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bmgarcangel

Configing animation tutorial?

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Hey

I've been like looking on ofpec and stuf, I havent been able to find a tutorial on getting animation into the config so that my new custom animations will work with my new gun and stuff....I was wondering if either any of you guys know how to do this or if you know where i can find a tutorial (instructions) on how to do it.

~Bmgarcangel

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Guest

well use the search button man!!!

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ya ya ya....i'll look in the tutorial section in the forums...since no one knows how to sad_o.gif

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Guest

"cfgmoves" are wery hard to onfig if dont know how to write simple cpp dont even think about it

biggrin_o.gif

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Well i've written a huge config already and I know a bunch about doing it already tounge_o.gif

Just need to know all the basics for configing da animations!!!

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Guest

here are some basics:

// some basic defines

class CfgMovesMC

{

class Actions

{

};

};

class CfgManActions

{

};

class CfgMovesxxxxx : CfgMovesMC

{

access=1

vehicleActions="CfgVehicleActions";

class Actions

{

class NoActionsAll: CfgManActions

{

access=3

};

class NoActions: NoActionsAll

{

ladderOnDown="LadderDownStart";

ladderOnUp="LadderUpStart";

turnSpeed=1

upDegree=4294967295

limitFast=5

};

class DeadActions: NoActions

{

upDegree="ManPosDead";

};

class CargoActions: NoActions

{

die="DeadState";

};

class WeaponActions: NoActions

{

stop="Weapon";

upDegree="ManPosWeapon";

weaponOn="Weapon";

weaponOff="Crouch";

handGunOn="HandGunCrouch";

down="Lying";

up="Combat";

lying="Lying";

combat="Combat";

crouch="Crouch";

stand="Stand";

die="WeaponDead";

civilLying="CivilLying";

civil="Civil";

walkF="WeaponWalkF";

walkLF="WeaponWalkLF";

walkRF="WeaponWalkRF";

walkL="WeaponWalkL";

walkR="WeaponWalkR";

walkLB="WeaponWalkLB";

walkRB="WeaponWalkRB";

walkB="WeaponWalkB";

slowF="WeaponWalkF";

slowLF="WeaponWalkLF";

slowRF="WeaponWalkRF";

slowL="WeaponWalkL";

slowR="WeaponWalkR";

slowLB="WeaponWalkLB";

slowRB="WeaponWalkRB";

slowB="WeaponWalkB";

fastF="WeaponWalkF";

fastLF="WeaponWalkLF";

fastRF="WeaponWalkRF";

fastL="WeaponWalkL";

fastR="WeaponWalkR";

fastLB="WeaponWalkLB";

fastRB="WeaponWalkRB";

fastB="WeaponWalkB";

turnL="WeaponTurnL";

turnR="WeaponTurnR";

default="Combat";

getInCar="CombatGetInCar";

getOutCar="Combat";

getInTank="CombatGetInTank";

getOutTank="CombatGetOutTank";

reloadAT="WeaponReloadAT";

};

class StandActions: NoActions

{

stop="Stand";

default="Stand";

walkF="StandWalkF";

walkLF="StandWalkLF";

walkRF="StandWalkRF";

walkL="StandWalkL";

walkR="StandWalkR";

walkLB="StandWalkLB";

walkRB="StandWalkRB";

walkB="StandWalkB";

slowF="StandWalkF";

slowLF="StandWalkLF";

slowRF="StandWalkRF";

slowL="StandWalkL";

slowR="StandWalkR";

slowLB="StandWalkLB";

slowRB="StandWalkRB";

slowB="StandWalkB";

fastF="StandRunF";

fastLF="StandWalkLF";

fastRF="StandWalkRF";

fastL="StandWalkL";

fastR="StandWalkR";

fastLB="StandWalkLB";

fastRB="StandWalkRB";

fastB="StandWalkB";

down="Combat";

up="Combat";

weaponOn="Weapon";

weaponOff="Stand";

binocOn="BinocStand";

binocOff="Stand";

handGunOn="HandGunStand";

strokeFist="StandStrokeFist";

strokeGun="";

lying="Lying";

combat="Combat";

crouch="Crouch";

stand="Stand";

civil="Civil";

civilLying="CivilLying";

fireNotPossible="Combat";

throwGrenade="StandThrowGrenadeStart";

turnL="StandTurnL";

turnR="StandTurnR";

getInCar="StandGetInCar";

getOutCar="Stand";

getInTank="StandGetInTank";

getOutTank="StandGetOutTank";

sitDown="StandToSitDown";

salute="EffectStandSaluteStart";

turnSpeed=4

limitFast=2.500000;

die="StandDead";

takeFlag="StandToStandTakeFlag";

putDown="StandPutDown";

upDegree="ManPosStand";

};

class StandStillActions: StandActions

{

stop="EffectStandStill";

default="EffectStandStill";

};

class StandStandActions: StandActions

{

stop="EffectStand";

default="EffectStand";

};

class StandSaluteActions: StandActions

{

stop="EffectStandSalute";

default="EffectStandSalute";

salute="";

};

class StandTalkActions: StandActions

{

stop="EffectStandTalk";

default="EffectStandTalk";

};

class SitActions: StandActions

{

turnL="";

turnR="";

stop="EffectStandSitDown";

default="EffectStandSitDown";

strokeFist="";

sitDown="";

die="SitDownDead";

};

class CivilActions: StandActions

{

stop="Civil";

default="Civil";

walkF="CivilWalkF";

walkLF="CivilWalkLF";

walkRF="CivilWalkRF";

walkL="CivilWalkL";

walkR="CivilWalkR";

walkLB="CivilWalkLB";

walkRB="CivilWalkRB";

walkB="CivilWalkB";

slowF="CivilWalkF";

slowLF="CivilWalkLF";

slowRF="CivilWalkRF";

slowL="CivilWalkL";

slowR="CivilWalkR";

slowLB="CivilWalkLB";

slowRB="CivilWalkRB";

slowB="CivilWalkB";

fastF="CivilRunF";

fastLF="CivilRunLF";

fastRF="CivilRunRF";

fastL="CivilRunL";

fastR="CivilRunR";

fastLB="CivilRunLB";

fastRB="CivilRunRB";

fastB="CivilRunB";

down="CivilLying";

up="CivilLying";

lying="Lying";

combat="Combat";

crouch="Crouch";

stand="Stand";

civil="Civil";

civilLying="CivilLying";

throwGrenade="CivilThrowGrenadeStart";

turnL="CivilTurnL";

turnR="CivilTurnR";

handGunOn="HandGunStand";

die="CivilDead";

getInCar="CivilGetInCar";

getOutCar="Civil";

getInTank="CivilGetInTank";

getOutTank="CivilGetOutTank";

takeFlag="CivilToCivilTakeFlag";

putDown="CivilPutDown";

limitFast=4

upDegree="ManPosNoWeapon";

