rouge1
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Posts posted by rouge1
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Looks great so far, just an question
Does that Sword actually work with the AI? would be great if it does
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Looks great so far, just an question
Does that Sword actually work with the AI? would be great if it does
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Metallica - Fuel would suit well ;)
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Excellent! great work and thanks WGL team!
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Wow this sounds great! i can't wait for it!
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Windows XP Home Edtion
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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.
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hello.
I keep having an contiunes problem with OFP it keeps reastarting my comptuer after certain amounts of gameplay. some days i could play for 5 mintues and it would do it. other times 1 - 2 hours and it would.
I have all up to date drivers for all hardware and have tweaked all kinds of settings and tried older drivers but it keeps happening
System Specs
Graphics - Radeon 9700pro
Soundcard - Sound Blaster Live
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ye Great work CM an improvement over the last one. and most of all no bugs!
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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
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Anybody? Please help!
and i get the following error "Undefined Base Class CfgMovesMCHandgun"
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Prehaps Inv44 Could help us in this quest since they seem to have figured out how.
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hey all i have having problmes with this Custom Configmoves (note very long)
#define RunDuty -0.5
#define WalkDuty -0.7
#define RestDuty -1
#define CrawlDuty -0.0
#define SprintDuty 0.6
#define SPEED_STATIC 1e10
class CfgVehicleActions
{
// mapping on in-vehicle animations
m113gunner="M113Gunner";
m113driver="M113Driver";
m113driverOut="M113DriverOut";
m113medic="M113Medic";
m113injured="Nemocnej";
m60driver="M60Driver";
m60gunner="M60Gunner";
m60commander="M60Commander";
m60driverOut="M60DriverOut";
m60commanderOut="M60CommanderOut";
m1A1driver="M1A1Driver";
m1A1gunner="M1A1Gunner";
m1A1commander="M1A1Commander";
m1A1driverOut="M1A1DriverOut";
m1A1commanderOut="M1A1CommanderOut";
bmpdriver="BMPDriver";
bmpgunner="BMPGunner";
bmpgunnerOut="BMPGunnerOut";
bmpcommander="BMPCommander";
bmpdriverOut="BMPDriverOut";
bmpcommanderOut="BMPCommanderOut";
t72driver="T72Driver";
t72gunner="T72Gunner";
t72gunnerOut="T72GunnerOut";
t72commander="T72Commander";
t72driverOut="T72DriverOut";
t72commanderOut="T72CommanderOut";
t80driver="T72Driver";
t80gunner="T72Gunner";
t80gunnerOut="T80GunnerOut";
t80commander="T72Commander";
t80driverOut="T72DriverOut";
t80commanderOut="T80CommanderOut";
t55driver="T72Driver";
t55gunner="T55Gunner";
t55gunnerOut="T55Gunner";
t55commander="T55Commander";
t55driverOut="T55DriverOut";
t55commanderOut="T55CommanderOut";
uh60pilot = "UH60Pilot";
uh60gunner = "UH60Gunner";
ah1pilot = "AH1Pilot";
ah1gunner = "AH1Gunner";
a10pilot = "A10Pilot";
cessnaPilot = "cesnaPilot";
cessnaCoPilot = "cesnaPilot";
cessnaCargo = "cesnaCargo";
mi17pilot = "Mi17Pilot";
mi24pilot = "Mi24Pilot";
mi24gunner = "Mi24Gunner";
jeepDriver = "JeepDriver";
jeepGunner = "JeepGunner";
jeepCoDriver = "JeepCoDriver";
jeepCoDriverBack = "JeepCoDriverBack";
truck5TDriver = "5TDriver";
truck5TCoDriver = "5TCoDriver";
uralDriver = "uralDriver";
uralCoDriver = "uralCoDriver";
skodaDriver = "skodaDriver";
skodaCoDriver = "skodaCoDriver";
skodaCoDriverBack = "skodaCoDriverBack";
pbrDriver = "pbrDriver";
pbrGunner = "pbrGunner";
hrlDriver = "pbrDriver";
hrlGunner = "hrlGunner";
m2gunner = "m2Gunner";
ScudDriver="ScudDriver";
ScudCoDriver="ScudCoDriver";
v3sDriver = "v3sDriver";
v3sCoDriver = "v3sCoDriver";
cargo="Cargo";
UAZDriver="UAZDriver";
UAZCoDriver="UAZCoDriver";
//UAZGunner="UAZGunner";
ZSUDriver="ZSUDriver";
ZSUGunner="ZSUGunner";
ZSUGunnerOut="ZSUGunnerOut";
ZSUCommander="ZSUCommander";
ZSUCommanderOut="ZSUCommanderOut";
tractorDriver="TractorDriver";
shipCargo="Cargo";
shipDriver="Cargo";
para="Para";
};
class CfgManActions
{
access = ReadOnlyVerified;
#define ACTION(x) x="";
// basic actions list
ACTION(Stop)
ACTION(StopRelaxed)
ACTION(TurnL) // turning
ACTION(TurnR)
ACTION(TurnLRelaxed) // turning
ACTION(TurnRRelaxed)
ACTION(ReloadMagazine) // special actions
ACTION(ReloadMGun)
ACTION(ReloadAT)
ACTION(ReloadMortar)
ACTION(ThrowGrenade)
/*!
