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rouge1

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Everything posted by rouge1

  1. rouge1

    Wargames addpak 4.0 released

    woo! u guys are great
  2. rouge1

    Wargames addpak 4.0 released

    Sweet!, that's great news
  3. rouge1

    Wargames addpak 4.0 released

    Any news on that Manual? also would it include things like Config entries and as such?
  4. rouge1

    American civil war mod close release!!!

    Looks great so far, just an question Does that Sword actually work with the AI? would be great if it does
  5. rouge1

    American civil war mod close release!!!

    Looks great so far, just an question Does that Sword actually work with the AI? would be great if it does
  6. rouge1

    Troublemakers mc malden

    Metallica - Fuel would suit well ;)
  7. rouge1

    Wargames addpak 4.0 released

    Excellent! great work and thanks WGL team!
  8. rouge1

    Wgl 4.0

    Wow this sounds great! i can't wait for it!
  9. rouge1

    Hinds

    that would be here Remo's page but the Soviet Update download link doesn't work
  10. rouge1

    Ofp keeps reastarting

    Windows XP Home Edtion
  11. rouge1

    Ofp keeps reastarting

    Alright i'll try that. just the weirdst thing is. that fact it only does it for OFP and other application/game works fine for hours if need be but when ever OFP is involved it just reboots when it wants to.
  12. rouge1

    Ier pack

    ye Great work CM an improvement over the last one. and most of all no bugs!
  13. rouge1

    Custom anims

    yes. i believe they shall after there mod has been completed but that can be an long time away yet so don't count on much yet unless they are willing to part with an few configs before then
  14. rouge1

    Custom cfgmoves problem

    Anybody? Please help! and i get the following error "Undefined Base Class CfgMovesMCHandgun"
  15. 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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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&quot ;,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",
  16. rouge1

    Custom anims

    Prehaps Inv44 Could help us in this quest since they seem to have figured out how.
  17. rouge1

    Singapore armed forces release !!!

    It's great the way soldiers can combat roll left or right!
  18. rouge1

    Ofp combat photography. No pics over 100kb.

    they are mine slighty edited by Wilco *sry for going off topic
  19. rouge1

    Battle over hokkiado demo

    Wooooo! at last nice work everyone at BOH
  20. rouge1

    Custom walk animations

    Yes i get the same problem can anybody help? *also this belongs in the Addon Config & Scripting part *
  21. rouge1

    Ofp combat photography. No pics over 100kb.

    hehe the rangers have implied an no Mercy rule for the rebels Over Kill - Pic 1 After - Pic 2
  22. rouge1

    Red Hammer Studios

    Alright please keep on topic so can you please keep this confinded to PM's for now?. Thank you
  23. This Anim is currently at about 80% it is just an little project so i can't work on it all the time Pic1 Pic2 Pic3 Tnx goes to Blackdog for hosting
  24. rouge1

    Leaving

    Well i am leaving the Communtiy now and yeah i know i won't be missed but oh well. Now Ofphunter i never accused you i have no idea who informaed u that i said you have hacked me so whoever told is wrong. Thanks for your time i enjoyed the stay. Prehaps i may be back antheor time
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