rouge1 0 Posted February 28, 2004 hey all i have having problmes with this Custom Configmoves (note very long) #define RunDuty -0.5 #define WalkDuty -0.7 #define RestDuty -1 #define CrawlDuty -0.0 #define SprintDuty 0.6 #define SPEED_STATIC 1e10 class CfgVehicleActions { // mapping on in-vehicle animations m113gunner="M113Gunner"; m113driver="M113Driver"; m113driverOut="M113DriverOut"; m113medic="M113Medic"; m113injured="Nemocnej"; m60driver="M60Driver"; m60gunner="M60Gunner"; m60commander="M60Commander"; m60driverOut="M60DriverOut"; m60commanderOut="M60CommanderOut"; m1A1driver="M1A1Driver"; m1A1gunner="M1A1Gunner"; m1A1commander="M1A1Commander"; m1A1driverOut="M1A1DriverOut"; m1A1commanderOut="M1A1CommanderOut"; bmpdriver="BMPDriver"; bmpgunner="BMPGunner"; bmpgunnerOut="BMPGunnerOut"; bmpcommander="BMPCommander"; bmpdriverOut="BMPDriverOut"; bmpcommanderOut="BMPCommanderOut"; t72driver="T72Driver"; t72gunner="T72Gunner"; t72gunnerOut="T72GunnerOut"; t72commander="T72Commander"; t72driverOut="T72DriverOut"; t72commanderOut="T72CommanderOut"; t80driver="T72Driver"; t80gunner="T72Gunner"; t80gunnerOut="T80GunnerOut"; t80commander="T72Commander"; t80driverOut="T72DriverOut"; t80commanderOut="T80CommanderOut"; t55driver="T72Driver"; t55gunner="T55Gunner"; t55gunnerOut="T55Gunner"; t55commander="T55Commander"; t55driverOut="T55DriverOut"; t55commanderOut="T55CommanderOut"; uh60pilot = "UH60Pilot"; uh60gunner = "UH60Gunner"; ah1pilot = "AH1Pilot"; ah1gunner = "AH1Gunner"; a10pilot = "A10Pilot"; cessnaPilot = "cesnaPilot"; cessnaCoPilot = "cesnaPilot"; cessnaCargo = "cesnaCargo"; mi17pilot = "Mi17Pilot"; mi24pilot = "Mi24Pilot"; mi24gunner = "Mi24Gunner"; jeepDriver = "JeepDriver"; jeepGunner = "JeepGunner"; jeepCoDriver = "JeepCoDriver"; jeepCoDriverBack = "JeepCoDriverBack"; truck5TDriver = "5TDriver"; truck5TCoDriver = "5TCoDriver"; uralDriver = "uralDriver"; uralCoDriver = "uralCoDriver"; skodaDriver = "skodaDriver"; skodaCoDriver = "skodaCoDriver"; skodaCoDriverBack = "skodaCoDriverBack"; pbrDriver = "pbrDriver"; pbrGunner = "pbrGunner"; hrlDriver = "pbrDriver"; hrlGunner = "hrlGunner"; m2gunner = "m2Gunner"; ScudDriver="ScudDriver"; ScudCoDriver="ScudCoDriver"; v3sDriver = "v3sDriver"; v3sCoDriver = "v3sCoDriver"; cargo="Cargo"; UAZDriver="UAZDriver"; UAZCoDriver="UAZCoDriver"; //UAZGunner="UAZGunner"; ZSUDriver="ZSUDriver"; ZSUGunner="ZSUGunner"; ZSUGunnerOut="ZSUGunnerOut"; ZSUCommander="ZSUCommander"; ZSUCommanderOut="ZSUCommanderOut"; tractorDriver="TractorDriver"; shipCargo="Cargo"; shipDriver="Cargo"; para="Para"; }; class CfgManActions { access = ReadOnlyVerified; #define ACTION(x) x=""; // basic actions list ACTION(Stop) ACTION(StopRelaxed) ACTION(TurnL) // turning ACTION(TurnR) ACTION(TurnLRelaxed) // turning ACTION(TurnRRelaxed) ACTION(ReloadMagazine) // special actions ACTION(ReloadMGun) ACTION(ReloadAT) ACTION(ReloadMortar) ACTION(ThrowGrenade) /*! \internal 1.05 Date 7/17/2001 by Ondra. - Changed: different logic used to control walking. It was controlled by mode before, slow actions were added instead. */ // ADD BEGIN ACTION(WalkF) ACTION(WalkLF) ACTION(WalkRF) ACTION(WalkL) ACTION(WalkR) ACTION(WalkLB) ACTION(WalkRB) ACTION(WalkB) // ADD END ACTION(SlowF) ACTION(SlowLF) ACTION(SlowRF) ACTION(SlowL) ACTION(SlowR) ACTION(SlowLB) ACTION(SlowRB) ACTION(SlowB) ACTION(FastF) ACTION(FastLF) ACTION(FastRF) ACTION(FastL) ACTION(FastR) ACTION(FastLB) ACTION(FastRB) ACTION(FastB) ACTION(Down) // incremental change ACTION(Up) ACTION(Lying) // direct change ACTION(Stand) ACTION(Combat) ACTION(Crouch) //ACTION(OpticsOn) //ACTION(OpticsOff) ACTION(Civil) ACTION(CivilLying) ACTION(FireNotPossible) // attempt to fire when weapons are disabled ACTION(Die) ACTION(WeaponOn) // activate AT weapon ACTION(WeaponOff) // deactivate AT weapon ACTION(Default) // no action - used for initialization ACTION(JumpOff) // no action - used after get out // special actions - for scripting and effects ACTION(StrokeFist) ACTION(StrokeGun) ACTION(SitDown) ACTION(Salute) ACTION(BinocOn) ACTION(BinocOff) ACTION(PutDown) // used during some actions //ACTION(PutDownEnd) // used during some actions ACTION(Medic) ACTION(Treated) ACTION(LadderOnDown) ACTION(LadderOnUp) ACTION(LadderOff) ACTION(LadderOffTop) ACTION(LadderOffBottom) // get-in/out ACTION(GetInCar) ACTION(GetOutCar) ACTION(GetInTank) ACTION(GetOutTank) /*! \patch_internal 1.21 Date 8/22/2001 by Ondra. - New: TakeFlag action for better TakeFlag synchronization. */ ACTION(TakeFlag) // used during some actions ACTION(HandGunOn) #undef ACTION }; class CfgMovesMCHandGun { class Actions { class NoActionsAll {}; class NoActions: NoActionsAll {}; class HandGunCrouchActions: NoActions { turnspeed=5 