Ranwer135 308 Posted June 17, 2014 (edited) Hi guys, I've been working on a config.cpp for my upcoming release of DSS Mod. The only problems i'm having with it is pretty much "Animations". (its giving me errors insanely, and the character in the game looks static) Here is the config.cpp: // ----------------------------------------// Dynamic Survival Sandbox - Zombies // 0.1 Alpha // By: RanWer // // Config // ---------------------------------------- // ---------------------------------------- // Define variables #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define WeaponNoSlot 0 // dummy weapon #define WeaponSlotPrimary 1 // primary weapon #define WeaponSlotHandGun 2 // handGun/sidearm #define WeaponSlotSecondary 4 // secondary weapon #define WeaponSlotHandGunItem 16 // sidearm/GL magazines #define WeaponSlotItem 256 // main magazines, items, explosives #define WeaponSlotBinocular 4096 // binocular, NVG, LD, equipment #define WeaponHardMounted 65536 // ---------------------------------------- // Version config class CfgPatches { class DSS_ZMB { units[] = {}; weapons[] = {}; author[] = {"RanWer"}; versionDesc = "DSS Zombies 0.1 Alpha"; version = 0.1; }; }; // ---------------------------------------- // Animations config class CfgMovesMaleSdr; class CfgMovesDSSZmb : CfgMovesMaleSdr { class Default; class StandBase; class DefaultDie; class ManActions; class Actions { class NoActions : ManActions { access = ReadOnlyVerified; GestureSpasm0[] = {"GestureSpasm0", "Gesture"}; GestureSpasm1[] = {"GestureSpasm1", "Gesture"}; GestureSpasm2[] = {"GestureSpasm2", "Gesture"}; GestureSpasm3[] = {"GestureSpasm3", "Gesture"}; GestureSpasm4[] = {"GestureSpasm4", "Gesture"}; GestureSpasm5[] = {"GestureSpasm5", "Gesture"}; GestureSpasm6[] = {"GestureSpasm6", "Gesture"}; GestureSpasm0weak[] = {"GestureSpasm0weak", "Gesture"}; GestureSpasm1weak[] = {"GestureSpasm1weak", "Gesture"}; GestureSpasm2weak[] = {"GestureSpasm2weak", "Gesture"}; GestureSpasm3weak[] = {"GestureSpasm3weak", "Gesture"}; GestureSpasm4weak[] = {"GestureSpasm4weak", "Gesture"}; GestureSpasm5weak[] = {"GestureSpasm5weak", "Gesture"}; GestureSpasm6weak[] = {"GestureSpasm6weak", "Gesture"}; gestureHi[] = {"", ""}; gestureHiB[] = {"", ""}; gestureHiC[] = {"", ""}; GestureLegPush[] = {"", ""}; GestureNod[] = {"", ""}; GestureAgonyCargo[] = {"", ""}; ladderOnDown = ""; ladderOnUp = ""; grabCarried = ""; turnSpeed = 1; limitFast = 5; leanRRot = 0; leanRShift = 0; leanLRot = 0; leanLShift = 0; upDegree = -1; useFastMove = 0; }; class DSS_ZMB_Dead_Actions : NoActions { upDegree = "ManPosDead"; LadderOnDown = ""; LadderOnUp = ""; TestDriver = ""; TestDriverOut = ""; TestGunner = ""; }; class DSS_ZMB_BasicActions : NoActions { default = "DSS_ZMB_HasTarget_Still"; stop = "DSS_ZMB_HasTarget_Still"; turnL = "DSS_ZMB_HasTarget_Still_TurnLeft"; turnR = "DSS_ZMB_HasTarget_Still_TurnRight"; stopRelaxed = "DSS_ZMB_HasTarget_Still"; turnLRelaxed = "DSS_ZMB_HasTarget_Still_TurnLeft"; turnRRelaxed = "DSS_ZMB_HasTarget_Still_TurnRight"; die = "DSS_ZMB_HasTarget_Still_Die_1"; reloadMagazine = ""; reloadMGun = ""; reloadMortar = ""; throwGrenade = ""; walkF = "DSS_ZMB_HasTarget_WalkFast"; walkLF = ""; walkRF = ""; walkL = ""; walkR = ""; walkLB = ""; walkRB = ""; walkB = ""; slowF = "DSS_ZMB_HasTarget_Run"; slowLF = ""; slowRF = ""; slowL = ""; slowR = ""; slowLB = ""; slowRB = ""; slowB = ""; fastF = ""; fastLF = ""; fastRF = ""; fastL = ""; fastR = ""; fastLB = ""; fastRB = ""; fastB = ""; EvasiveForward = ""; EvasiveLeft = ""; EvasiveRight = ""; down = "DSS_ZMB_Prone_Still"; up = "DSS_ZMB_NoTarget_Still"; Lying = "DSS_ZMB_Prone_Still"; Crouch = "DSS_ZMB_NoTarget_Still"; Stand = "DSS_ZMB_HasTarget_Still"; Combat = "DSS_ZMB_HasTarget_Still"; PlayerProne = "DSS_ZMB_Prone_Still"; PlayerCrouch = "DSS_ZMB_NoTarget_Still"; PlayerStand = "DSS_ZMB_HasTarget_Still"; weaponOn = ""; weaponOff = ""; binocOn = ""; binocOff = ""; handGunOn = ""; takeFlag = ""; putDown = ""; medic = ""; treated = ""; ladderOnDown = ""; ladderOnUp = ""; CanNotMove = "DSS_ZMB_HasTarget_Still"; Civil = "DSS_ZMB_HasTarget_Still"; CivilLying = ""; FireNotPossible = "DSS_ZMB_HasTarget_Still"; strokeFist = ""; strokeGun = ""; GetInLow = ""; GetInMedium = ""; GetInHigh = ""; GetOutLow = ""; GetOutMedium = ""; GetOutHigh = ""; startSwim = ""; getOver = ""; sitDown = ""; salute = ""; saluteOff = ""; Surrender = ""; turnSpeed = 8; limitFast = 4; leanRRot = 0.57; leanRShift = 0.1; leanLRot = 0.57; leanLShift = 0.07; upDegree = "ManPosNoWeapon"; grabDragged = ""; grabDrag = ""; diary = ""; }; class DSS_ZMB_NoTarget_Still_Actions : DSS_ZMB_BasicActions { default = "DSS_ZMB_NoTarget_Still"; stop = "DSS_ZMB_NoTarget_Still"; turnL = "DSS_ZMB_NoTarget_Still_TurnLeft"; turnR = "DSS_ZMB_NoTarget_Still_TurnRight"; die = "DSS_ZMB_NoTarget_Still_Die_1"; walkF = "DSS_ZMB_NoTarget_WalkSlow"; slowF = "DSS_ZMB_NoTarget_WalkFast"; Lying = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; Crouch = "DSS_ZMB_NoTarget_Still"; Stand = "DSS_ZMB_HasTarget_Still"; Combat = "DSS_ZMB_HasTarget_Still"; PlayerProne = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; PlayerCrouch = "DSS_ZMB_NoTarget_Still"; PlayerStand = "DSS_ZMB_HasTarget_Still"; CivilLying = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; Civil = "DSS_ZMB_NoTarget_Still"; up = "DSS_ZMB_HasTarget_Still"; down = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; }; class DSS_ZMB_NoTarget_WalkSlow_Actions : DSS_ZMB_NoTarget_Still_Actions { Stand = "DSS_ZMB_HasTarget_WalkFast"; PlayerStand = "DSS_ZMB_HasTarget_WalkFast"; up = "DSS_ZMB_HasTarget_WalkFast"; }; class DSS_ZMB_NoTarget_WalkFast_Actions : DSS_ZMB_NoTarget_Still_Actions { Stand = "DSS_ZMB_HasTarget_Run"; PlayerStand = "DSS_ZMB_HasTarget_Run"; up = "DSS_ZMB_HasTarget_Run"; }; class DSS_ZMB_HasTarget_Still_Actions : DSS_ZMB_BasicActions { default = "DSS_ZMB_HasTarget_Still"; stop = "DSS_ZMB_HasTarget_Still"; turnL = "DSS_ZMB_HasTarget_Still_TurnLeft"; turnR = "DSS_ZMB_HasTarget_Still_TurnRight"; die = "DSS_ZMB_HasTarget_Still_Die_1"; walkF = "DSS_ZMB_HasTarget_WalkFast"; slowF = "DSS_ZMB_HasTarget_Run"; Lying = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; Crouch = "DSS_ZMB_NoTarget_Still"; Stand = "DSS_ZMB_HasTarget_Still"; Combat = "DSS_ZMB_HasTarget_Still"; PlayerProne = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; PlayerCrouch = "DSS_ZMB_NoTarget_Still"; PlayerStand = "DSS_ZMB_HasTarget_Still"; CivilLying = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; Civil = "DSS_ZMB_HasTarget_Still"; up = "DSS_ZMB_NoTarget_Still"; down = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; }; class DSS_ZMB_HasTarget_WalkFast_Actions : DSS_ZMB_HasTarget_Still_Actions { Crouch = "DSS_ZMB_NoTarget_WalkSlow"; PlayerCrouch = "DSS_ZMB_NoTarget_WalkSlow"; up = "DSS_ZMB_NoTarget_WalkSlow"; }; class DSS_ZMB_HasTarget_Run_Actions : DSS_ZMB_HasTarget_Still_Actions { Crouch = "DSS_ZMB_NoTarget_WalkFast"; PlayerCrouch = "DSS_ZMB_NoTarget_WalkFast"; up = "DSS_ZMB_NoTarget_WalkFast"; }; class DSS_ZMB_Prone_Still_Actions : DSS_ZMB_BasicActions { default = "DSS_ZMB_Prone_Still"; stop = "DSS_ZMB_Prone_Still"; turnL = "DSS_ZMB_Prone_Still_TurnLeft"; turnR = "DSS_ZMB_Prone_Still_TurnRight"; stopRelaxed = "DSS_ZMB_Prone_Still"; turnLRelaxed = "DSS_ZMB_Prone_Still_TurnLeft"; turnRRelaxed = "DSS_ZMB_Prone_Still_TurnRight"; die = "DSS_ZMB_Prone_Still_Die"; walkF = "DSS_ZMB_Prone_CrawlSlow"; slowF = "DSS_ZMB_Prone_CrawlFast"; Lying = "DSS_ZMB_Prone_Still"; Crouch = "DSS_ZMB_Prone_Still_To_NoTarget_Still"; Stand = "DSS_ZMB_Prone_Still_To_HasTarget_Still"; Combat = "DSS_ZMB_Prone_Still"; PlayerProne = "DSS_ZMB_Prone_Still"; PlayerCrouch = "DSS_ZMB_Prone_Still_To_NoTarget_Still"; PlayerStand = "DSS_ZMB_Prone_Still_To_HasTarget_Still"; CivilLying = "DSS_ZMB_Prone_Still"; Civil = "DSS_ZMB_Prone_Still"; up = "DSS_ZMB_Prone_Still_To_NoTarget_Still"; down = "DSS_ZMB_Prone_Still_To_HasTarget_Still"; CanNotMove = ""; FireNotPossible = ""; upDegree = "ManPosLyingNoWeapon"; }; }; primaryActionMaps[] = {"DSS_ZMB_HasTarget_Still_Actions", "DSS_ZMB_NoTarget_Still_Actions", "DSS_ZMB_Prone_Still_Actions", "DSS_ZMB_Dead_Actions"}; class States { // dead class DSS_ZMB_DeadState : Default { actions = "DSS_ZMB_Dead_Actions"; file = "\dss_zombies\animations\BPZombie_Death.rtm"; speed = 1.67; looped = false; onLandBeg = true; onLandEnd = true; soundEnabled = false; terminal = true; canPullTrigger = true; headBobMode = 2; ConnectTo[] = {}; ConnectFrom[] = {"DSS_ZMB_NoTarget_Still_Die_1", 1.0, "DSS_ZMB_HasTarget_Still_Die_1", 1.0, "DSS_ZMB_Prone_Still_Die", 1.0}; InterpolateTo[] = {}; InterpolateFrom[] = {"DSS_ZMB_NoTarget_Still_Die_1", 1.0, "DSS_ZMB_HasTarget_Still_Die_1", 1.0, "DSS_ZMB_Prone_Still_Die", 1.0}; }; // transform animation base class DSS_ZMB_Transform_Animation_Base : Default { visibleSize = 0.500125; looped = false; soundEnabled = true; enableOptics = false; leftHandIKBeg = true; leftHandIKCurve[] = {1}; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKCurve[] = {1}; rightHandIKEnd = true; soundEdge[] = {0.01}; headBobStrength = 0.164179; headBobMode = 2; ConnectTo[] = {}; ConnectFrom[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 1.0, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 1.0}; InterpolateTo[] = {}; InterpolateFrom[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 1.0, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 1.0}; }; // no target - still class DSS_ZMB_NoTarget_Still : StandBase { actions = "DSS_ZMB_NoTarget_Still_Actions"; speed = 1e+010; duty = -1; file = "\dss_zombies\animations\BPZombie_Idle.rtm"; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wrfl.p3d"; showWeaponAim = false; disableWeapons = true; canPullTrigger = false; looped = true; soundEnabled = false; enableBinocular = false; preload = false; leftHandIKBeg = true; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKEnd = true; enableOptics = -1; relSpeedMin = 0.7; relSpeedMax = 1.1; leaningFactorBeg = 0; leaningFactorEnd = 0; aiming = "aimingCivil"; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still_TurnLeft", 0.02, "DSS_ZMB_NoTarget_Still_TurnRight", 0.02, "DSS_ZMB_NoTarget_Still_Die_1", 0.01, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02}; }; // no target - still - turn left class DSS_ZMB_NoTarget_Still_TurnLeft : DSS_ZMB_NoTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90L"; speed = 0.5; connectTo[] = {"DSS_ZMB_NoTarget_Still", 0.02}; }; // no target - still - turn right class DSS_ZMB_NoTarget_Still_TurnRight : DSS_ZMB_NoTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90R"; speed = 0.5; connectTo[] = {"DSS_ZMB_NoTarget_Still", 0.02}; }; // no target - still - die class DSS_ZMB_NoTarget_Still_Die_1 : DefaultDie { actions = "ZMB_INF_Dead_Actions"; file = "\dss_zombies\animations\BPZombie_Death.rtm"; speed = 0.45; equivalentTo = "DSS_ZMB_NoTarget_Still_Die_1"; variantsPlayer[] = {"DSS_ZMB_NoTarget_Still_Die_1", 0.33}; variantsAI[] = {"DSS_ZMB_NoTarget_Still_Die_1", 0.33}; variantAfter[] = {0, 0, 0}; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; collisionShapeSafe = ""; canPullTrigger = false; soundOverride = "bodyfall"; terminal = true; onLandEnd = true; looped = false; ConnectTo[] = {"DSS_ZMB_DeadState", 1.0}; InterpolateTo[] = {}; }; // no target - still -> prone - still class DSS_ZMB_NoTarget_Still_To_Prone_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 1e+010; onLandBeg = false; onLandEnd = true; soundOverride = "laydown"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_Die", 0.01}; }; // no target - walk slow class DSS_ZMB_NoTarget_WalkSlow : DSS_ZMB_NoTarget_Still { actions = "DSS_ZMB_NoTarget_WalkSlow_Actions"; file = "\dss_zombies\animations\BPZombie_Walk1.rtm"; speed = 0.2; duty = -1; soundOverride = "walk"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.015, "DSS_ZMB_NoTarget_Still_Die_1", 0.01, "DSS_ZMB_NoTarget_WalkFast", 0.015, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02}; }; // no target - walk fast class DSS_ZMB_NoTarget_WalkFast : DSS_ZMB_NoTarget_Still { actions = "DSS_ZMB_NoTarget_WalkFast_Actions"; file = "\dss_zombies\animations\BPZombie_Walk2.rtm"; speed = 0.6; duty = -1; soundOverride = "run"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_Still_Die_1", 0.01, "DSS_ZMB_NoTarget_WalkSlow", 0.025, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02}; }; // has target - still class DSS_ZMB_HasTarget_Still : StandBase { actions = "DSS_ZMB_HasTarget_Still_Actions"; speed = 1e+010; duty = -1; file = "\dss_zombies\animations\BPZombie_Idle.rtm"; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; showWeaponAim = false; disableWeapons = true; canPullTrigger = false; looped = true; soundEnabled = false; enableBinocular = false; preload = false; leftHandIKBeg = true; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKEnd = true; enableOptics = -1; relSpeedMin = 0.7; relSpeedMax = 1.1; leaningFactorBeg = 0; leaningFactorEnd = 0; aiming = "aimingCivil"; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still_TurnLeft", 0.02, "DSS_ZMB_HasTarget_Still_TurnRight", 0.02, "DSS_ZMB_HasTarget_Still_AttackStart", 0.02, "EHJ_INF_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02}; }; // has target - still - turn left class DSS_ZMB_HasTarget_Still_TurnLeft : DSS_ZMB_HasTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90L"; speed = 0.5; connectTo[] = {"DSS_ZMB_HasTarget_Still", 0.01}; }; // has target - still - turn right class DSS_ZMB_HasTarget_Still_TurnRight : DSS_ZMB_HasTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90R"; speed = 0.5; connectTo[] = {"DSS_ZMB_HasTarget_Still", 0.01}; }; // has target - still - attack start class DSS_ZMB_HasTarget_Still_AttackStart : Default { actions = "DSS_ZMB_HasTarget_Still_Actions"; file = "\dss_zombies\animations\BPZombie_Attack1"; speed = 2; looped = false; showHandGun = false; soundEnabled = false; duty = -1; headBobMode = 2; interpolateFrom[] = {"DSS_ZMB_HasTarget_Still", 0.02}; ConnectTo[] = {"DSS_ZMB_HasTarget_Still_AttackEnd", 0.02}; InterpolateTo[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.01}; }; // has