};

class CombatActions: NoActions

{

stop="Combat";

default="Combat";

stopRelaxed="CombatRelaxed";

reloadMagazine="CombatReloadMagazine";

reloadMGun="CombatReloadMGun";

reloadMortar="CombatReloadMortarStart";

throwGrenade="CombatThrowGrenadeStart";

walkF="CombatWalkF";

walkLF="CombatWalkLF";

walkRF="CombatWalkRF";

walkL="CombatWalkL";

walkR="CombatWalkR";

walkLB="CombatWalkLB";

walkRB="CombatWalkRB";

walkB="CombatWalkB";

slowF="CombatRunF";

slowLF="CombatRunLF";

slowRF="CombatRunRF";

slowL="CombatRunL";

slowR="CombatRunR";

slowLB="CombatRunLB";

slowRB="CombatRunRB";

slowB="CombatRunB";

fastF="CombatSprintF";

fastLF="CombatSprintLF";

fastRF="CombatSprintRF";

fastL="CombatRunL";

fastR="CombatRunR";

fastLB="CombatRunLB";

fastRB="CombatRunRB";

fastB="CombatRunB";

down="Lying";

up="Crouch";

lying="Lying";

combat="Combat";

crouch="Crouch";

stand="Stand";

civil="Civil";

civilLying="CivilLying";

die="CombatDead";

weaponOn="Weapon";

binocOn="Binoc";

binocOff="Combat";

handGunOn="HandGunStand";

takeFlag="CombatToTakeFlag";

putDown="PutDown";

medic="Medic";

treated="Treated";

strokeFist="";

strokeGun="CombatStrokeGun";

turnL="CombatTurnL";

turnR="CombatTurnR";

turnLRelaxed="CombatTurnLRelaxed";

turnRRelaxed="CombatTurnRRelaxed";

getInCar="CombatGetInCar";

getOutCar="Combat";

getInTank="CombatGetInTank";

getOutTank="CombatGetOutTank";

turnSpeed=8

limitFast=5.500000;

upDegree="ManPosCombat";

};

class CrouchActions: CombatActions

{

stop="Crouch";

default="Crouch";

up="Combat";

reloadMagazine="CrouchReloadMagazine";

reloadMG="CrouchReloadMagazine";

die="CrouchDead";

weaponOn="Weapon";

walkF="CrouchWalkF";

walkLF="CrouchWalkLF";

walkRF="CrouchWalkRF";

walkL="CrouchWalkL";

walkR="CrouchWalkR";

walkLB="CrouchWalkLB";

walkRB="CrouchWalkRB";

walkB="CrouchWalkB";

slowF="CrouchRunF";

slowLF="CrouchRunLF";

slowRF="CrouchRunRF";

slowL="CrouchRunL";

slowR="CrouchRunR";

slowLB="CrouchRunLB";

slowRB="CrouchRunRB";

slowB="CrouchRunB";

fastF="CrouchSprintF";

fastLF="CrouchSprintLF";

fastRF="CrouchSprintRF";

fastL="CrouchRunL";

fastR="CrouchRunR";

fastLB="CrouchRunLB";

fastRB="CrouchRunRB";

fastB="CrouchRunB";

binocOn="BinocCrouch";

binocOff="Crouch";

handGunOn="HandGunCrouch";

turnL="CrouchTurnL";

turnR="CrouchTurnR";

};

class CombatStandingUpActions: CombatActions

{

die="LyingDead";

};

class CombatRunFActions: CombatActions

{

throwGrenade="CombatRunThrowGrenadeStart";

die="CombatRunDead";

};

class CombatRunBActions: CombatActions

{

die="CombatRunBDead";

};

class CivilRunFActions: CivilActions

{

throwGrenade="CivilRunThrowGrenadeStart";

};

class CrouchRunFActions: CrouchActions

{

throwGrenade="CombatRunThrowGrenadeStart";

die="CombatRunDead";

};

class CrouchRunBActions: CrouchActions

{

die="CombatRunBDead";

};

class CombatRelaxedActions: CombatActions

{

die="CombatRelaxedDead";

};

class LyingActions: NoActions

{

stop="Lying";

default="Lying";

reloadMagazine="LyingReloadMagazine";

reloadMGun="LyingReloadMagazine";

throwGrenade="LyingThrowGrenadeStart";

walkF="LyingCrawlF";

walkLF="LyingCrawlLF";

walkRF="LyingCrawlRF";

walkL="LyingCrawlL";

walkR="LyingCrawlR";

walkLB="LyingCrawlLB";

walkRB="LyingCrawlRB";

walkB="LyingCrawlB";

slowF="LyingCrawlF";

slowLF="LyingCrawlLF";

slowRF="LyingCrawlRF";

slowL="LyingCrawlL";

slowR="LyingCrawlR";

slowLB="LyingCrawlLB";

slowRB="LyingCrawlRB";

slowB="LyingCrawlB";

fastF="LyingFastCrawlF";

fastLF="LyingCrawlLF";

fastRF="LyingCrawlRF";

fastL="LyingCrawlL";

fastR="LyingCrawlR";

fastLB="LyingCrawlLB";

fastRB="LyingCrawlRB";

fastB="LyingCrawlB";

down="Combat";

up="Crouch";

lying="Lying";

combat="Combat";

crouch="Crouch";

stand="Stand";

civil="Civil";

civilLying="CivilLying";

die="LyingDead";

weaponOn="Weapon";

weaponOff="Lying";

binocOn="BinocLying";

binocOff="Lying";

handGunOn="HandGunLying";

turnL="LyingTurnL";

turnR="LyingTurnR";

getInCar="CombatGetInCar";

getOutCar="Combat";

getInTank="CombatGetInTank";

getOutTank="CombatGetOutTank";

takeFlag="CombatToTakeFlag";

putDown="PutDownLying";

medic="Medic";

treated="TreatedLying";

turnSpeed=3

upDegree="ManPosLying";