stop="HandGunCrouch"; down="HandGunLying"; up="HandGunStand"; reloadMagazine="HandGunCrouchReloadMagazine"; throwGrenade="HandGunStandThrowGrenade1"; lying="Lying"; civilLying="CivilLying"; crouch="Crouch"; combat="Combat"; stand="Stand"; civil="Civil"; die="HandGunCrouchDead"; handGunOn="HandGunCrouch"; weaponOn="Weapon"; binocOn="BinocHandGunCrouch"; binocOff="HandGunCrouch"; medic="HandGunMedic"; putDown="HandGunPutDown"; takeFlag="HandGunStandToHandGunTakeFlag"; treated="HandGunTreated"; walkF="HandGunCrouchWalkF"; walkLF="HandGunCrouchWalkLF"; walkRF="HandGunCrouchWalkRF"; walkL="HandGunCrouchWalkL"; walkR="HandGunCrouchWalkR"; walkLB="HandGunCrouchWalkLB"; walkRB="HandGunCrouchWalkRB"; walkB="HandGunCrouchWalkB"; slowF="HandGunCrouchWalkF"; slowLF="HandGunCrouchWalkLF"; slowRF="HandGunCrouchWalkRF"; slowL="HandGunCrouchWalkL"; slowR="HandGunCrouchWalkR"; slowLB="HandGunCrouchWalkLB"; slowRB="HandGunCrouchWalkRB"; slowB="HandGunCrouchWalkB"; fastF="HandGunCrouchRunF"; fastLF="HandGunCrouchRunLF"; fastRF="HandGunCrouchRunRF"; fastL="HandGunCrouchRunL"; fastR="HandGunCrouchRunR"; fastLB="HandGunCrouchRunLB"; fastRB="HandGunCrouchRunRB"; fastB="HandGunCrouchRunB"; turnL="HandGunCrouchTurnL"; turnR="HandGunCrouchTurnR"; getInCar="HandGunGetInCar"; getOutCar="HandGunStand"; getInTank="HandGunGetInTank"; getOutTank="HandGunGetOutTank"; default="HandGunCrouch"; upDegree="ManPosHandGunCrouch"; }; class HandGunLyingActions: NoActions { turnspeed=3 stop="HandGunLying"; down="HandGunStand"; up="HandGunCrouch"; reloadMagazine="HandGunLyingReloadMagazine"; throwGrenade="HandGunLyingThrowGrenade1"; lying="Lying"; civilLying="CivilLying"; crouch="Crouch"; combat="Combat"; stand="Stand"; civil="Civil"; die="HandGunLyingDead"; handGunOn="HandGunLying"; weaponOn="Weapon"; binocOn="BinocHandGunLying"; binocOff="HandGunLying"; medic="HandGunMedic"; putDown="HandGunLyingPutDown"; takeFlag="HandGunStandToHandGunTakeFlag"; treated="HandGunLyingTreated"; walkF="HandGunLyingCrawlF"; walkLF="HandGunLyingCrawlLF"; walkRF="HandGunLyingCrawlRF"; walkL="HandGunLyingCrawlL"; walkR="HandGunLyingCrawlR"; walkLB="HandGunLyingCrawlLB"; walkRB="HandGunLyingCrawlRB"; walkB="HandGunLyingCrawlB"; slowF="HandGunLyingCrawlF"; slowLF="HandGunLyingCrawlLF"; slowRF="HandGunLyingCrawlRF"; slowL="HandGunLyingCrawlL"; slowR="HandGunLyingCrawlR"; slowLB="HandGunLyingCrawlLB"; slowRB="HandGunLyingCrawlRB"; slowB="HandGunLyingCrawlB"; fastF="HandGunLyingFastCrawlF"; fastLF="HandGunLyingCrawlLF"; fastRF="HandGunLyingCrawlRF"; fastL="HandGunLyingCrawlL"; fastR="HandGunLyingCrawlR"; fastLB="HandGunLyingCrawlLB"; fastRB="HandGunLyingCrawlRB"; fastB="HandGunLyingCrawlB"; turnL="HandGunLyingTurnL"; turnR="HandGunLyingTurnR"; getInCar="HandGunGetInCar"; getOutCar="HandGunStand"; getInTank="HandGunGetInTank"; getOutTank="HandGunGetOutTank"; default="HandGunLying"; upDegree="ManPosHandGunLying"; }; class HandGunStandActions: NoActions { turnspeed=5 stop="HandGunStand"; stopRelaxed="HandGunStandRelaxed"; down="HandGunLying"; up="HandGunCrouch"; reloadMagazine="HandGunStandReloadMagazine"; throwGrenade="HandGunStandThrowGrenade1"; lying="Lying"; civilLying="CivilLying"; crouch="Crouch"; combat="Combat"; stand="Stand"; civil="Civil"; die="HandGunStandDead"; handGunOn="HandGunStand"; weaponOn="Weapon"; binocOn="BinocHandGunStand"; binocOff="HandGunStand"; medic="HandGunMedic"; putDown="HandGunPutDown"; takeFlag="HandGunStandToHandGunTakeFlag"; treated="HandGunTreated"; walkF="HandGunStandWalkF"; walkLF="HandGunStandWalkLF"; walkRF="HandGunStandWalkRF"; walkL="HandGunStandWalkL"; walkR="HandGunStandWalkR"; walkLB="HandGunStandWalkLB"; walkRB="HandGunStandWalkRB"; walkB="HandGunStandWalkB"; slowF="HandGunStandWalkF"; slowLF="HandGunStandWalkLF"; slowRF="HandGunStandWalkRF"; slowL="HandGunStandWalkL"; slowR="HandGunStandWalkR"; slowLB="HandGunStandWalkLB"; slowRB="HandGunStandWalkRB"; slowB="HandGunStandWalkB"; fastF="HandGunStandRunF"; fastLF="HandGunStandRunLF"; fastRF="HandGunStandRunRF"; fastL="HandGunStandRunL"; fastR="HandGunStandRunR"; fastLB="HandGunStandRunLB"; fastRB="HandGunStandRunRB"; fastB="HandGunStandRunB"; turnL="HandGunStandTurnL"; turnR="HandGunStandTurnR"; turnLRelaxed="HandGunStandTurnLRelaxed"; turnRRelaxed="HandGunStandTurnRRelaxed"; getInCar="HandGunGetInCar"; getOutCar="HandGunStand"; getInTank="HandGunGetInTank"; getOutTank="HandGunGetOutTank"; default="HandGunStand"; upDegree="ManPosHandGunStand"; }; class BinocHandGunLyingActions: HandGunLyingActions { stop="BinocHandGunLying"; default="BinocHandGunLying"; walkF=""; walkLF=""; walkRF=""; walkL=""; walkR=""; walkLB=""; walkRB=""; walkB=""; slowF=""; slowLF=""; slowRF=""; slowL=""; slowR=""; slowLB=""; slowRB=""; slowB=""; fastF=""; fastLF=""; fastRF=""; fastL=""; fastR=""; fastLB=""; fastRB=""; fastB=""; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; upDegree="ManPosBinocLying"; turnSpeed=1 }; class BinocHandGunStandActions: HandGunStandActions { stop="BinocHandGunStand"; default="BinocHandGunStand"; walkF=""; walkLF=""; walkRF=""; walkL=""; walkR=""; walkLB=""; walkRB=""; walkB=""; slowF=""; slowLF=""; slowRF=""; slowL=""; slowR=""; slowLB=""; slowRB=""; slowB=""; fastF=""; fastLF=""; fastRF=""; fastL=""; fastR=""; fastLB=""; fastRB=""; fastB=""; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; upDegree="ManPosBinocStand"; turnSpeed=2 }; class BinocHandGunCrouchActions: HandGunCrouchActions { stop="BinocHandGunCrouch"; default="BinocHandGunCrouch"; walkF=""; walkLF=""; walkRF=""; walkL=""; walkR=""; walkLB=""; walkRB=""; walkB=""; slowF=""; slowLF=""; slowRF=""; slowL=""; slowR=""; slowLB=""; slowRB=""; slowB=""; fastF=""; fastLF=""; fastRF=""; fastL=""; fastR=""; fastLB=""; fastRB=""; fastB=""; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; upDegree="ManPosBinoc"; turnSpeed=2 }; class HandGunMedicActions: HandGunStandActions { stop="HandGunMedic"; default="HandGunMedic"; down="HandGunLying"; up="HandGunStand"; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; putDownEnd="HandGunStand"; fireNotPossible="HandGunStand"; }; class HandGunPutDownActions: HandGunStandActions { stop="HandGunPutDown"; default="HandGunPutDown"; down="HandGunLying"; up="HandGunStand"; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; putDownEnd="HandGunStand"; fireNotPossible="HandGunStand"; }; class HandGunTakeFlagActions: HandGunStandActions { stop="HandGunTakeFlag"; default="HandGunTakeFlag"; down="HandGunLying"; up="HandGunStand"; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; putDownEnd="HandGunStand"; fireNotPossible="HandGunStand"; }; class HandGunTreatedActions: HandGunStandActions { stop="HandGunTreated"; default="HandGunTreated"; down="HandGunLying"; up="HandGunStand"; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; putDownEnd="HandGunStand"; fireNotPossible="HandGunStand"; }; class HandGunLyingPutDownActions: HandGunLyingActions { stop="HandGunLyingPutDown"; default="HandGunLyingPutDown"; down="HandGunLying"; up="HandGunLying"; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; putDownEnd="HandGunLying"; fireNotPossible="HandGunLying"; }; class HandGunLyingTreatedActions: HandGunLyingActions { stop="HandGunLyingTreated"; default="HandGunLyingTreated"; down="HandGunLying"; up="HandGunLying"; turnL=""; turnR=""; turnLRelaxed=""; turnRRelaxed=""; putDownEnd="HandGunLying"; fireNotPossible="HandGunLying"; }; }; class Default {}; class StandBase: Default {}; class LadderBase: StandBase {}; class LadderUpBase: LadderBase {}; class LadderDownBase: LadderBase {}; class DefaultDie: Default {}; class HandGunDefault: Default { showHandGun=1 }; class HandGunDie: DefaultDie { onLandEnd=1 soundEnabled=0 disableWeapons=1 showHandGun=1 }; class States { class Driver: Default {}; class busDriver: Driver { file="\O\Anim\BusDriverstat.rtm"; speed=10000000000.000000; looped=1 variantsAI[]={"busDriverV1",0.700000,"busDriver"}; interpolateWith[]={"busDriverV1",0.500000}; equivalentTo="busDriver"; interpolationSpeed=1 connectTo[]={"busDriverDying",1}; }; class busDriverV1: busDriver { file="\O\Anim\BusDriver.rtm"; speed="- 4"; looped=1 }; class busDriverDying: DefaultDie { actions="NoActions"; file="\O\Anim\BusDriversmrt.rtm"; speed="- 1"; looped=0 soundEnabled=0 connectFrom[]={"busDriver",1}; }; class busDriverDead: busDriverDying { actions="DeadActions"; file="\O\Anim\BusDriversmrt2.rtm"; speed=10000000000.000000; terminal=1 connectFrom[]={"busDriverDying",1}; connectTo[]={"DeadState",1}; }; class busCargo: Driver { file="\O\Anim\BusPassangerstat.rtm"; speed=10000000000.000000; looped=1 variantsAI[]={"busCargoV1",0.700000,"busCargo"}; interpolateWith[]={"busCargoV1",0.500000}; equivalentTo="busCargo"; interpolationSpeed=1 connectTo[]={"busCargoDying",1}; }; class busCargoV1: busCargo { file="\O\Anim\BusPassanger.rtm"; speed="- 4"; looped=1 }; class busCargoDying: DefaultDie { actions="NoActions"; file="\O\Anim\BusPassangersmrt.rtm"; speed="- 1"; looped=0 soundEnabled=0 connectFrom[]={"busCargo",1}; }; class busCargoDead: busCargoDying { actions="DeadActions"; file="\O\Anim\BusPassangersmrt2.rtm"; speed=10000000000.000000; terminal=1 connectFrom[]={"busCargoDying",1}; connectTo[]={"DeadState",1}; }; class jawaCoDriver: Driver { file="\O\Anim\motorkaspolujezdecstat.rtm"; speed=10000000000.000000; looped=1 }; class jawaDriver: Driver { file="\O\Anim\motorkastat.rtm"; speed=10000000000.000000; looped=1 }; class HandGunCrouch: HandGunDefault { actions="HandGunCrouchActions"; file="\o\Anim\pklekstat.rtm"; speed=10000000000.000000; looped=1 soundEnabled=0 variantAfter[]={1,3,6}; variantsAI[]={"HandGunCrouchVar2",0.700000,"HandGunCrouch",0.300000}; equivalentTo="HandGunCrouch"; }; class HandGunCrouchBase: HandGunCrouch { variantsAI[]={}; equivalentTo=""; }; class HandGunCrouchVar2: HandGunCrouch { file="\o\Anim\pklek.rtm"; speed=4294967295 interpolateWith[]={"HandGunCrouch",0.500000}; interpolateTo[]={"HandGunCrouchDying",0.100000}; }; class HandGunCrouchToHandGunStand: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pklek2pstani.rtm"; speed=-0.400000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunCrouch",1}; connectTo[]={"HandGunStand",1}; interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000}; }; class HandGunCrouchToHandGunLying: HandGunDefault { actions="HandGunLyingActions"; file="\o\Anim\pklek2pistleh.