target - still - die class DSS_ZMB_HasTarget_Still_Die_1 : DefaultDie { actions = "DSS_ZMB_Dead_Actions"; file = "\dss_zombies\animations\BPZombie_Death.rtm"; speed = 0.45; equivalentTo = "DSS_ZMB_HasTarget_Still_Die_1"; variantsPlayer[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.33}; variantsAI[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.33}; variantAfter[] = {0, 0, 0}; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; collisionShapeSafe = ""; canPullTrigger = false; soundOverride = "bodyfall"; terminal = true; onLandEnd = true; looped = false; ConnectTo[] = {"DSS_ZMB_DeadState", 1.0}; InterpolateTo[] = {}; }; // has target - still -> prone - still class DSS_ZMB_HasTarget_Still_To_Prone_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 1e+010; onLandBeg = false; onLandEnd = true; soundOverride = "laydown"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_Still_Die", 0.01}; }; // has target - walk fast class DSS_ZMB_HasTarget_WalkFast : DSS_ZMB_HasTarget_Still { actions = "DSS_ZMB_HasTarget_WalkFast_Actions"; file = "\dss_zombies\animations\BPZombie_Walk1.rtm"; speed = 0.6; duty = -1; soundOverride = "run"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast_AttackStart", 0.1, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02}; }; // has target - walk fast - attack start class DSS_ZMB_HasTarget_WalkFast_AttackStart : Default { actions = "DSS_ZMB_HasTarget_WalkFast_Actions"; file = "\dss_zombies\animations\BPZombie_Attack1.rtm"; speed = 1.3; soundOverride = "run"; looped = false; soundEnabled = false; duty = -0.7; canPullTrigger = false; headBobMode = 2; ConnectTo[] = {"DSS_ZMB_HasTarget_WalkFast_AttackEnd", 0.1}; InterpolateTo[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.01}; }; // has target - run class DSS_ZMB_HasTarget_Run : DSS_ZMB_HasTarget_Still { actions = "DSS_ZMB_HasTarget_Run_Actions"; file = "\dss_zombies\animations\BPZombie_Walk2.rtm"; speed = 1.1; soundEdge[] = {0.25, 0.5, 0.75, 1}; duty = -1; soundOverride = "run"; soundEnabled = true; relSpeedMin = 0.697171; relSpeedMax = 1.09651; limitGunMovement = 0.1; walkcycles = 2; disableWeapons = true; leaningFactorBeg = 0; leaningFactorEnd = 0; ConnectTo[] = {}; InterpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_WalkFast_AttackStart", 0.1, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02}; }; // class DSS_ZMB_HasTarget_Run : DSS_ZMB_HasTarget_Still // { // actions = "DSS_ZMB_HasTarget_Run_Actions"; // file = "\dss_zombies\animations\BPZombie_Walk2.rtm"; // speed = 0.6; // duty = -0.7; // soundOverride = "sprint"; // leaningFactorBeg = 0; // leaningFactorEnd = 0; // soundEnabled = true; // relSpeedMin = 0.697171; // relSpeedMax = 1.10649; // walkcycles = 2; // ConnectTo[] = {}; // InterpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_WalkFast_AttackStart", 0.1}; // }; // prone - still class DSS_ZMB_Prone_Still : DSS_ZMB_NoTarget_Still { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; legs = "Wholebody"; onLandBeg = true; onLandEnd = true; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; aimingBody = "empty"; disableWeapons = false; soundOverride = "crawl"; canPullTrigger = false; ConnectTo[] = {"DSS_ZMB_Prone_Still_TurnLeft", 0.02, "DSS_ZMB_Prone_Still_TurnRight", 0.02, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_Still_AttackStart", 0.1}; InterpolateTo[] = {"DSS_ZMB_Prone_Still_TurnLeft", 0.02, "DSS_ZMB_Prone_Still_TurnRight", 0.02, "DSS_ZMB_Prone_CrawlSlow", 0.02, "DSS_ZMB_Prone_CrawlFast", 0.02, "DSS_ZMB_Prone_Still_Die", 0.01}; }; // prone - still - turn left class DSS_ZMB_Prone_Still_TurnLeft : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon_AIturn90L"; speed = 0.5; soundOverride = "crawl"; canPullTrigger = false; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02}; }; // prone - still - turn right class DSS_ZMB_Prone_Still_TurnRight : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon_AIturn90R"; speed = 0.5; soundOverride = "crawl"; canPullTrigger = false; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02}; }; // prone - still - die class DSS_ZMB_Prone_Still_Die : DSS_ZMB_NoTarget_Still_Die_1 { file = "\A3\anims_f\Data\Anim\Sdr\inj\AinjPpneMstpSnonWnonDnon_rolltoback"; variantsPlayer[] = {}; variantsAI[] = {}; equivalentTo = ""; canPullTrigger = false; terminal = true; onLandEnd = true; looped = false; ConnectTo[] = {"DSS_ZMB_DeadState", 1.0}; InterpolateTo[] = {}; }; // prone - still - attack start class DSS_ZMB_Prone_Still_AttackStart : Default { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\dss_zombies\animations\BPZombie_Attack1"; speed = 2.0; looped = false; showHandGun = true; soundEnabled = false; duty = -1; collisionShape = "A3\anims_f\Data\Geom\Sdr\geom_empty.p3d"; aimingBody = "empty"; legs = "Wholebody"; headBobMode = 2; InterpolateTo[] = {"DSS_ZMB_Prone_Still_Die", 0.01}; }; // prone - crawl slow class DSS_ZMB_Prone_CrawlSlow : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\run\non\non\AmovPpneMrunSnonWnonDf"; speed = 0.5; soundOverride = "crawl"; duty = -1; canPullTrigger = false; soundEnabled = true; limitGunMovement = 0.0; legs = "wholeBody"; aiming = "empty"; aimingBody = "empty"; leaning = "empty"; relSpeedMin = 0.697171; relSpeedMax = 1.09651; leftHandIKBeg = 0.0; leftHandIKCurve[] = {}; leftHandIKEnd = 0.0; ConnectTo[] = {}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_CrawlFast", 0.01, "DSS_ZMB_Prone_Still_AttackStart", 0.1}; }; // prone - crawl fast class DSS_ZMB_Prone_CrawlFast : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\spr\low\pst\amovppnemsprSlowwpstdf.rtm"; speed = 0.9; duty = -1; soundOverride = "crawl"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; legs = "wholeBody"; aimingBody = "empty"; leaning = "empty"; aiming = "empty"; relSpeedMin = 0.697171; relSpeedMax = 1.09651; canPullTrigger = false; ConnectTo[] = {}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_CrawlSlow", 0.01, "DSS_ZMB_Prone_Still_AttackStart", 0.1}; }; // prone - still -> no target - still class DSS_ZMB_Prone_Still_To_NoTarget_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_NoTarget_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 0.4; onLandBeg = true; onLandEnd = false; soundOverride = "standup"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; leaningFactorBeg = 0; leaningFactorEnd = 1; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_NoTarget_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02, "DSS_ZMB_NoTarget_Still_Die_1", 0.01}; }; // prone - still -> has target - still class DSS_ZMB_Prone_Still_To_HasTarget_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_HasTarget_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 0.4; onLandBeg = true; onLandEnd = false; soundOverride = "standup"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; leaningFactorBeg = 0; leaningFactorEnd = 1; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_HasTarget_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01}; }; }; }; // ---------------------------------------- // Factions