};

class CrawlingActions: LyingActions

{

up="CombatRunF";

combat="CombatRunF";

};

class CivilLyingActions: LyingActions

{

stop="CivilLying";

down="Civil";

up="Civil";

walkF="CivilLyingCrawlF";

walkLF="CivilLyingCrawlLF";

walkRF="CivilLyingCrawlRF";

walkL="CivilLyingCrawlL";

walkR="CivilLyingCrawlR";

walkLB="CivilLyingCrawlLB";

walkRB="CivilLyingCrawlRB";

walkB="CivilLyingCrawlB";

slowF="CivilLyingCrawlF";

slowLF="CivilLyingCrawlLF";

slowRF="CivilLyingCrawlRF";

slowL="CivilLyingCrawlL";

slowR="CivilLyingCrawlR";

slowLB="CivilLyingCrawlLB";

slowRB="CivilLyingCrawlRB";

slowB="CivilLyingCrawlB";

fastF="CivilLyingFastCrawlF";

fastLF="CivilLyingCrawlLF";

fastRF="CivilLyingCrawlRF";

fastL="CivilLyingCrawlL";

fastR="CivilLyingCrawlR";

fastLB="CivilLyingCrawlLB";

fastRB="CivilLyingCrawlRB";

fastB="CivilLyingCrawlB";

die="CivilLyingDead";

takeFlag="CivilLyingToCivilLyingTakeFlag";

putDown="CivilLyingPutDown";

upDegree="ManPosLyingNoWeapon";

};

class CivilCrawlingActions: CivilLyingActions {};

class LadderActions: NoActions

{

stop="LadderStatic";

default="LadderStatic";

upDegree="ManPosStand";

turnSpeed=0.100000;

ladderOff="LadderDownEnd";

ladderOffTop="LadderUpEnd";

ladderOffBottom="LadderDownEnd";

down="LadderDownLoop";

up="LadderUpLoop";

die="StandDead";

};

class LadderUpActions: LadderActions

{

ladderOff="LadderUpEnd";

};

class LadderDownActions: LadderActions

{

ladderOff="LadderDownEnd";

};

class CombatNoMoveActions: CombatActions

{

stopRelaxed="";

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="";

turnSpeed=2

};

class PutDownActions: CombatActions

{

stop="PutDown";

default="PutDown";

down="Lying";

up="Combat";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Combat";

fireNotPossible="Combat";

};

class TakeFlagActions: CombatActions

{

stop="Combat";

default="Combat";

down="Lying";

up="Combat";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Combat";

fireNotPossible="Combat";

};

class MedicActions: CombatActions

{

stop="Medic";

default="Medic";

down="Lying";

up="Combat";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Combat";

fireNotPossible="Combat";

};

class TreatedActions: CombatActions

{

stop="Treated";

default="Treated";

down="Lying";

up="Combat";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Combat";

fireNotPossible="Combat";

};

class StandPutDownActions: StandActions

{

stop="StandPutDown";

default="StandPutDown";

down="Stand";

up="Stand";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Stand";

fireNotPossible="Stand";

};

class StandTakeFlagActions: StandActions

{

stop="Stand";

default="Stand";

down="Stand";

up="Stand";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Stand";

fireNotPossible="Stand";

};

class CivilPutDownActions: CivilActions

{

stop="CivilPutDown";

default="CivilPutDown";

down="CivilLying";

up="Civil";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Civil";

fireNotPossible="Civil";

};

class CivilTakeFlagActions: CivilActions

{

stop="Civil";

default="Civil";

down="CivilLying";

up="Civil";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Civil";

fireNotPossible="Civil";

};

class PutDownLyingActions: LyingActions

{

stop="PutDownLying";

default="PutDownLying";

down="Lying";

up="Lying";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Lying";

fireNotPossible="Lying";

};

class TreatedLyingActions: LyingActions

{

stop="TreatedLying";

default="TreatedLying";

down="Lying";

up="Lying";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="Lying";

fireNotPossible="Lying";

};

class CivilLyingPutDownActions: CivilLyingActions

{

stop="CivilLyingPutDown";

default="CivilLyingPutDown";

down="CivilLying";

up="CivilLying";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="CivilLying";

fireNotPossible="CivilLying";

};

class CivilLyingTakeFlagActions: CivilLyingActions

{

stop="CivilLying";

default="CivilLying";

down="CivilLying";

up="CivilLying";

turnL="";

turnR="";

turnLRelaxed="";

turnRRelaxed="";

putDownEnd="CivilLying";

fireNotPossible="CivilLying";

};

class BinocActions: CombatNoMoveActions

{

stop="Binoc";

default="Binoc";

binocOff="Combat";

upDegree="ManPosBinoc";

};

class BinocLyingActions: LyingActions

{

stop="BinocLying";

default="BinocLying";

binocOff="Lying";

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 BinocStandActions: StandActions

{

stop="BinocStand";

default="BinocStand";

binocOff="Stand";

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 BinocCrouchActions: CrouchActions

{

stop="BinocCrouch";

default="BinocCrouch";

binocOff="Crouch";

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 BlendAnims

{

aimingDefault[]={"hlava",1,"krk",1,"zbran",1,"roura",1,"lrame

no",1,"prameno",1,"lbiceps",1,"lloket",1,"lruka&am

p;am

p;qu

ot;,1,"pbiceps",1,"ploket",1,"pruka",1,"hrudnik",0

.900000,"zebra",0.500000,"bricho",0.200000};

legsDefault[]={"lprsty",1,"pprsty",1,"lchodidlo",1,"pchodidlo",1

,"lholen",0.950000,"pholen",0.950000,"lstehno",0.900000,&amp

;