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunCrouch",1}; connectTo[]={"HandGunLying",1}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class HandGunCrouchReloadMagazine: HandGunDefault { actions="HandGunCrouchActions"; file="\o\Anim\pkleknabit.rtm"; speed=-1.500000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunCrouch",2}; connectTo[]={"HandGunCrouch",2}; interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000}; }; class HandGunCrouchToBinocHandGunCrouch: HandGunDefault { actions="HandGunCrouchActions"; file="\o\Anim\pklekdalek1.rtm"; speed=-1.000000; looped=0 disableWeapons=1 showItemInHand=1 soundEnabled=0 connectFrom[]={"HandGunCrouch",2}; interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000}; }; class BinocHandGunCrouch: HandGunDefault { actions="BinocHandGunCrouchActions"; file="\o\Anim\pklekdalekstat.rtm"; speed=10000000000.000000; looped=1 disableWeapons=0 showItemInHand=1 soundEnabled=0 enableBinocular=1 connectFrom[]={"HandGunCrouchToBinocHandGunCrouch",1}; connectTo[]={"BinocHandGunCrouchToHandGunCrouch",1}; interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000}; }; class BinocHandGunCrouchToHandGunCrouch: HandGunDefault { actions="HandGunCrouchActions"; file="\o\Anim\pklekdalek2.rtm"; speed=-1.000000; looped=0 disableWeapons=1 showItemInHand=1 soundEnabled=0 connectTo[]={"HandGunCrouch",2}; interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000}; }; class HandGunCrouchDying: HandGunDie { actions="NoActions"; file="\o\Anim\pkleksmrtA.rtm"; speed=4294967295 looped=0 connectFrom[]={"HandGunCrouch",1}; connectTo[]={"HandGunCrouchDead",1}; }; class HandGunCrouchDyingVer2: HandGunCrouchDying { file="\o\Anim\pkleksmrtB.rtm"; connectFrom[]={"HandGunCrouch",1}; connectTo[]={"HandGunCrouchDeadVer2",1}; }; class HandGunCrouchDead: HandGunDie { actions="DeadActions"; file="\o\Anim\pkleksmrtA2.rtm"; speed=10000000000.000000; looped=1 onLandBeg=1 variantsPlayer[]={"HandGunCrouchDead",0.500000,"HandGunCrouchDeadVer2"}; equivalentTo="HandGunCrouchDead"; variantAfter[]={0,0,0}; terminal=1 connectTo[]={"DeadState",10}; }; class HandGunCrouchDeadVer2: HandGunCrouchDead { file="\o\Anim\pkleksmrtB2.rtm"; }; class HandGunLying: HandGunDefault { actions="HandGunLyingActions"; file="\o\Anim\pistlehstat.rtm"; speed=10000000000.000000; looped=1 onLandBeg=1 onLandEnd=1 soundEnabled=0 duty=4294967295 variantAfter[]={1,3,6}; variantsAI[]={"HandGunLyingVar2",0.700000,"HandGunLying",0.300000}; equivalentTo="HandGunLying"; }; class HandGunLyingVar2: HandGunLying { file="\o\Anim\pistleh.rtm"; speed=4294967295 interpolateWith[]={"HandGunLying",0.500000}; interpolateTo[]={"HandGunLyingDying",0.010000}; }; class HandGunLyingToHandGunCrouch: HandGunDefault { actions="HandGunCrouchActions"; file="\o\Anim\pistleh2pklek.rtm"; speed=-1.400000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunLying",1}; connectTo[]={"HandGunCrouch",1}; interpolateTo[]={"HandGunCrouchDying",0.010000}; }; class HandGunLyingReloadMagazine: HandGunDefault { actions="HandGunLyingActions"; file="\o\Anim\pistlehnabit.rtm"; speed=4294967294 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunLying",2}; connectTo[]={"HandGunLying",2}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class HandGunLyingThrowGrenade1: HandGunDefault { actions="HandGunLyingActions"; file="\o\Anim\pistlehgranat1.rtm"; speed=-1.600000; looped=0 disableWeapons=1 soundEnabled=0 duty=0.600000; connectFrom[]={"HandGunLying",2}; connectTo[]={"HandGunLyingThrowGrenade2",2}; interpolateTo[]={"HandGunLyingDying",0.500000}; }; class HandGunLyingThrowGrenade2: HandGunDefault { actions="HandGunLyingActions"; file="\o\Anim\pistlehgranat2.