config class CfgFactionClasses { // Civilian class DSS_ZMB_CIV { displayName = "Zombies (Civilian)"; priority = 43; side = TEast; }; }; // ---------------------------------------- // Vehicles config class CfgVehicles { class Logic; // infected core logic class DSS_ZMB_Core_Logic : Logic { displayName = "DSS ZOMBIE SPAWN: Core"; //icon = "\ca\ui\data\icon_acm_ca"; //picture = "\ca\ui\data\icon_acm_ca"; vehicleClass = "Modules"; class Eventhandlers { init = "_this call compile preprocessFileLineNumbers ""dss_zombies\functions\initInfection.sqf"""; }; }; // Infected units // unit conversion macro #define DSS_ZMB_CONVERT_UNIT(TEMP_FACTION,TEMP_CLASSNAME) \ class TEMP_CLASSNAME; \ class DSS_ZMB_##TEMP_CLASSNAME : TEMP_CLASSNAME \ { \ faction = DSS_ZMB_##TEMP_FACTION; \ side = TEast; \ \ moves = "CfgMovesDSSZmb"; \ \ threat[] = {1, 0.1, 0.05}; \ \ weapons[] = {}; \ respawnWeapons[] = {}; \ magazines[] = {}; \ respawnMagazines[] = {}; \ \ cost = 1000000; \ \ fsmDanger = "dss_zombies\fsm\dangerInfected.fsm"; \ fsmFormation = "dss_zombies\fsm\formationInfected.fsm"; \ \ formationX = 1; \ formationZ = 1; \ formationTime = 10; \ \ armor = 12; \ armorStructural = 4; \ \ class HitPoints \ { \ class HitHead \ { \ armor = 0.1; \ material = -1; \ name = "head_hit"; \ passThrough = true; \ }; \ class HitBody \ { \ armor = 0.9; \ material = -1; \ name = "body"; \ passThrough = true; \ }; \ class HitHands \ { \ armor = 1; \ material = -1; \ name = "hands"; \ passThrough = true; \ }; \ class HitLegs \ { \ armor = 1; \ material = -1; \ name = "legs"; \ passThrough = true; \ }; \ }; \ \ class TalkTopics {}; \ }; // Civilian #define DSS_ZMB_CIV CIV // Civilian - Men DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_p_beggar_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_2_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_3_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_4_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_5_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_6_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1_2_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1_3_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_p_fugitive_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_p_shorts_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_hunter_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_journalist_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_pilot_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_scientist_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_2_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_3_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_4_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_w_worker_F) }; /* ---------------------- Originaly Designed by: Einherj Highly Modified by: RanWer Use: to be used in DSS ---------------------- */ The config.cpp was originally done by Einherj (because its my first time creating this kind of config.cpp) so I decided to modify and re-tweak it to ArmA 3's liking. (this is an ArmA 2 config.) It'll be great if someone could help me with this config.cpp, that'll be really great. NOTE: I am currently using the Breaking Point animations just for development use (So that I know that the animations work, so I can create my own) Regards, RanWer Edited July 16, 2014 by Ranwer Share this post Link to post Share on other sites
Ranwer135 308 Posted July 16, 2014 Please guys, I really need help with this. Out of that Config, the source of the problem the game is giving me is in the class States: class States { // dead class DSS_ZMB_DeadState : Default { actions = "DSS_ZMB_Dead_Actions"; file = "\dss_zombies\animations\BPZombie_Death.rtm"; speed = 1.67; looped = false; onLandBeg = true; onLandEnd = true; soundEnabled = false; terminal = true; canPullTrigger = true; headBobMode = 2; ConnectTo[] = {}; ConnectFrom[] = {"DSS_ZMB_NoTarget_Still_Die_1", 1.0, "DSS_ZMB_HasTarget_Still_Die_1", 1.0, "DSS_ZMB_Prone_Still_Die", 1.0}; InterpolateTo[] = {}; InterpolateFrom[] = {"DSS_ZMB_NoTarget_Still_Die_1", 1.0, "DSS_ZMB_HasTarget_Still_Die_1", 1.0, "DSS_ZMB_Prone_Still_Die", 1.0}; }; // transform animation base class DSS_ZMB_Transform_Animation_Base : Default { visibleSize = 0.500125; looped = false; soundEnabled = true; enableOptics = false; leftHandIKBeg = true; leftHandIKCurve[] = {1}; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKCurve[] = {1}; rightHandIKEnd = true; soundEdge[] = {0.01}; headBobStrength = 0.164179; headBobMode = 2; ConnectTo[] = {}; ConnectFrom[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 1.0, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 1.0}; InterpolateTo[] = {}; InterpolateFrom[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 1.0, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 1.0}; }; The kind of errors its giving from this area is: - ConnectTo - ConnectFrom - InterpolateTo - InterpolateFrom Share this post Link to post Share on other sites
teacup 2 Posted July 16, 2014 That config is a mess. All the interpolate../connect.. errors were because base classes Default, StandBase, DefaultDie and ManActions were referenced from the wrong place, so instead of inheriting from them, they were basicly overwritten with nothing. The relevant bits should look like this: class CfgMovesBasic { class Default; class StandBase; class DefaultDie; class ManActions; }; class CfgMovesMaleSdr: CfgMovesBasic {}; class CfgMovesDSSZmb : CfgMovesMaleSdr { class Actions { ..and not like this: class CfgMovesMaleSdr; class CfgMovesDSSZmb : CfgMovesMaleSdr { class Default; class StandBase; class DefaultDie; class ManActions; class Actions { There's also a host of No entry.. [state class].useIdles errors that can be fixed by adding useIdles=0; or 1 to some of the states. You also need to set up the zombies faction correctly. Easy-peasy, look at how factions are set up in A3. Next batch of interesting errors, there's only a couple of them: bin\config.bin/CfgMovesDSSZmb/States/DSS_ZMB_HasTarget_Still.interpolateTo: Bad move EHJ_INF_HasTarget_Still_Die_1 bin\config.bin/CfgMovesDSSZmb/States/DSS_ZMB_HasTarget_Still_TurnLeft.interpolateTo: Bad move EHJ_INF_HasTarget_Still_Die_1 bin\config.bin/CfgMovesDSSZmb/States/DSS_ZMB_HasTarget_Still_TurnRight.interpolateTo: Bad move EHJ_INF_HasTarget_Still_Die_1 bin\config.bin/CfgMovesDSSZmb/States/DSS_ZMB_HasTarget_Still_AttackStart.ConnectTo: Bad move DSS_ZMB_HasTarget_Still_AttackEnd bin\config.bin/CfgMovesDSSZmb/States/DSS_ZMB_HasTarget_WalkFast_AttackStart.ConnectTo: Bad move DSS_ZMB_HasTarget_WalkFast_AttackEnd These interpolate../connect.. array elements point to some non-existent states. There is no class EHJ_INF_HasTarget_Still_Die_1, however, there is a class DSS_ZMB_HasTarget_Still_Die_1. Are they supposed to be the same, you just forgot to rename, re-index them? Or are there parts of the original config missing from yours? Last substantial error is: Warning Message: No entry 'bin\config.bin/CfgMovesDSSZmb/Actions.ZMB_INF_Dead_Actions'. Warning