;quo

t;pstehno",0.900000,"lzadek",0.500000,"pzadek",0.500000};

headDefault[]={"hlava",1,"krk",0.500000};

aimingLying[]={"hlava",1,"krk",0.900000,"lrameno",0.500000,"prameno&a

mp;a

mp;q

uot;,0.500000,"hrudnik",0.800000,"zebra",0.500000};

aimingNo[]={};

legsNo[]={};

headNo[]={};

};

class Default

{

access=3

actions="StandActions";

file="";

looped=1

speed=0.500000;

disableWeapons=0

enableOptics=1

disableWeaponsLong=0

showWeaponAim=1

enableMissile=0

enableBinocular=0

showItemInHand=0

showItemInRightHand=0

showHandGun=0

onLandBeg=0

onLandEnd=0

onLadder=0

duty=-0.500000;

visibleSize=1

aimPrecision=1

recoilSuffix="";

relSpeedMin=1.000000;

relSpeedMax=1.000000;

soundEnabled=1

soundOverride="";

soundEdge1=0.500000;

soundEdge2=1

terminal=0

limitGunMovement=1

variantsPlayer[]={};

variantsAI[]={""};

equivalentTo="";

connectAs="";

variantAfter[]={5,10,20};

connectFrom[]={};

connectTo[]={};

interpolateWith[]={};

interpolateTo[]={};

interpolateFrom[]={};

aiming="aimingDefault";

legs="legsDefault";

head="headDefault";

interpolationSpeed=6

interpolationRestart=0

preload=0

};

class StandBase: Default

{

limitGunMovement=0

aiming="aimingNo";

disableWeapons=1

disableWeaponsLong=1

};

class LadderBase: StandBase

{

actions="LadderActions";

aiming="aimingNo";

legs="legsNo";

onLadder=1

disableWeapons=1

};

class LadderUpBase: LadderBase

{

actions="LadderUpActions";

};

class LadderDownBase: LadderBase

{

actions="LadderDownActions";

};

class DefaultDie: Default

{

limitGunMovement=0

aiming="aimingNo";

legs="legsNo";

head="headNo";

disableWeapons=1

interpolationRestart=1

soundOverride="fallbody";

soundEdge1=0.450000;

soundEdge2=0.450000;

};

class States

{

class DeadState: Default

{

actions="DeadActions";

file="bezsmrt2.rtm";

speed=10000000000.000000;

looped=1

onLandBeg=1

onLandEnd=1

soundEnabled=0

terminal=1

};

class Stand: StandBase

{

actions="StandActions";

file="bezstanistat.rtm";

speed=10000000000.000000;

looped=1

soundEnabled=0

variantAfter[]={1,3,6};

variantsAI[]={"StandVar2",0.700000,"Stand",0.300000};

equivalentTo="Stand";

interpolationSpeed=2

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandVar2: Stand

{

file="bezstanistill.rtm";

speed=-7.800000;

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandWalkF: StandBase

{

actions="StandActions";

file="chuzeBez0l.rtm";

speed=-1.200000;

looped=1

duty=-0.700000;

relSpeedMin=0.700000;

relSpeedMax=1.000000;

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandWalkLF: StandWalkF

{

file="chuzebez-45L.rtm";

speed=-1.530000;

looped=1

};

class StandWalkRF: StandWalkF

{

file="chuzebez45L.rtm";

speed=-1.530000;

looped=1

};

class StandWalkL: StandWalkF

{

file="chuzebez-90L.rtm";

speed=-1.530000;

looped=1

};

class StandWalkR: StandWalkF

{

file="chuzebez90L.rtm";

speed=-1.530000;

looped=1

};

class StandWalkLB: StandWalkF

{

file="chuzebez-135l.rtm";

speed=-1.530000;

looped=1

};

class StandWalkRB: StandWalkF

{

file="chuzebez135l.rtm";

speed=-1.530000;

looped=1

};

class StandWalkB: StandWalkF

{

file="chuzebez180l.rtm";

speed=-1.530000;

looped=1

};

class StandRunF: StandWalkF

{

file="bezbeh.rtm";

speed=-0.800000;

duty=-0.500000;

relSpeedMin=0.700000;

relSpeedMax=1.000000;

};

class StandToCombat: Default

{

actions="CombatActions";

file="stanidostanis.rtm";

speed=-1.800000;

looped=0

disableWeapons=1

soundEnabled=0

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatToStand: Default

{

actions="StandActions";

file="sstanidostani.rtm";

speed=-1.500000;

looped=0

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class CombatToLying: Default

{

actions="LyingActions";

file="stanisdolehu.rtm";

speed=-1.500000;

looped=0

onLandEnd=1

enableOptics=0

interpolateTo[]={"LyingDying",1};

soundEnabled=1

soundOverride="laydown";

soundEdge1=0.100000;

soundEdge2=0.100000;

};

class CombatRunFToLying: Default

{

actions="LyingActions";

file="behleh.rtm";

speed=-1.500000;

looped=0

onLandEnd=1

disableWeapons=1

soundEnabled=1

interpolateTo[]={"LyingDying",1};

soundOverride="laydown";

soundEdge1=0.100000;

soundEdge2=0.100000;

};

class LyingToCombat: Default

{

actions="CombatStandingUpActions";

file="lehdostanis.rtm";

speed=4294967294

looped=0

onLandBeg=1

enableOptics=0

interpolateTo[]={"LyingDying",1};

soundEnabled=1

soundOverride="standup";

soundEdge1=0.010000;

soundEdge2=0.010000;

};

class LyingToCombatRun: Default

{

actions="CombatStandingUpActions";

file="lehbeh.rtm";

speed=-1.000000;

looped=0

onLandBeg=1

disableWeapons=1

soundEnabled=1

interpolateTo[]={"LyingDying",1};

soundOverride="standup";

soundEdge1=0

soundEdge2=0

};

class Combat: Default

{

actions="CombatActions";

preload=1

file="\McHman\McH_animacije\stojec_.rtm";      //////////////////////

speed=10000000000.000000;

looped=1

soundEnabled=0

duty=4294967295

variantsPlayer[]={"CombatStillPlayer",0.500000,"Combat"};

variantsAI[]={"CombatStillPlayer",0.300000,"CombatStillV1",0.500000,"Combat&am

p;am

p;qu

ot;};