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 duty=0.600000; connectTo[]={"HandGunLying",2}; interpolateTo[]={"HandGunLyingDying",0.500000}; }; class HandGunLyingNoAim: HandGunLying { limitGunMovement=0 aiming="aimingNo"; legs="legsNo"; variantsAI[]={}; equivalentTo=""; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class HandGunLyingCrawlF: HandGunLyingNoAim { file="\o\Anim\pplazeni0.rtm"; speed=-1.000000; disableWeapons=1 enableOptics=0 soundEnabled=1 soundOverride="crawl"; duty=0.000000; interpolateWith[]={"HandGunLying",1,"HandGunLyingFastCrawlF",1,"HandGunLyingCrawlF& quot;,1,"HandGunLyingCrawlLF",1,"HandGunLyingCrawlRF",1,"HandGunL yingCrawlL",1,"HandGunLyingCrawlR",1}; }; class HandGunLyingFastCrawlF: HandGunLyingCrawlF { file="\o\Anim\pultraplaz.rtm"; speed=-0.800000; duty=0.600000; }; class HandGunLyingCrawlLF: HandGunLyingCrawlF { file="\o\Anim\pplazeni-45.rtm"; speed=-1.000000; }; class HandGunLyingCrawlRF: HandGunLyingCrawlF { file="\o\Anim\pplazeni45.rtm"; speed=-1.000000; }; class HandGunLyingCrawlL: HandGunLyingCrawlF { file="\o\Anim\pplazeni-90.rtm"; speed=-1.000000; }; class HandGunLyingCrawlR: HandGunLyingCrawlF { file="\o\Anim\pplazeni90.rtm"; speed=-1.000000; }; class HandGunLyingCrawlB: HandGunLyingNoAim { file="\o\Anim\pplazeni180.rtm"; speed=-1.100000; duty=0.000000; disableWeapons=1 enableOptics=0 soundEnabled=1 soundOverride="crawl"; interpolateWith[]={"HandGunLying",1,"HandGunLyingCrawlB",1,"HandGunLyingCrawlLB&quo t;,1,"HandGunLyingCrawlRB",1,"HandGunLyingCrawlL",1,"HandGunLying CrawlR",1}; }; class HandGunLyingCrawlLB: HandGunLyingCrawlB { file="\o\Anim\pplazeni-135.rtm"; speed=-1.100000; }; class HandGunLyingCrawlRB: HandGunLyingCrawlB { file="\o\Anim\pplazeni135.rtm"; speed=-1.100000; }; class HandGunLyingTurnL: HandGunLyingNoAim { preload=0 file="\o\Anim\pplazenidoleva.rtm"; speed=4294967292 duty=0.000000; interpolationSpeed=5 interpolateWith[]={"HandGunLying",1,"HandGunLyingTurnR",1}; }; class HandGunLyingTurnR: HandGunLyingNoAim { preload=0 file="\o\Anim\pplazenidoprava.rtm"; speed=4294967292 duty=0.000000; interpolationSpeed=5 interpolateWith[]={"HandGunLying",1,"HandGunLyingTurnL",1}; }; class HandGunLyingToBinocHandGunLying: Default { actions="HandGunLyingActions"; file="\o\Anim\pistlehdalek1.rtm"; speed=-1.000000; looped=0 disableWeapons=1 showItemInHand=1 soundEnabled=0 onLandBeg=1 onLandEnd=1 connectFrom[]={"HandGunLying",2}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class BinocHandGunLying: Default { actions="BinocHandGunLyingActions"; file="\o\Anim\pistlehdalekstat.rtm"; speed=10000000000.000000; looped=1 disableWeapons=0 showItemInHand=1 soundEnabled=0 enableBinocular=1 connectFrom[]={"HandGunLyingToBinocHandGunLying",1}; connectTo[]={"BinocHandGunLyingToHandGunLying",1}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class BinocHandGunLyingToHandGunLying: Default { actions="HandGunLyingActions"; file="\o\Anim\pistlehdalek2.rtm"; speed=-1.000000; looped=0 disableWeapons=1 showItemInHand=1 soundEnabled=0 connectTo[]={"HandGunLying",2}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class HandGunLyingDying: HandGunDie { actions="NoActions"; file="\o\Anim\pistlehsmrt.rtm"; speed=4294967295 looped=0 connectFrom[]={"HandGunLying",1}; connectTo[]={"HandGunLyingDead",1}; }; class HandGunLyingDead: HandGunDie { actions="DeadActions"; file="\o\Anim\pistlehsmrt2.rtm"; speed=10000000000.000000; looped=1 onLandBeg=1 terminal=1 connectTo[]={"DeadState",10}; }; class HandGunStand: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pstanistat.rtm"; speed=10000000000.000000; looped=1 soundEnabled=0 variantAfter[]={1,3,6}; variantsAI[]={"HandGunStandVar2",0.700000,"HandGunStand",0.300000}; equivalentTo="HandGunStand"; }; class HandGunStandBase: HandGunStand { variantsAI[]={}; equivalentTo=""; }; class HandGunStandVar2: HandGunStand { file="\o\Anim\pstani.rtm"; speed=4294967295 interpolateWith[]={"HandGunStand",0.500000}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class HandGunStandToHandGunCrouch: HandGunDefault { actions="HandGunCrouchActions"; file="\o\Anim\pstani2pklek.rtm"; speed=-0.400000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunStand",1}; connectTo[]={"HandGunCrouch",1}; interpolateTo[]={"HandGunCrouchDying",0.500000,"HandGunCrouchDyingVer2",0.500000}; }; class HandGunStandReloadMagazine: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pstaninabit.rtm"; speed=-1.600000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunStand",2}; connectTo[]={"HandGunStand",2}; interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000}; }; class HandGunStandThrowGrenade1: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pstanigranat1.rtm"; speed=-1.800000; looped=0 disableWeapons=1 soundEnabled=0 duty=0.600000; connectFrom[]={"HandGunStand",2}; connectTo[]={"HandGunStandThrowGrenade2",2}; interpolateTo[]={"HandGunStandDyingVer2",0.700000}; }; class HandGunStandThrowGrenade2: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pstanigranat2.