[] = {"fish_head",1};
  526.     };
  527. };
  528. class CfgPatches
  529. {
  530.     class A3_Animals_F_Fishes
  531.     {
  532.         units[] = {"Salema_F","Ornate_random_F","Mackerel_F","Tuna_F","Mullet_F","CatShark_F"};
  533.         weapons[] = {};
  534.         requiredVersion = 0.1;
  535.         requiredAddons[] = {"A3_Animals_F"};
  536.     };
  537. };
  538. class CfgVehicles
  539. {
  540.     class Animal_Base_F;
  541.     class Fish_Base_F: Animal_Base_F
  542.     {
  543.         moves = "CfgMovesFishes_F";
  544.         memoryPointAim = "pilot";
  545.         memoryPointCameraTarget = "camera";
  546.         minHeight = "(-1 * waterDepth)";
  547.         avgHeight = "(-1 * waterDepth)/4";
  548.         maxHeight = -1.5;
  549.         straightDistance = 2;
  550.         turning = 5;
  551.         class VariablesScalar
  552.         {
  553.             _threatMaxRadius = 5;
  554.             _runDistanceMax = 25;
  555.             _movePrefer = 1;
  556.             _formationPrefer = 0.7;
  557.             _scareLimit = 0.2;
  558.             _dangerLimit = 1.0;
  559.             _walkSpeed = -1;
  560.         };
  561.         class VariablesString
  562.         {
  563.             _expSafe = "waterDepth interpolate [2,3,0,1]";
  564.             _expDanger = "waterDepth interpolate [2,3,0,1]";
  565.         };
  566.     };
  567.     class Salema_F: Fish_Base_F
  568.     {
  569.         scope = 1;
  570.         displayName = "$STR_A3_CfgVehicles_Salema_F0";
  571.         model = "\A3\animals_f\Fishes\Salema_porgy_F.p3d";
  572.     };
  573.     class Ornate_random_F: Fish_Base_F
  574.     {
  575.         scope = 1;
  576.         displayName = "$STR_A3_CfgVehicles_Ornate_random_F0";
  577.         model = "\A3\animals_f\Fishes\ornate_F.p3d";
  578.     };
  579.     class Mackerel_F: Fish_Base_F
  580.     {
  581.         scope = 1;
  582.         displayName = "$STR_A3_CfgVehicles_Mackerel_F0";
  583.         model = "\A3\animals_f\Fishes\mackerel_F.p3d";
  584.     };
  585.     class Tuna_F: Fish_Base_F
  586.     {
  587.         scope = 1;
  588.         displayName = "$STR_A3_CfgVehicles_Tuna_F0";
  589.         model = "\A3\animals_f\Fishes\tuna_F.p3d";
  590.         moves = "CfgMovesSharks_F";
  591.         hasGeometry = 1;
  592.     };
  593.     class Mullet_F: Fish_Base_F
  594.     {
  595.         scope = 1;
  596.         displayName = "$STR_A3_CfgVehicles_Mullet_F0";
  597.         model = "\A3\animals_f\Fishes\Mullet_F.p3d";
  598.     };
  599.     class CatShark_F: Fish_Base_F
  600.     {
  601.         scope = 1;
  602.         displayName = "$STR_A3_CfgVehicles_CatShark_F0";
  603.         model = "\A3\animals_f\Fishes\CatShark_F.p3d";
  604.         moves = "CfgMovesSharks_F";
  605.     };
  606. };
  607. //};
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