};

class CombatRelaxed: Combat

{

actions="CombatRelaxedActions";

file="savarestanistat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

variantsAI[]={"CombatRelaxedStill",0.800000,"CombatRelaxed"};

interpolateTo[]={"CombatRelaxedDying",0.100000,"CombatRelaxedDyingVer2",0.100000};

};

class CombatStillV1: Combat

{

file="sstani.rtm";

speed=-6.800000;

looped=1

equivalentTo="Combat";

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatStillPlayer: Combat

{

file="sstaniSoft.rtm";

speed=-6.800000;

looped=1

equivalentTo="Combat";

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatRelaxedStill: Combat

{

actions="CombatRelaxedActions";

file="savarestani.rtm";

speed=4294967291

looped=1

disableWeapons=0

equivalentTo="CombatRelaxed";

};

class CombatReloadMagazine: Default

{

preload=1

actions="CombatActions";

file="snabij.rtm";

speed="- 2.4";

looped=0

disableWeapons=1

soundEnabled=0

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatToBinoc: Default

{

actions="CombatActions";

file="sdalek.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class Binoc: Default

{

actions="BinocActions";

file="sdalekstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

showItemInHand=1

soundEnabled=0

enableBinocular=1

head="headNo";

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class BinocToCombat: Default

{

actions="CombatActions";

file="sdalek2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class Crouch: Combat

{

preload=1

actions="CrouchActions";

file="klek.rtm";

speed=10000000000.000000;

variantsPlayer[]={};

variantsAI[]={};

visibleSize=0.600000;

aimPrecision=0.500000;

recoilSuffix="halffixed";

};

class CrouchIM: Combat

{

actions="CrouchActions";

speed=10000000000.000000;

variantsPlayer[]={};

variantsAI[]={};

};

class CrouchToCombat: Default

{

preload=1

actions="CombatActions";

file="klekdostani.rtm";

speed=-0.400000;

looped=0

soundEnabled=0

enableOptics=0

connectFrom[]={"Crouch",0.500000};

connectTo[]={"Combat",0.500000};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CrouchToCrouchSprintF: Default

{

preload=1

actions="CrouchRunFActions";

file="klekbeh.rtm";

speed=-0.400000;

looped=0

soundEnabled=0

connectFrom[]={"Crouch",0.400000};

enableOptics=0

connectTo[]={"CrouchSprintF",0.400000};

interpolateTo[]={"Crouch",1};

};

class CombatToCrouch: Default

{

preload=1

actions="CrouchActions";

file="sstanidoklek.rtm";

speed=-0.400000;

looped=0

soundEnabled=0

enableOptics=0

connectFrom[]={"Combat",0.500000};

connectTo[]={"Crouch",0.500000};

interpolateTo[]={"CrouchDying",0.100000};

};

class CrouchToLying: Default

{

preload=1

actions="LyingActions";

file="klekleh.rtm";

speed=4294967295

looped=0

connectFrom[]={"Crouch",1};

connectTo[]={"Lying",1};

soundEnabled=1

enableOptics=0

soundOverride="laydown";

soundEdge1=0.100000;

soundEdge2=0.100000;

onLandEnd=1

interpolateTo[]={"LyingDying",0.100000};

};

class LyingToCrouch: Default

{

preload=1

actions="CrouchActions";

file="lehklek.rtm";

speed=4294967295

looped=0

connectFrom[]={"Lying",1};

connectTo[]={"Crouch",1};

soundEnabled=1

enableOptics=0

soundOverride="standup";

soundEdge1=0.010000;

soundEdge2=0.010000;

onLandBeg=1

interpolateTo[]={"CrouchDying",0.100000};

};

class CrouchReloadMagazine: Default

{

preload=1

actions="CrouchActions";

file="kleknabij.rtm";

speed="- 2.4";

looped=0

disableWeapons=1

soundEnabled=0

visibleSize=0.600000;

aimPrecision=0.500000;

recoilSuffix="halffixed";

connectFrom[]={"Crouch",1};

connectTo[]={"Crouch",1};

interpolateTo[]={"CrouchDying",0.100000};

};

class CrouchDying: DefaultDie

{

actions="NoActions";

file="kleksmrt.rtm";

speed=-1.600000;

looped=0

onLandEnd=1

connectFrom[]={"Crouch",1};

connectTo[]={"CrouchDead",1};

};

class CrouchDead: CrouchDying

{

actions="DeadActions";

file="kleksmrt2.rtm";

speed=10000000000.000000;

looped=1

onLandBeg=1

onLandEnd=1

soundEnabled=0

terminal=1

connectFrom[]={};

interpolateFrom[]={};

connectTo[]={"DeadState",10};

};

class CrouchToWeapon: Default

{

actions="WeaponActions";

file="klekdoAT.rtm";

speed=-2.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Crouch",1};

connectTo[]={"Weapon",1};

interpolateTo[]={"WeaponDying",0.100000,"WeaponDyingVer2",0.100000};

};

class WeaponToCrouch: Default

{

actions="CrouchActions";

file="atdoklek.rtm";

speed=-2.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Weapon",1.200000};

connectTo[]={"Crouch",1.200000};

interpolateTo[]={"CrouchDying",0.100000};

};

class LyingToBinocLying: Default

{

actions="LyingActions";

file="plazenidalek.rtm";

speed=-2.000000;

looped=0

disableWeapons=1

soundEnabled=0

showItemInHand=1

onLandBeg=1

onLandEnd=1

interpolateTo[]={"LyingDying",0.100000};

};

class BinocLying: Default

{

actions="BinocLyingActions";

file="plazenidalekstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

showItemInHand=1

soundEnabled=0

enableBinocular=1

onLandBeg=1

onLandEnd=1

duty=4294967295

interpolateTo[]={"LyingDying",0.100000};