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 duty=0.600000; connectTo[]={"HandGunStand",2}; interpolateTo[]={"HandGunStandDyingVer2",0.700000}; }; class HandGunStandWalkF: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pchuze0.rtm"; speed=4294967295 looped=1 duty=-0.700000; relSpeedMin=0.700000; relSpeedMax=1.000000; interpolateWith[]={"HandGunStand",1,"HandGunStandWalkF",1,"HandGunStandWalkLF" ,1,"HandGunStandWalkRF",1,"HandGunStandWalkL",1,"HandGunStandWalk R",1,"HandGunStandRunF",1,"HandGunStandRunLF",1,"HandGunStan dRunRF",1,"HandGunStandRunL",1,"HandGunStandRunR",1}; }; class HandGunStandWalkLF: HandGunStandWalkF { file="\o\Anim\pchuze-45.rtm"; }; class HandGunStandWalkRF: HandGunStandWalkF { file="\o\Anim\pchuze45.rtm"; }; class HandGunStandWalkL: HandGunStandWalkF { file="\o\Anim\pchuze-90.rtm"; }; class HandGunStandWalkR: HandGunStandWalkF { file="\o\Anim\pchuze90.rtm"; }; class HandGunStandWalkB: HandGunStandWalkF { file="\o\Anim\pchuze180.rtm"; interpolateWith[]={"HandGunStand",1,"HandGunStandWalkB",1,"HandGunStandWalkLB" ,1,"HandGunStandWalkRB",1,"HandGunStandWalkL",1,"HandGunStandWalk R",1,"HandGunStandRunB",1,"HandGunStandRunLB",1,"HandGunStan dRunRB",1,"HandGunStandRunL",1,"HandGunStandRunR",1}; }; class HandGunStandWalkLB: HandGunStandWalkB { file="\o\Anim\pchuze-135.rtm"; }; class HandGunStandWalkRB: HandGunStandWalkB { file="\o\Anim\pchuze135.rtm"; }; class HandGunStandRunF: HandGunStandWalkF { file="civilbeh0l.rtm"; speed=-0.450000; looped=1 duty=-0.500000; showWeaponAim=0 enableOptics=0 }; class HandGunStandRunLF: HandGunStandRunF { file="civilbeh-45l.rtm"; }; class HandGunStandRunRF: HandGunStandRunF { file="civilbeh45l.rtm"; }; class HandGunStandRunL: HandGunStandRunF { file="civilbeh-90l.rtm"; }; class HandGunStandRunR: HandGunStandRunF { file="civilbeh90l.rtm"; }; class HandGunStandRunB: HandGunStandRunF { file="civilbeh180l.rtm"; interpolateWith[]={"HandGunStand",1,"HandGunStandWalkB",1,"HandGunStandWalkLB" ,1,"HandGunStandWalkRB",1,"HandGunStandWalkL",1,"HandGunStandWalk R",1,"HandGunStandRunB",1,"HandGunStandRunLB",1,"HandGunStan dRunRB",1,"HandGunStandRunL",1,"HandGunStandRunR",1}; }; class HandGunStandRunLB: HandGunStandRunB { file="civilbeh-135l.rtm"; }; class HandGunStandRunRB: HandGunStandRunB { file="civilbeh135l.rtm"; }; class HandGunStandTurnL: HandGunStandBase { file="\o\Anim\pvlevo.rtm"; speed=-1.600000; looped=1 soundEnabled=0 relSpeedMin=0.500000; relSpeedMax=1.000000; duty=4294967295 equivalentTo=""; variantsAI[]={}; interpolationSpeed=5 interpolateWith[]={"HandGunStand",1,"HandGunStandTurnR",1}; }; class HandGunStandTurnR: HandGunStandBase { file="\o\Anim\pvpravo.rtm"; speed=-1.600000; looped=1 soundEnabled=0 relSpeedMin=0.500000; relSpeedMax=1.000000; duty=4294967295 interpolationSpeed=5 interpolateWith[]={"HandGunStand",1,"HandGunStandTurnL",1}; }; class HandGunStandRelaxed: HandGunStand { file="\o\Anim\pawarestat.rtm"; speed=10000000000.000000; looped=1 disableWeapons=0 variantsAI[]={"HandGunStandRelaxedStill",0.800000,"HandGunStandRelaxed"}; interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1}; interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000}; }; class HandGunStandRelaxedStill: HandGunStandRelaxed { file="\o\Anim\paware.rtm"; speed=4294967291 looped=1 disableWeapons=0 equivalentTo="HandGunStandRelaxed"; }; class HandGunStandTurnLRelaxed: HandGunStandTurnL { file="\o\Anim\pawarevlevo.rtm"; speed=-2.600000; interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1}; }; class HandGunStandTurnRRelaxed: HandGunStandTurnR { file="\o\Anim\pawarevpravo.rtm"; speed=-2.600000; interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1}; }; class HandGunStandToBinocHandGunStand: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pdalek1.rtm"; speed=-1.000000; looped=0 disableWeapons=1 showItemInHand=1 soundEnabled=0 connectFrom[]={"HandGunStand",2}; interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000}; }; class BinocHandGunStand: HandGunDefault { actions="BinocHandGunStandActions"; file="\o\Anim\pdalekstat.rtm"; speed=10000000000.000000; looped=1 disableWeapons=0 showItemInHand=1 soundEnabled=0 enableBinocular=1 connectFrom[]={"HandGunStandToBinocHandGunStand",1}; connectTo[]={"BinocHandGunStandToHandGunStand",1}; }; class BinocHandGunStandToHandGunStand: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\pdalek2.rtm"; speed=-1.000000; looped=0 disableWeapons=1 showItemInHand=1 soundEnabled=0 connectTo[]={"HandGunStand",2}; interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000}; }; class HandGunStandDying: HandGunDie { actions="NoActions"; file="\o\Anim\pstanismrtA.rtm"; speed=4294967295 looped=0 connectFrom[]={"HandGunStand",1}; connectTo[]={"HandGunStandDead",1}; }; class HandGunStandDyingVer2: HandGunStandDying { file="\o\Anim\pstanismrtB.rtm"; connectFrom[]={"HandGunStand",1}; connectTo[]={"HandGunStandDeadVer2",1}; }; class HandGunStandDead: HandGunDie { actions="DeadActions"; file="\o\Anim\pstanismrtA2.rtm"; speed=10000000000.000000; looped=1 onLandBeg=1 variantsPlayer[]={"HandGunStandDead",0.500000,"HandGunStandDeadVer2"}; equivalentTo="HandGunStandDead"; variantAfter[]={0,0,0}; terminal=1 connectTo[]={"DeadState",10}; }; class HandGunStandDeadVer2: HandGunStandDead { file="\o\Anim\pstanismrtB2.rtm"; }; class HandGunCrouchWalkF: HandGunStandWalkF { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkF"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchWalkLF: HandGunStandWalkLF { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkLF"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchWalkRF: HandGunStandWalkRF { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkRF"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchWalkL: HandGunStandWalkL { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkL"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchWalkR: HandGunStandWalkR { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkR"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchWalkB: HandGunStandWalkB { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkB"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000, "HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchWalkLB: HandGunStandWalkLB { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkLB"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000, "HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchWalkRB: HandGunStandWalkRB { actions="HandGunCrouchActions"; connectAs="HandGunStandWalkRB"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000, "HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunF: HandGunStandRunF { actions="HandGunCrouchActions"; connectAs="HandGunStandRunF"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunLF: HandGunStandRunLF { actions="HandGunCrouchActions"; connectAs="HandGunStandRunLF"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunRF: HandGunStandRunRF { actions="HandGunCrouchActions"; connectAs="HandGunStandRunRF"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunL: HandGunStandRunL { actions="HandGunCrouchActions"; connectAs="HandGunStandRunL"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunR: HandGunStandRunR { actions="HandGunCrouchActions"; connectAs="HandGunStandRunR"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000, "HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunB: HandGunStandRunB { actions="HandGunCrouchActions"; connectAs="HandGunStandRunB"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000, "HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunLB: HandGunStandRunLB { actions="HandGunCrouchActions"; connectAs="HandGunStandRunLB"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000, "HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchRunRB: HandGunStandRunRB { actions="HandGunCrouchActions"; connectAs="HandGunStandRunRB"; enableOptics=0 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL" ;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000, "HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000}; }; class HandGunCrouchTurnL: HandGunCrouchBase { file="\o\Anim\pvlevo.rtm"; speed=-1.600000; looped=1 soundEnabled=0 relSpeedMin=0.500000; relSpeedMax=1.000000; duty=4294967295 interpolationSpeed=5 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchTurnR",1}; }; class HandGunCrouchTurnR: HandGunCrouchBase { file="\o\Anim\pvpravo.rtm"; speed=-1.600000; looped=1 soundEnabled=0 relSpeedMin=0.500000; relSpeedMax=1.000000; duty=4294967295 interpolationSpeed=5 interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchTurnL",1}; }; class CombatToHandGunStand1: Default { actions="HandGunStandActions"; file="\o\Anim\sstani2pstani1.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"Combat",0.500000}; connectTo[]={"CombatToHandGunStand2",0.500000}; interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000}; }; class CombatToHandGunStand2: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\sstani2pstani2.rtm"; speed=-0.700000; looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"HandGunStand",0.500000}; interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000}; }; class HandGunStandToCombat1: HandGunDefault { actions="CombatActions"; file="\o\Anim\pstani2sstani1.rtm"; speed=-0.700000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunStand",0.500000}; connectTo[]={"HandGunStandToCombat2",0.500000}; interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe r3",0.100000}; }; class HandGunStandToCombat2: Default { actions="CombatActions"; file="\o\Anim\pstani2sstani2.