Message: No entry '.turnSpeed'. Warning Message: '/' is not a value Warning Message: No entry '.stance'. Warning Message: '/' is not a value Warning Message: No entry '.upDegree'. Warning Message: '/' is not a value Warning Message: No entry '.limitFast'. Warning Message: '/' is not a value Warning Message: No entry '.useFastMove'. Warning Message: '/' is not a value Warning Message: No entry '.adjustf'. Warning Message: '/' is not a value Warning Message: No entry '.adjustb'. Warning Message: '/' is not a value Warning Message: No entry '.adjustl'. Warning Message: '/' is not a value Warning Message: No entry '.adjustr'. Warning Message: '/' is not a value Warning Message: No entry '.adjustlf'. Warning Message: '/' is not a value Warning Message: No entry '.adjustlb'. Warning Message: '/' is not a value ... As with the previous batch, is this a sloppy edit, or there really is supposed to be a ZMB_INF_Dead_Actions (there is a DSS_ZMB_Dead_Actions). You should open the RPT, take every error and warning and fix them as they come. Here's the config I did, where i fixed the first 2 errors (base class inheritance and useidles). The rest is up to you. // ----------------------------------------// Dynamic Survival Sandbox - Zombies // 0.1 Alpha // By: RanWer // // Config // ---------------------------------------- // ---------------------------------------- // Define variables #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define WeaponNoSlot 0 // dummy weapon #define WeaponSlotPrimary 1 // primary weapon #define WeaponSlotHandGun 2 // handGun/sidearm #define WeaponSlotSecondary 4 // secondary weapon #define WeaponSlotHandGunItem 16 // sidearm/GL magazines #define WeaponSlotItem 256 // main magazines, items, explosives #define WeaponSlotBinocular 4096 // binocular, NVG, LD, equipment #define WeaponHardMounted 65536 // ---------------------------------------- // Version config class CfgPatches { class DSS_ZMB { units[] = {}; weapons[] = {}; author[] = {"RanWer"}; versionDesc = "DSS Zombies 0.1 Alpha"; version = 0.1; }; }; // ---------------------------------------- // Animations config class CfgMovesBasic { class Default; class StandBase; class DefaultDie; class ManActions; }; class CfgMovesMaleSdr: CfgMovesBasic {}; class CfgMovesDSSZmb : CfgMovesMaleSdr { class Actions { class NoActions: ManActions { GestureLegPush[]= { "GestureLegPush", "Gesture" }; GestureNod[]= { "GestureNod", "Gesture" }; GestureAgonyCargo[]= { "GestureAgonyCargo", "Gesture" }; access=3; ladderOnDown="LadderCivilOn_Top"; ladderOnUp="LadderCivilOn_Top"; turnSpeed=1; upDegree=-1; stance="ManStanceUndefined"; limitFast=5; leanRRot=0; leanRShift=0; leanLRot=0; leanLShift=0; useFastMove=0; GestureSpasm0[]= { "GestureSpasm0", "Gesture" }; GestureSpasm1[]= { "GestureSpasm1", "Gesture" }; GestureSpasm2[]= { "GestureSpasm2", "Gesture" }; GestureSpasm3[]= { "GestureSpasm3", "Gesture" }; GestureSpasm4[]= { "GestureSpasm4", "Gesture" }; GestureSpasm5[]= { "GestureSpasm5", "Gesture" }; GestureSpasm6[]= { "GestureSpasm6", "Gesture" }; GestureSpasm0weak[]= { "GestureSpasm0weak", "Gesture" }; GestureSpasm1weak[]= { "GestureSpasm1weak", "Gesture" }; GestureSpasm2weak[]= { "GestureSpasm2weak", "Gesture" }; GestureSpasm3weak[]= { "GestureSpasm3weak", "Gesture" }; GestureSpasm4weak[]= { "GestureSpasm4weak", "Gesture" }; GestureSpasm5weak[]= { "GestureSpasm5weak", "Gesture" }; GestureSpasm6weak[]= { "GestureSpasm6weak", "Gesture" }; GestureReloadMk20[]= { "GestureReloadMk20", "Gesture" }; GestureReloadMX[]= { "GestureReloadMX", "Gesture" }; GestureReloadMXCompact[]= { "GestureReloadMXCompact", "Gesture" }; GestureReloadMXSniper[]= { "GestureReloadMXSniper", "Gesture" }; GestureReloadTRG[]= { "GestureReloadTRG", "Gesture" }; GestureReloadTRGUGL[]= { "GestureReloadTRGUGL", "Gesture" }; GestureReloadKatiba[]= { "GestureReloadKatiba", "Gesture" }; GestureReloadM200[]= { "GestureReloadM200", "Gesture" }; GestureReloadLRR[]= { "GestureReloadLRR", "Gesture" }; GestureReloadEBR[]= { "GestureReloadEBR", "Gesture" }; GestureReloadSMG_02[]= { "GestureReloadSMG_02", "Gesture" }; GestureReloadSMG_03[]= { "GestureReloadSMG_03", "Gesture" }; GestureReloadPistol[]= { "GestureReloadPistol", "Gesture" }; GestureReloadPistolHeavy02[]= { "GestureReloadPistolHeavy02", "Gesture" }; GestureReloadFlaregun[]= { "GestureReloadFlaregun", "Gesture" }; GestureReloadSMG_01[]= { "GestureReloadSMG_01", "Gesture" }; GestureReloadSDAR[]= { "GestureReloadSDAR", "Gesture" }; GestureReloadDMR[]= { "GestureReloadDMR", "Gesture" }; GestureReloadM4SSAS[]= { "GestureReloadM4SSAS", "Gesture" }; GestureMountMuzzle[]= { "GestureMountMuzzle", "Gesture" }; GestureDismountMuzzle[]= { "GestureDismountMuzzle", "Gesture" }; grabCarried="AinjPfalMstpSnonWrflDnon_carried_Up"; }; class DSS_ZMB_Dead_Actions : NoActions { upDegree = "ManPosDead"; LadderOnDown = ""; LadderOnUp = ""; TestDriver = ""; TestDriverOut = ""; TestGunner = ""; }; class DSS_ZMB_BasicActions : NoActions { default = "DSS_ZMB_HasTarget_Still"; stop = "DSS_ZMB_HasTarget_Still"; turnL = "DSS_ZMB_HasTarget_Still_TurnLeft"; turnR = "DSS_ZMB_HasTarget_Still_TurnRight"; stopRelaxed = "DSS_ZMB_HasTarget_Still"; turnLRelaxed = "DSS_ZMB_HasTarget_Still_TurnLeft"; turnRRelaxed = "DSS_ZMB_HasTarget_Still_TurnRight"; die = "DSS_ZMB_HasTarget_Still_Die_1"; reloadMagazine = ""; reloadMGun = ""; reloadMortar = ""; throwGrenade = ""; walkF = "DSS_ZMB_HasTarget_WalkFast"; walkLF = ""; walkRF = ""; walkL = ""; walkR = ""; walkLB = ""; walkRB = ""; walkB = ""; slowF = "DSS_ZMB_HasTarget_Run"; slowLF = ""; slowRF = ""; slowL = ""; slowR = ""; slowLB = ""; slowRB = ""; slowB = ""; fastF = ""; fastLF = ""; fastRF = ""; fastL = ""; fastR = ""; fastLB = ""; fastRB = ""; fastB = ""; EvasiveForward = ""; EvasiveLeft = ""; EvasiveRight = ""; down = "DSS_ZMB_Prone_Still"; up = "DSS_ZMB_NoTarget_Still"; Lying = "DSS_ZMB_Prone_Still"; Crouch = "DSS_ZMB_NoTarget_Still"; Stand = "DSS_ZMB_HasTarget_Still"; Combat = "DSS_ZMB_HasTarget_Still"; PlayerProne = "DSS_ZMB_Prone_Still"; PlayerCrouch = "DSS_ZMB_NoTarget_Still"; PlayerStand = "DSS_ZMB_HasTarget_Still"; weaponOn = ""; weaponOff = ""; binocOn = ""; binocOff = ""; handGunOn = ""; takeFlag = ""; putDown = ""; medic = ""; treated = ""; ladderOnDown = ""; ladderOnUp = ""; CanNotMove = "DSS_ZMB_HasTarget_Still"; Civil = "DSS_ZMB_HasTarget_Still"; CivilLying = ""; FireNotPossible = "DSS_ZMB_HasTarget_Still"; strokeFist = ""; strokeGun = ""; GetInLow = ""; GetInMedium = ""; GetInHigh = ""; GetOutLow = ""; GetOutMedium = ""; GetOutHigh = ""; startSwim = ""; getOver = ""; sitDown = ""; salute = ""; saluteOff = ""; Surrender = ""; turnSpeed = 8; limitFast = 4; leanRRot = 0.57; leanRShift = 0.1; leanLRot = 0.57; leanLShift = 0.07; upDegree = "ManPosNoWeapon"; grabDragged = ""; grabDrag = ""; diary = ""; }; class DSS_ZMB_NoTarget_Still_Actions : DSS_ZMB_BasicActions { default = "DSS_ZMB_NoTarget_Still"; stop = "DSS_ZMB_NoTarget_Still"; turnL = "DSS_ZMB_NoTarget_Still_TurnLeft"; turnR = "DSS_ZMB_NoTarget_Still_TurnRight"; die = "DSS_ZMB_NoTarget_Still_Die_1"; walkF = "DSS_ZMB_NoTarget_WalkSlow"; slowF = "DSS_ZMB_NoTarget_WalkFast"; Lying = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; Crouch = "DSS_ZMB_NoTarget_Still"; Stand = "DSS_ZMB_HasTarget_Still"; Combat = "DSS_ZMB_HasTarget_Still"; PlayerProne = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; PlayerCrouch = "DSS_ZMB_NoTarget_Still"; PlayerStand = "DSS_ZMB_HasTarget_Still"; CivilLying = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; Civil = "DSS_ZMB_NoTarget_Still"; up = "DSS_ZMB_HasTarget_Still"; down = "DSS_ZMB_NoTarget_Still_To_Prone_Still"; }; class DSS_ZMB_NoTarget_WalkSlow_Actions : DSS_ZMB_NoTarget_Still_Actions { Stand = "DSS_ZMB_HasTarget_WalkFast"; PlayerStand = "DSS_ZMB_HasTarget_WalkFast"; up = "DSS_ZMB_HasTarget_WalkFast"; }; class DSS_ZMB_NoTarget_WalkFast_Actions : DSS_ZMB_NoTarget_Still_Actions { Stand = "DSS_ZMB_HasTarget_Run"; PlayerStand = "DSS_ZMB_HasTarget_Run"; up = "DSS_ZMB_HasTarget_Run"; }; class DSS_ZMB_HasTarget_Still_Actions : DSS_ZMB_BasicActions { default = "DSS_ZMB_HasTarget_Still"; stop = "DSS_ZMB_HasTarget_Still"; turnL = "DSS_ZMB_HasTarget_Still_TurnLeft"; turnR = "DSS_ZMB_HasTarget_Still_TurnRight"; die = "DSS_ZMB_HasTarget_Still_Die_1"; walkF = "DSS_ZMB_HasTarget_WalkFast"; slowF = "DSS_ZMB_HasTarget_Run"; Lying = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; Crouch = "DSS_ZMB_NoTarget_Still"; Stand = "DSS_ZMB_HasTarget_Still"; Combat = "DSS_ZMB_HasTarget_Still"; PlayerProne = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; PlayerCrouch = "DSS_ZMB_NoTarget_Still"; PlayerStand = "DSS_ZMB_HasTarget_Still"; CivilLying = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; Civil = "DSS_ZMB_HasTarget_Still"; up = "DSS_ZMB_NoTarget_Still"; down = "DSS_ZMB_HasTarget_Still_To_Prone_Still"; }; class DSS_ZMB_HasTarget_WalkFast_Actions : DSS_ZMB_HasTarget_Still_Actions { Crouch = "DSS_ZMB_NoTarget_WalkSlow"; PlayerCrouch = "DSS_ZMB_NoTarget_WalkSlow"; up = "DSS_ZMB_NoTarget_WalkSlow"; }; class DSS_ZMB_HasTarget_Run_Actions : DSS_ZMB_HasTarget_Still_Actions { Crouch = "DSS_ZMB_NoTarget_WalkFast"; PlayerCrouch = "DSS_ZMB_NoTarget_WalkFast"; up = "DSS_ZMB_NoTarget_WalkFast"; }; class DSS_ZMB_Prone_Still_Actions : DSS_ZMB_BasicActions { default = "DSS_ZMB_Prone_Still"; stop = "DSS_ZMB_Prone_Still"; turnL = "DSS_ZMB_Prone_Still_TurnLeft"; turnR = "DSS_ZMB_Prone_Still_TurnRight"; stopRelaxed = "DSS_ZMB_Prone_Still"; turnLRelaxed = "DSS_ZMB_Prone_Still_TurnLeft"; turnRRelaxed = "DSS_ZMB_Prone_Still_TurnRight"; die = "DSS_ZMB_Prone_Still_Die"; walkF = "DSS_ZMB_Prone_CrawlSlow"; slowF = "DSS_ZMB_Prone_CrawlFast"; Lying = "DSS_ZMB_Prone_Still"; Crouch = "DSS_ZMB_Prone_Still_To_NoTarget_Still"; Stand = "DSS_ZMB_Prone_Still_To_HasTarget_Still"; Combat = "DSS_ZMB_Prone_Still"; PlayerProne = "DSS_ZMB_Prone_Still"; PlayerCrouch = "DSS_ZMB_Prone_Still_To_NoTarget_Still"; PlayerStand = "DSS_ZMB_Prone_Still_To_HasTarget_Still"; CivilLying = "DSS_ZMB_Prone_Still"; Civil = "DSS_ZMB_Prone_Still"; up = "DSS_ZMB_Prone_Still_To_NoTarget_Still"; down = "DSS_ZMB_Prone_Still_To_HasTarget_Still"; CanNotMove = ""; FireNotPossible = ""; upDegree = "ManPosLyingNoWeapon"; }; }; primaryActionMaps[] = {"DSS_ZMB_HasTarget_Still_Actions", "DSS_ZMB_NoTarget_Still_Actions", "DSS_ZMB_Prone_Still_Actions", "DSS_ZMB_Dead_Actions"}; class States { // dead class DSS_ZMB_DeadState : Default { actions = "DSS_ZMB_Dead_Actions"; file = "\dss_zombies\animations\BPZombie_Death.rtm"; speed = 1.67; looped = false; onLandBeg = true; onLandEnd = true; soundEnabled = false; terminal = true; canPullTrigger = true; headBobMode = 2; ConnectTo[] = {}; ConnectFrom[] = {"DSS_ZMB_NoTarget_Still_Die_1", 1.0, "DSS_ZMB_HasTarget_Still_Die_1", 1.0, "DSS_ZMB_Prone_Still_Die", 1.0}; InterpolateTo[] = {}; InterpolateFrom[] = {"DSS_ZMB_NoTarget_Still_Die_1", 1.0, "DSS_ZMB_HasTarget_Still_Die_1", 1.0, "DSS_ZMB_Prone_Still_Die", 1.0}; useIdles=0; }; // transform animation base class DSS_ZMB_Transform_Animation_Base : Default { visibleSize = 0.500125; looped = false; soundEnabled = true; enableOptics = false; leftHandIKBeg = true; leftHandIKCurve[] = {1}; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKCurve[] = {1}; rightHandIKEnd = true; soundEdge[] = {0.01}; headBobStrength = 0.164179; headBobMode = 2; ConnectTo[] = {}; ConnectFrom[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 1.0, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 1.0}; InterpolateTo[] = {}; InterpolateFrom[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 1.0, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 1.0, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 1.0}; useIdles=0; }; // no target - still class DSS_ZMB_NoTarget_Still : StandBase { actions = "DSS_ZMB_NoTarget_Still_Actions"; speed = 1e+010; duty = -1; file = "\dss_zombies\animations\BPZombie_Idle.rtm"; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wrfl.p3d"; showWeaponAim = false; disableWeapons = true; canPullTrigger = false; looped = true; soundEnabled = false; enableBinocular = false; preload = false; leftHandIKBeg = true; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKEnd = true; enableOptics = -1; relSpeedMin = 0.7; relSpeedMax = 1.1; leaningFactorBeg = 0; leaningFactorEnd = 0; aiming = "aimingCivil"; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still_TurnLeft", 0.02, "DSS_ZMB_NoTarget_Still_TurnRight", 0.02, "DSS_ZMB_NoTarget_Still_Die_1", 0.01, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02}; useIdles=0; }; // no target - still - turn left class DSS_ZMB_NoTarget_Still_TurnLeft : DSS_ZMB_NoTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90L"; speed = 0.5; connectTo[] = {"DSS_ZMB_NoTarget_Still", 0.02}; }; // no target - still - turn right class DSS_ZMB_NoTarget_Still_TurnRight : DSS_ZMB_NoTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90R"; speed = 0.5; connectTo[] = {"DSS_ZMB_NoTarget_Still", 0.02}; }; // no target - still - die class DSS_ZMB_NoTarget_Still_Die_1 : DefaultDie { actions = "ZMB_INF_Dead_Actions"; file = "\dss_zombies\animations\BPZombie_Death.rtm"; speed = 0.45; equivalentTo = "DSS_ZMB_NoTarget_Still_Die_1"; variantsPlayer[] = {"DSS_ZMB_NoTarget_Still_Die_1", 0.33}; variantsAI[] = {"DSS_ZMB_NoTarget_Still_Die_1", 0.33}; variantAfter[] = {0, 0, 0}; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; collisionShapeSafe = ""; canPullTrigger = false; soundOverride = "bodyfall"; terminal = true; onLandEnd = true; looped = false; ConnectTo[] = {"DSS_ZMB_DeadState", 1.0}; InterpolateTo[] = {}; useIdles=0; }; // no target - still -> prone - still class DSS_ZMB_NoTarget_Still_To_Prone_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 1e+010; onLandBeg = false; onLandEnd = true; soundOverride = "laydown"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_Die", 0.01}; }; // no target - walk slow class DSS_ZMB_NoTarget_WalkSlow : DSS_ZMB_NoTarget_Still { actions = "DSS_ZMB_NoTarget_WalkSlow_Actions"; file = "\dss_zombies\animations\BPZombie_Walk1.rtm"; speed = 0.2; duty = -1; soundOverride = "walk"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.015, "DSS_ZMB_NoTarget_Still_Die_1", 0.01, "DSS_ZMB_NoTarget_WalkFast", 0.015, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02}; }; // no target - walk fast class DSS_ZMB_NoTarget_WalkFast : DSS_ZMB_NoTarget_Still { actions = "DSS_ZMB_NoTarget_WalkFast_Actions"; file = "\dss_zombies\animations\BPZombie_Walk2.rtm"; speed = 0.6; duty = -1; soundOverride = "run"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_Still_Die_1", 0.01, "DSS_ZMB_NoTarget_WalkSlow", 0.025, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02}; }; // has target - still class DSS_ZMB_HasTarget_Still : StandBase { actions = "DSS_ZMB_HasTarget_Still_Actions"; speed = 1e+010; duty = -1; file = "\dss_zombies\animations\BPZombie_Idle.rtm"; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; showWeaponAim = false; disableWeapons = true; canPullTrigger = false; looped = true; soundEnabled = false; enableBinocular = false; preload = false; leftHandIKBeg = true; leftHandIKEnd = true; rightHandIKBeg = true; rightHandIKEnd = true; enableOptics = -1; relSpeedMin = 0.7; relSpeedMax = 1.1; leaningFactorBeg = 0; leaningFactorEnd = 0; aiming = "aimingCivil"; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still_TurnLeft", 0.02, "DSS_ZMB_HasTarget_Still_TurnRight", 0.02, "DSS_ZMB_HasTarget_Still_AttackStart", 0.02, "EHJ_INF_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02}; useIdles=0; }; // has target - still - turn left class DSS_ZMB_HasTarget_Still_TurnLeft : DSS_ZMB_HasTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90L"; speed = 0.5; connectTo[] = {"DSS_ZMB_HasTarget_Still", 0.01}; }; // has target - still - turn right class DSS_ZMB_HasTarget_Still_TurnRight : DSS_ZMB_HasTarget_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\non\non\AmovPercMstpSnonWnonDnon_AIturn90R"; speed = 0.5; connectTo[] = {"DSS_ZMB_HasTarget_Still", 0.01}; }; // has target - still - attack start class DSS_ZMB_HasTarget_Still_AttackStart : Default { actions = "DSS_ZMB_HasTarget_Still_Actions"; file = "\dss_zombies\animations\BPZombie_Attack1"; speed = 2; looped = false; showHandGun = false; soundEnabled = false; duty = -1; headBobMode = 2; interpolateFrom[] = {"DSS_ZMB_HasTarget_Still", 0.02}; ConnectTo[] = {"DSS_ZMB_HasTarget_Still_AttackEnd", 0.02}; InterpolateTo[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.01}; useIdles=0; }; // has target - still - die class DSS_ZMB_HasTarget_Still_Die_1 : DefaultDie { actions = "DSS_ZMB_Dead_Actions"; file = "\dss_zombies\animations\BPZombie_Death.rtm"; speed = 0.45; equivalentTo = "DSS_ZMB_HasTarget_Still_Die_1"; variantsPlayer[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.33}; variantsAI[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.33}; variantAfter[] = {0, 0, 0}; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; collisionShapeSafe = ""; canPullTrigger = false; soundOverride = "bodyfall"; terminal = true; onLandEnd = true; looped = false; ConnectTo[] = {"DSS_ZMB_DeadState", 1.0}; InterpolateTo[] = {}; useIdles=0; }; // has target - still -> prone - still class DSS_ZMB_HasTarget_Still_To_Prone_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 1e+010; onLandBeg = false; onLandEnd = true; soundOverride = "laydown"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_Still_Die", 0.01}; }; // has target - walk fast class DSS_ZMB_HasTarget_WalkFast : DSS_ZMB_HasTarget_Still { actions = "DSS_ZMB_HasTarget_WalkFast_Actions"; file = "\dss_zombies\animations\BPZombie_Walk1.rtm"; speed = 0.6; duty = -1; soundOverride = "run"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; connectTo[] = {}; interpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast_AttackStart", 0.1, "DSS_ZMB_HasTarget_Run", 0.02, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02}; }; // has target - walk fast - attack start class DSS_ZMB_HasTarget_WalkFast_AttackStart : Default { actions = "DSS_ZMB_HasTarget_WalkFast_Actions"; file = "\dss_zombies\animations\BPZombie_Attack1.rtm"; speed = 1.3; soundOverride = "run"; looped = false; soundEnabled = false; duty = -0.7; canPullTrigger = false; headBobMode = 2; ConnectTo[] = {"DSS_ZMB_HasTarget_WalkFast_AttackEnd", 0.1}; InterpolateTo[] = {"DSS_ZMB_HasTarget_Still_Die_1", 0.01}; useIdles=0; }; // has target - run class DSS_ZMB_HasTarget_Run : DSS_ZMB_HasTarget_Still { actions = "DSS_ZMB_HasTarget_Run_Actions"; file = "\dss_zombies\animations\BPZombie_Walk2.rtm"; speed = 1.1; soundEdge[] = {0.25, 0.5, 0.75, 1}; duty = -1; soundOverride = "run"; soundEnabled = true; relSpeedMin = 0.697171; relSpeedMax = 1.09651; limitGunMovement = 0.1; walkcycles = 2; disableWeapons = true; leaningFactorBeg = 0; leaningFactorEnd = 0; ConnectTo[] = {}; InterpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_WalkFast_AttackStart", 0.1, "DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02}; }; // class DSS_ZMB_HasTarget_Run : DSS_ZMB_HasTarget_Still // { // actions = "DSS_ZMB_HasTarget_Run_Actions"; // file = "\dss_zombies\animations\BPZombie_Walk2.rtm"; // speed = 0.6; // duty = -0.7; // soundOverride = "sprint"; // leaningFactorBeg = 0; // leaningFactorEnd = 0; // soundEnabled = true; // relSpeedMin = 0.697171; // relSpeedMax = 1.10649; // walkcycles = 2; // ConnectTo[] = {}; // InterpolateTo[] = {"DSS_ZMB_NoTarget_Still", 0.02, "DSS_ZMB_NoTarget_WalkSlow", 0.02, "DSS_ZMB_NoTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01, "DSS_ZMB_HasTarget_WalkFast", 0.02, "DSS_ZMB_HasTarget_WalkFast_AttackStart", 0.1}; // }; // prone - still class DSS_ZMB_Prone_Still : DSS_ZMB_NoTarget_Still { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; legs = "Wholebody"; onLandBeg = true; onLandEnd = true; collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wnon.p3d"; aimingBody = "empty"; disableWeapons = false; soundOverride = "crawl"; canPullTrigger = false; ConnectTo[] = {"DSS_ZMB_Prone_Still_TurnLeft", 0.02, "DSS_ZMB_Prone_Still_TurnRight", 0.02, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_Still_AttackStart", 0.1}; InterpolateTo[] = {"DSS_ZMB_Prone_Still_TurnLeft", 0.02, "DSS_ZMB_Prone_Still_TurnRight", 0.02, "DSS_ZMB_Prone_CrawlSlow", 0.02, "DSS_ZMB_Prone_CrawlFast", 0.02, "DSS_ZMB_Prone_Still_Die", 0.01}; }; // prone - still - turn left class DSS_ZMB_Prone_Still_TurnLeft : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon_AIturn90L"; speed = 0.5; soundOverride = "crawl"; canPullTrigger = false; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02}; }; // prone - still - turn right class DSS_ZMB_Prone_Still_TurnRight : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon_AIturn90R"; speed = 0.5; soundOverride = "crawl"; canPullTrigger = false; ConnectTo[] = {"DSS_ZMB_Prone_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02}; }; // prone - still - die class DSS_ZMB_Prone_Still_Die : DSS_ZMB_NoTarget_Still_Die_1 { file = "\A3\anims_f\Data\Anim\Sdr\inj\AinjPpneMstpSnonWnonDnon_rolltoback"; variantsPlayer[] = {}; variantsAI[] = {}; equivalentTo = ""; canPullTrigger = false; terminal = true; onLandEnd = true; looped = false; ConnectTo[] = {"DSS_ZMB_DeadState", 1.0}; InterpolateTo[] = {}; }; // prone - still - attack start class DSS_ZMB_Prone_Still_AttackStart : Default { actions = "DSS_ZMB_Prone_Still_Actions"; file = "\dss_zombies\animations\BPZombie_Attack1"; speed = 2.0; looped = false; showHandGun = true; soundEnabled = false; duty = -1; collisionShape = "A3\anims_f\Data\Geom\Sdr\geom_empty.p3d"; aimingBody = "empty"; legs = "Wholebody"; headBobMode = 2; InterpolateTo[] = {"DSS_ZMB_Prone_Still_Die", 0.01}; useIdles=0; }; // prone - crawl slow class DSS_ZMB_Prone_CrawlSlow : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\mov\pne\run\non\non\AmovPpneMrunSnonWnonDf"; speed = 0.5; soundOverride = "crawl"; duty = -1; canPullTrigger = false; soundEnabled = true; limitGunMovement = 0.0; legs = "wholeBody"; aiming = "empty"; aimingBody = "empty"; leaning = "empty"; relSpeedMin = 0.697171; relSpeedMax = 1.09651; leftHandIKBeg = 0.0; leftHandIKCurve[] = {}; leftHandIKEnd = 0.0; ConnectTo[] = {}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_CrawlFast", 0.01, "DSS_ZMB_Prone_Still_AttackStart", 0.1}; }; // prone - crawl fast class DSS_ZMB_Prone_CrawlFast : DSS_ZMB_Prone_Still { file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\spr\low\pst\amovppnemsprSlowwpstdf.rtm"; speed = 0.9; duty = -1; soundOverride = "crawl"; leaningFactorBeg = 0; leaningFactorEnd = 0; soundEnabled = true; legs = "wholeBody"; aimingBody = "empty"; leaning = "empty"; aiming = "empty"; relSpeedMin = 0.697171; relSpeedMax = 1.09651; canPullTrigger = false; ConnectTo[] = {}; InterpolateTo[] = {"DSS_ZMB_Prone_Still", 0.02, "DSS_ZMB_Prone_Still_To_NoTarget_Still", 0.02, "DSS_ZMB_Prone_Still_To_HasTarget_Still", 0.02, "DSS_ZMB_Prone_CrawlSlow", 0.01, "DSS_ZMB_Prone_Still_AttackStart", 0.1}; }; // prone - still -> no target - still class DSS_ZMB_Prone_Still_To_NoTarget_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_NoTarget_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 0.4; onLandBeg = true; onLandEnd = false; soundOverride = "standup"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; leaningFactorBeg = 0; leaningFactorEnd = 1; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_NoTarget_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_NoTarget_Still_To_Prone_Still", 0.02, "DSS_ZMB_NoTarget_Still_Die_1", 0.01}; }; // prone - still -> has target - still class DSS_ZMB_Prone_Still_To_HasTarget_Still : DSS_ZMB_Transform_Animation_Base { actions = "DSS_ZMB_HasTarget_Still_Actions"; file = "\A3\anims_f\Data\Anim\Sdr\Mov\pne\stp\non\non\AmovPpneMstpSnonWnonDnon.rtm"; speed = 0.4; onLandBeg = true; onLandEnd = false; soundOverride = "standup"; canPullTrigger = false; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; leaningFactorBeg = 0; leaningFactorEnd = 1; interpolationRestart = 2; ConnectTo[] = {"DSS_ZMB_HasTarget_Still", 0.02}; InterpolateTo[] = {"DSS_ZMB_HasTarget_Still_To_Prone_Still", 0.02, "DSS_ZMB_HasTarget_Still_Die_1", 0.01}; }; }; }; // ---------------------------------------- // Factions config class CfgFactionClasses { // Civilian class DSS_ZMB_CIV { displayName = "Zombies (Civilian)"; priority = 43; side = TEast; }; }; // ---------------------------------------- // Vehicles config class CfgVehicles { class Logic; // infected core logic class DSS_ZMB_Core_Logic : Logic { displayName = "DSS ZOMBIE SPAWN: Core"; //icon = "\ca\ui\data\icon_acm_ca"; //picture = "\ca\ui\data\icon_acm_ca"; vehicleClass = "Modules"; class Eventhandlers { init = "_this call compile preprocessFileLineNumbers ""dss_zombies\functions\initInfection.sqf"""; }; }; // Infected units // unit conversion macro #define DSS_ZMB_CONVERT_UNIT(TEMP_FACTION,TEMP_CLASSNAME) \ class TEMP_CLASSNAME; \ class DSS_ZMB_##TEMP_CLASSNAME : TEMP_CLASSNAME \ { \ faction = DSS_ZMB_##TEMP_FACTION; \ side = TEast; \ \ moves = "CfgMovesDSSZmb"; \ \ threat[] = {1, 0.1, 0.05}; \ \ weapons[] = {}; \ respawnWeapons[] = {}; \ magazines[] = {}; \ respawnMagazines[] = {}; \ \ cost = 1000000; \ \ fsmDanger = "dss_zombies\fsm\dangerInfected.fsm"; \ fsmFormation = "dss_zombies\fsm\formationInfected.fsm"; \ \ formationX = 1; \ formationZ = 1; \ formationTime = 10; \ \ armor = 12; \ armorStructural = 4; \ \ class HitPoints \ { \ class HitHead \ { \ armor = 0.1; \ material = -1; \ name = "head_hit"; \ passThrough = true; \ }; \ class HitBody \ { \ armor = 0.9; \ material = -1; \ name = "body"; \ passThrough = true; \ }; \ class HitHands \ { \ armor = 1; \ material = -1; \ name = "hands"; \ passThrough = true; \ }; \ class HitLegs \ { \ armor = 1; \ material = -1; \ name = "legs"; \ passThrough = true; \ }; \ }; \ \ class TalkTopics {}; \ }; // Civilian #define DSS_ZMB_CIV CIV // Civilian - Men DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_p_beggar_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_2_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_3_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_4_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_5_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_polo_6_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1_2_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_1_3_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_p_fugitive_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_p_shorts_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_hunter_1_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_journalist_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_pilot_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_scientist_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_2_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_3_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_shorts_4_F) DSS_ZMB_CONVERT_UNIT(DSS_ZMB_TEMP_FACTION,C_man_w_worker_F) }; /* ---------------------- Originaly Designed by: Einherj Highly Modified by: RanWer Use: to be used in DSS ---------------------- */ You owe me a beer. 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Ranwer135 308 Posted July 18, 2014 (edited) @teaCup Thank you so much for your help. BTW: Yeah, I'm not sure about the Action_Die classes, because the PhysX engine applies generated deaths (not actual animations) Cheers, :cheers: RanWer Edited July 18, 2014 by Ranwer Share this post Link to post Share on other sites
Ranwer135 308 Posted July 25, 2014 (edited) EDIT: Nvm, I solved the rest of the problems. (I spent the whole night fixing the whole config up, apparently the main problems were the "speed" and the "duty" scripts) Just one more question, can anyone give me a guide or an example on how to implant a face to the zombies? (its not recognizing the setFace script) Also, is there an addon or guide to making sounds for the zombie (so it plays idle sounds, chasing sounds, attacking sounds etc.) Regards, (and thank you so much TeaCup for the help!) RanWer Edited July 28, 2014 by Ranwer Solved moonwalking issue Share this post Link to post Share on other sites