};

class BinocLyingToLying: Default

{

actions="LyingActions";

file="plazenidalek2.rtm";

speed=-2.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

onLandBeg=1

onLandEnd=1

interpolateTo[]={"LyingDying",0.100000};

};

class StandToBinocStand: Default

{

actions="StandActions";

file="bezdalek.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

connectFrom[]={"Stand",2};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class BinocStand: Default

{

actions="BinocStandActions";

file="bezdalekstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=0

showItemInHand=1

soundEnabled=0

enableBinocular=1

connectFrom[]={"StandToBinocStand",1};

connectTo[]={"BinocStandToStand",1};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class BinocStandToStand: Default

{

actions="StandActions";

file="bezdalek2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

showItemInHand=1

soundEnabled=0

connectTo[]={"Stand",2};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandThrowGrenadeStart: Default

{

actions="StandActions";

file="bezgranat1.rtm";

speed=-1.400000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandThrowGrenadeEnd: Default

{

actions="StandActions";

file="bezgranat2.rtm";

speed=-0.970000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class CombatToTakeFlag: Default

{

actions="CombatActions";

file="spoloz.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class TakeFlag: Default

{

actions="TakeFlagActions";

file="spolozstat.rtm";

speed=-2.500000;

looped=1

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CombatToTakeFlag",2};

connectTo[]={"TakeFlagToCombat",2};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class TakeFlagToCombat: Default

{

actions="CombatActions";

file="spoloz2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatToPutDown: Default

{

actions="CombatActions";

file="spoloz.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class PutDown: Default

{

actions="PutDownActions";

file="spolozstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CombatToPutDown",2};

connectTo[]={"PutDownToCombat",2};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class PutDownToCombat: Default

{

actions="CombatActions";

file="spoloz2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatToMedic: Default

{

actions="CombatActions";

file="smedicstart.rtm";

speed=4294967295

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class Medic: Default

{

actions="MedicActions";

file="smedicloop.rtm";

speed=4294967293

looped=0

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CombatToMedic",2};

connectTo[]={"MedicToCombat",2};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class MedicToCombat: Default

{

actions="CombatActions";

file="smedicend.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatToTreated: Default

{

actions="CombatActions";

file="sosetrenstart.rtm";

speed=4294967291

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class Treated: Default

{

actions="TreatedActions";

file="sosetrenloop.rtm";

speed=4294967293

looped=0

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CombatToTreated",2};

connectTo[]={"TreatedToCombat",2};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class TreatedToCombat: Default

{

actions="CombatActions";

file="sosetrenend.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class StandToStandTakeFlag: Default

{

actions="StandActions";

file="bezstanipoloz1.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Stand",1};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandTakeFlag: Default

{

actions="StandTakeFlagActions";

file="bezstanipolozstat.rtm";

speed=-2.500000;

looped=1

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"StandToStandTakeFlag",2};

connectTo[]={"StandTakeFlagToStand",2};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandTakeFlagToStand: Default

{

actions="StandActions";

file="bezstanipoloz2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Stand",1};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandToStandPutDown: Default

{

actions="StandActions";

file="bezstanipoloz1.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Stand",1};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandPutDown: Default

{

actions="StandPutDownActions";

file="bezstanipolozstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"StandToStandPutDown",2};

connectTo[]={"StandPutDownToStand",2};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class StandPutDownToStand: Default

{

actions="StandActions";

file="bezstanipoloz2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Stand",1};

interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};

};

class CivilToCivilTakeFlag: Default

{

actions="CivilActions";

file="civilstanipoloz1.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Civil",1};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class CivilTakeFlag: Default

{

actions="CivilTakeFlagActions";

file="civilstanipolozstat.rtm";

speed=-2.500000;

looped=1

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CivilToCivilTakeFlag",2};

connectTo[]={"CivilTakeFlagToCivil",2};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class CivilTakeFlagToCivil: Default

{

actions="CivilActions";

file="civilstanipoloz2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Civil",1};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class CivilToCivilPutDown: Default

{

actions="CivilActions";

file="civilstanipoloz1.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

connectFrom[]={"Civil",1};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class CivilPutDown: Default

{

actions="CivilPutDownActions";

file="civilstanipolozstat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CivilToCivilPutDown",2};

connectTo[]={"CivilPutDownToCivil",2};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class CivilPutDownToCivil: Default

{

actions="CivilActions";

file="civilstanipoloz2.rtm";

speed=-1.000000;

looped=0

disableWeapons=1

soundEnabled=0

connectTo[]={"Civil",1};

interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};

};

class LyingToPutDownLying: Default

{

actions="LyingActions";

file="lehpoloz.rtm";

speed=-1.000000;

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectFrom[]={"Lying",1};

interpolateTo[]={"LyingDying",0.100000};

};

class PutDownLying: Default

{

actions="PutDownLyingActions";

file="lehpolozstat.rtm";

speed=10000000000.000000;

looped=1

visibleSize=0.280000;

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"LyingToPutDownLying",2};

connectTo[]={"PutDownLyingToLying",2};

interpolateTo[]={"LyingDying",0.100000};

};

class PutDownLyingToLying: Default

{

actions="LyingActions";

file="lehpoloz2.rtm";

speed=-1.000000;

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectTo[]={"Lying",1};

interpolateTo[]={"LyingDying",0.100000};

};

class LyingToTreatedLying: Default

{

actions="LyingActions";

file="lehosetrenstart.rtm";

speed=4294967291

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectFrom[]={"Lying",1};

interpolateTo[]={"LyingDying",0.100000};

};

class TreatedLying: Default

{

actions="TreatedLyingActions";

file="lehosetrenloop.rtm";

speed=4294967293

looped=0

visibleSize=0.280000;

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"LyingToTreatedLying",2};

connectTo[]={"TreatedLyingToLying",2};

interpolateTo[]={"LyingDying",0.100000};

};

class TreatedLyingToLying: Default

{

actions="LyingActions";

file="lehosetrenend.rtm";

speed=-1.000000;

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectTo[]={"Lying",1};

interpolateTo[]={"LyingDying",0.100000};