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"Combat",0.500000}; interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe r3",0.100000}; }; class StandToHandGunStand1: Default { actions="HandGunStandActions"; file="\o\Anim\bezstani2pstani1.rtm"; speed=-0.400000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"Stand",0.500000}; connectTo[]={"StandToHandGunStand2",0.500000}; interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000}; }; class StandToHandGunStand2: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\bezstani2pstani2.rtm"; speed=-0.400000; looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"HandGunStand",0.500000}; interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000}; }; class HandGunStandToStand1: HandGunDefault { actions="StandActions"; file="\o\Anim\pstani2bezstani1.rtm"; speed=-0.500000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunStand",0.500000}; connectTo[]={"HandGunStandToStand2",0.500000}; interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000}; }; class HandGunStandToStand2: Default { actions="StandActions"; file="\o\Anim\pstani2bezstani2.rtm"; speed=-0.500000; looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"Stand",0.500000}; interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000}; }; class CivilToHandGunStand1: Default { actions="HandGunStandActions"; file="\o\Anim\civilstani2pstani1.rtm"; speed=-0.320000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"Civil",0.500000}; connectTo[]={"CivilToHandGunStand2",0.500000}; interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000}; }; class CivilToHandGunStand2: HandGunDefault { actions="HandGunStandActions"; file="\o\Anim\civilstani2pstani2.rtm"; speed=-0.320000; looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"HandGunStand",0.500000}; interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000}; }; class HandGunStandToCivil1: HandGunDefault { actions="CivilActions"; file="\o\Anim\pstani2civilstani1.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunStand",0.500000}; connectTo[]={"HandGunStandToCivil2",0.500000}; interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000}; }; class HandGunStandToCivil2: Default { actions="CivilActions"; file="\o\Anim\pstani2civilstani2.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"Civil",0.500000}; interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000}; }; class CrouchToHandGunCrouch1: Default { actions="HandGunCrouchActions"; file="\o\Anim\sklek2pklek1.rtm"; speed=-1.200000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"Crouch",0.500000}; connectTo[]={"CrouchToHandGunCrouch2",0.500000}; interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000}; }; class CrouchToHandGunCrouch2: HandGunDefault { actions="HandGunCrouchActions"; file="\o\Anim\sklek2pklek2.rtm"; speed=-0.500000; looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"HandGunCrouch",0.500000}; interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000}; }; class HandGunCrouchToCrouch1: HandGunDefault { actions="CrouchActions"; file="\o\Anim\pklek2sklek1.rtm"; speed=-0.700000; looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunCrouch",0.500000}; connectTo[]={"HandGunCrouchToCrouch2",0.500000}; interpolateTo[]={"CrouchDying",0.100000}; }; class HandGunCrouchToCrouch2: Default { actions="CrouchActions"; file="\o\Anim\pklek2sklek2.rtm"; speed=-0.700000; looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"Crouch",0.500000}; interpolateTo[]={"CrouchDying",0.100000}; }; class LyingToHandGunLying1: Default { actions="HandGunLyingActions"; file="\o\Anim\sleh2pleh1.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"Lying",0.500000}; connectTo[]={"LyingToHandGunLying2",0.500000}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class LyingToHandGunLying2: HandGunDefault { actions="HandGunLyingActions"; file="\o\Anim\sleh2pleh2.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"HandGunLying",0.500000}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class HandGunLyingToLying1: HandGunDefault { actions="LyingActions"; file="\o\Anim\pleh2sleh1.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunLying",0.500000}; connectTo[]={"HandGunLyingToLying2",0.500000}; interpolateTo[]={"LyingDying",0.100000}; }; class HandGunLyingToLying2: Default { actions="LyingActions"; file="\o\Anim\pleh2sleh2.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"Lying",0.500000}; interpolateTo[]={"LyingDying",0.100000}; }; class CivilLyingToHandGunLying1: Default { actions="HandGunLyingActions"; file="\o\Anim\civilleh2pistleh1.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"CivilLying",0.500000}; connectTo[]={"CivilLyingToHandGunLying2",0.500000}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class CivilLyingToHandGunLying2: HandGunDefault { actions="HandGunLyingActions"; file="\o\Anim\civilleh2pistleh2.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectTo[]={"HandGunLying",0.500000}; interpolateTo[]={"HandGunLyingDying",0.100000}; }; class HandGunLyingToCivilLying1: HandGunDefault { actions="CivilLyingActions"; file="\o\Anim\pistleh2civilleh1.rtm"; speed=4294967295 looped=0 disableWeapons=1 soundEnabled=0 connectFrom[]={"HandGunLying",0.500000}; connectTo[]={"HandGunLyingToCivilLying2", Share this post Link to post Share on other sites
rouge1 0 Posted March 1, 2004 Anybody? Please help! and i get the following error "Undefined Base Class CfgMovesMCHandgun" Share this post Link to post Share on other sites