};

class CivilLyingToCivilLyingTakeFlag: Default

{

actions="CivilLyingActions";

file="lehcivilpoloz1.rtm";

speed=-1.000000;

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectFrom[]={"CivilLying",1};

interpolateTo[]={"CivilLyingDying",0.100000};

};

class CivilLyingTakeFlag: Default

{

actions="CivilLyingTakeFlagActions";

file="lehcivilpolozstat.rtm";

speed=-2.500000;

looped=1

visibleSize=0.280000;

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CivilLyingToCivilLyingTakeFlag",2};

connectTo[]={"CivilLyingTakeFlagToCivilLying",2};

interpolateTo[]={"CivilLyingDying",0.100000};

};

class CivilLyingTakeFlagToCivilLying: Default

{

actions="CivilLyingActions";

file="lehcivilpoloz2.rtm";

speed=-1.000000;

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectTo[]={"CivilLying",1};

interpolateTo[]={"CivilLyingDying",0.100000};

};

class CivilLyingToCivilLyingPutDown: Default

{

actions="CivilLyingActions";

file="lehcivilpoloz1.rtm";

speed=-1.000000;

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectFrom[]={"CivilLying",1};

interpolateTo[]={"CivilLyingDying",0.100000};

};

class CivilLyingPutDown: Default

{

actions="CivilLyingPutDownActions";

file="lehcivilpolozstat.rtm";

speed=10000000000.000000;

looped=1

visibleSize=0.280000;

disableWeapons=1

disableWeaponsLong=1

soundEnabled=0

aiming="aimingNo";

connectFrom[]={"CivilLyingToCivilLyingPutDown",2};

connectTo[]={"CivilLyingPutDownToCivilLying",2};

interpolateTo[]={"CivilLyingDying",0.100000};

};

class CivilLyingPutDownToCivilLying: Default

{

actions="CivilLyingActions";

file="lehcivilpoloz2.rtm";

speed=-1.000000;

looped=0

visibleSize=0.280000;

disableWeapons=1

soundEnabled=0

connectTo[]={"CivilLying",1};

interpolateTo[]={"CivilLyingDying",0.100000};

};

class CombatReloadMGun: Default

{

actions="CombatActions";

file="kulometnabij.rtm";

speed=-2.930000;

looped=0

disableWeapons=1

};

class CombatReloadMortarStart: Default

{

actions="CombatActions";

file="minabijstart.rtm";

speed=-2.415000;

looped=0

disableWeapons=1

soundEnabled=0

};

class CombatReloadMortarEnd: Default

{

actions="CombatActions";

file="minabijend.rtm";

speed=-0.700000;

looped=0

disableWeapons=1

soundEnabled=0

};

class CombatThrowGrenadeStart: Default

{

actions="CombatActions";

file="sgranat.rtm";

speed=-1.400000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatThrowGrenadeEnd: Default

{

actions="CombatActions";

file="sgranat2.rtm";

speed=-0.970000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatRunThrowGrenadeStart: Default

{

actions="CombatRunFActions";

file="sbehgranat.rtm";

speed=-1.400000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

interpolateTo[]={"CombatRunDying",0.100000,"CombatRunDyingVer2",0.100000};

};

class CombatRunThrowGrenadeEnd: Default

{

actions="CombatRunFActions";

file="sbehgranat2.rtm";

speed=-0.970000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

connectFrom[]={"Combat",1};

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

};

class CombatStrokeGun: Default

{

actions="CombatActions";

file="spazba.rtm";

speed=-2.200000;

looped=0

disableWeapons=1

soundEnabled=0

duty=0.600000;

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

connectFrom[]={"Combat",1};

connectTo[]={"CombatStrokeGunEnd",1};

};

class CombatStrokeGunEnd: Default

{

actions="CombatActions";

file="sstanistat.rtm";

speed=10000000000.000000;

looped=1

disableWeapons=1

soundEnabled=0

duty=0.600000;

interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe

r3",0.100000};

connectTo[]={"Combat",1};

};

class CombatRunF: Default

{

preload=1

actions="CombatRunFActions";

file="sbeh0l.rtm";

speed=-0.600000;

looped=1

duty=-0.500000;

showWeaponAim=0

relSpeedMin=0.700000;

relSpeedMax=1.000000;

};

class CombatRunLF: CombatRunF

{

preload=0

file="sbeh-45l.rtm";

speed=-0.700000;

};

class CombatRunRF: CombatRunF

{

preload=0

file="sbeh45l.rtm";

speed=-0.700000;

};

class CombatRunNF: CombatRunF

{

preload=0

actions="CombatActions";

};

class CombatRunL: CombatRunNF

{

file="sbeh-90l.rtm";

speed=-0.700000;

};

class CombatRunR: CombatRunNF

{

file="sbeh90l.rtm";

speed=-0.760000;

};

class CombatRunLB: CombatRunNF

{

actions="CombatRunBActions";

file="sbeh-135l.rtm";

speed=-0.700000;

};

class CombatRunRB: CombatRunNF

{

actions="CombatRunBActions";

file="sbeh135l.rtm";

speed=-0.700000;

};

class CombatRunB: CombatRunNF

{

actions="CombatRunBActions";

file="sbeh180L.rtm";

speed=-0.700000;

soundEdge1=1

soundEdge2=0.500000;

};

class CombatSprintF: Default

{

preload=1

actions="CombatRunFActions";

looped=1

file="ssprint0.rtm";

speed=-0.400000;

duty=0.600000;

showWeaponAim=0

enableOptics=0

relSpeedMin=0.700000;

relSpeedMax=1.000000;

};

class CombatSprintLF: CombatSprintF

{

preload=0

file="ssprint-45l.rtm";

speed=-0.450000;

duty=0.600000;

};

class CombatSprintRF: CombatSprintF

{

preload=0

file="ssprint45l.rtm";

speed=-0.450000;

duty=0.600000;

};

class CombatTurnR: Default

{

actions="CombatActions";

file="svpravo.rtm";

speed=-1.800000;

looped=1

soundEnabled=0

relSpeedMin=0.900000;

relSpeedMax=1.000000;

};

class CombatTurnL: Default

{

actions="CombatActions";

file="svlevo.rtm";

speed=-1.800000;

looped=1

soundEnabled=0

relSpeedMin=0.900000;

relSpeedMax=1.000000;

};

class CombatTurnRRelaxed: CombatTurnR

{

file="savaredoprava.rtm";

speed=-2.600000;

};

class CombatTurnLRelaxed: CombatTurnL

{

file="savaredoleva.rtm";

speed=-2.600000;

};

class Com

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Guest

and that is not all there should be pistol animations here allso but find out urself

biggrin_o.gif

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**EDITED**

Thats alot of SHIT! wow_o.gif

Well...do you mind putting it into like:Prone, Stand-combat, aware, and safe and careless areas

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Ok........anyway, I will try and get all this animation coding into order...its really confusing seriously.

I hope like some mod will create a tutorial to help other mods with animation processess I mean since because they have already gone through the hours trying to figure it out, why not create a tutorial so myself and others don't have to go through that again.

~Bmgarcangel

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Best learning addon I have seen is the dog of teacups.I know you will say but thats a dog,but it shows some of how they implemented the basic anims.I am rusty and can't explain much,but maybe find the dog post and you can find the link to his foreign forums and translate some of the messages.

Sorry if that doesn't help any.

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Alrighty now.....I glanced at all that information that Hide posted about configing the animation into the cpp. and now i'm wondering if I need more then just aware and combat mode animations to make it so it all works in unison.

Also, if i just paste and copy the stuff Hide posted, then I should be ok....like all i'd have to do is put in the new animations directories or something? What about to get them working for the certian weapons what would I do?

~Bmgarcangel

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biggrin_o.gif lol thats not comlete cpp.U need much work to do .U need pistol cfgmovec allso.If u dont put pistol animations inn ur model will breathe like crazy, if u run or not.....

For custom animations there is like this.

-for replace lets say standwith gun animation u replace animation u can put ur name inn if u want

class Combat: Default

{

actions="CombatActions";

preload=1

file="\McHman\McH_animacije\stojec_.rtm"; //////////////////////

speed=10000000000.000000;

looped=1

soundEnabled=0

duty=4294967295

variantsPlayer[]={"CombatStillPlayer",0.500000,"Combat"};

variantsAI[]={"CombatStillPlayer",0.300000,"CombatStillV1",0.500000,"Combat&am

p;am

p;am

p;qu

ot;};

};

do u understand.

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Well....I have a dear and most needed question to ask you.....CAN YOU HELP ME MESS AROUND WITH CONFIGS???

I mean, can you do the anim part. I know how to do configs, but I don't have a ton of time like to learn new skills in cpp.'s

Hide, one other thing...do I have to have like lying down animations, crouching ones and others to make the aware and combat ones to move effectiveily with those ones?

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you can change what u want, u can change all but there are still some limitations.

Why do u need new cfgmovesmc?

U do animations in Maya or in OFPAnim_v0.98 not in cpp

Quote[/b] ]Hide, one other thing...do I have to have like lying down animations, crouching ones and others to make the aware and combat ones to move effectiveily with those ones?

U cant do that , that i not writen in animations that is writen in game heart.

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First off, J-man does animations for my mod, TFWCIK along with the Unsung, I believe he uses Anim 0.98 program.

I need animations for my Modification for the weapons i've built so far.  We have some custom animiations for them, you know thompsons and other things...I need help to get the animiations working in game.

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hmmm, there if i understand u correctly, should be a problem.U cant use different animations for each weapon.Basicly u can but than u need a lot of different CFGmovesMCXXXXX.

But when u will drop thompson gun and pick up some other gun u will still use ur CFGmovesXXXXX not other one , it will look funny.......

So there is only one solution, u must build animation for all guns the same, but it should look nice.

I do this with my redoned BIS soldier model and ONLY WITH ONE the same gun M70AB2 wich will be base for all guns.

ANIM1.JPG

ANIM2.JPG

So if u decide that u will do like that u will have nice animations , if u will do like others do with no redoned model u will recive animations different in 1st person view and in 3rd person view.

biggrin_o.gif

About CFGmoves is like that, i tried at least 50 times to put them together , u should to.If u want them i will not give them before my man and weapons are released.....I can help u , but i must tell u im wery busy man i have company and OPF is my hoby when im free.

Ask and will se if a can help u. Like now , i think i told u a lot of stuff wich u didnt know. biggrin_o.gif

See ya smile_o.gif

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..is the dog of teacups [..] you can find the link to his foreign forums and translate some of the messages.

This is no little surprise. Not every day i find out that i post on some foreign forums in some foreign language. smile_o.gif

It's true, English is not my maternal language (that would have to be Hungarian or Romanian), but afaik, the only forums that i've ever posted in, are OFPEC and this one. Unless..  rock.gif there's some Jekyl & Hyde scenario unfolding. Make that "Fight club".  biggrin_o.gif

Anyway, about the configs: Hide's right. You can't have a soldier use different animations everytime he picks up a different weapon. You can only have one cfgMoves class per unit, and it can't be changed mid-game.

As for creating new cfgMoves for soldiers, it's fairly simple. You just derive your classes from "cfgMovesMC" (or "..MCWoman"). You automaticly inherit all subclasses and their properties. So you only have to config the modifications you're planning to make. And unless you're making radical changes, this should come down to modifying only a few paths, to point to the new anim files (and the speed values when applicable). Hope i'm making sense.

Cheers

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I'm so confused now....anyhow, alrighty I get what you are say. We will try and make weapons like that from now on. Rifles for rifles, SMG's and weapons with handles hehe, ppsh41 will have its own though and perhaps the stens too...don't know....

Oh man, I would love it if we had a really good animator to head up a animations department in The Forgotten War: Conflict In Korea Modification...anyone willing to help out in that sense? You won't have a ton to do, just a few odd jobs here and there....

~Bmgarcangel

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BTW does anybody know why the gunner in a m2 class static gun wont get targeted by enemy ... is it the threat variable or is this a common problem?

i got nmy 1m away and they still dont fire at me..

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