\internal 1.05 Date 7/17/2001 by Ondra.
- Changed: different logic used to control walking.
It was controlled by mode before, slow actions were added instead.
*/
// ADD BEGIN
ACTION(WalkF)
ACTION(WalkLF)
ACTION(WalkRF)
ACTION(WalkL)
ACTION(WalkR)
ACTION(WalkLB)
ACTION(WalkRB)
ACTION(WalkB)
// ADD END
ACTION(SlowF)
ACTION(SlowLF)
ACTION(SlowRF)
ACTION(SlowL)
ACTION(SlowR)
ACTION(SlowLB)
ACTION(SlowRB)
ACTION(SlowB)
ACTION(FastF)
ACTION(FastLF)
ACTION(FastRF)
ACTION(FastL)
ACTION(FastR)
ACTION(FastLB)
ACTION(FastRB)
ACTION(FastB)
ACTION(Down) // incremental change
ACTION(Up)
ACTION(Lying) // direct change
ACTION(Stand)
ACTION(Combat)
ACTION(Crouch)
//ACTION(OpticsOn)
//ACTION(OpticsOff)
ACTION(Civil)
ACTION(CivilLying)
ACTION(FireNotPossible) // attempt to fire when weapons are disabled
ACTION(Die)
ACTION(WeaponOn) // activate AT weapon
ACTION(WeaponOff) // deactivate AT weapon
ACTION(Default) // no action - used for initialization
ACTION(JumpOff) // no action - used after get out
// special actions - for scripting and effects
ACTION(StrokeFist)
ACTION(StrokeGun)
ACTION(SitDown)
ACTION(Salute)
ACTION(BinocOn)
ACTION(BinocOff)
ACTION(PutDown) // used during some actions
//ACTION(PutDownEnd) // used during some actions
ACTION(Medic)
ACTION(Treated)
ACTION(LadderOnDown)
ACTION(LadderOnUp)
ACTION(LadderOff)
ACTION(LadderOffTop)
ACTION(LadderOffBottom)
// get-in/out
ACTION(GetInCar)
ACTION(GetOutCar)
ACTION(GetInTank)
ACTION(GetOutTank)
/*!
\patch_internal 1.21 Date 8/22/2001 by Ondra.
- New: TakeFlag action for better TakeFlag synchronization.
*/
ACTION(TakeFlag) // used during some actions
ACTION(HandGunOn)
#undef ACTION
};
class CfgMovesMCHandGun
{
class Actions
{
class NoActionsAll {};
class NoActions: NoActionsAll {};
class HandGunCrouchActions: NoActions
{
turnspeed=5
stop="HandGunCrouch";
down="HandGunLying";
up="HandGunStand";
reloadMagazine="HandGunCrouchReloadMagazine";
throwGrenade="HandGunStandThrowGrenade1";
lying="Lying";
civilLying="CivilLying";
crouch="Crouch";
combat="Combat";
stand="Stand";
civil="Civil";
die="HandGunCrouchDead";
handGunOn="HandGunCrouch";
weaponOn="Weapon";
binocOn="BinocHandGunCrouch";
binocOff="HandGunCrouch";
medic="HandGunMedic";
putDown="HandGunPutDown";
takeFlag="HandGunStandToHandGunTakeFlag";
treated="HandGunTreated";
walkF="HandGunCrouchWalkF";
walkLF="HandGunCrouchWalkLF";
walkRF="HandGunCrouchWalkRF";
walkL="HandGunCrouchWalkL";
walkR="HandGunCrouchWalkR";
walkLB="HandGunCrouchWalkLB";
walkRB="HandGunCrouchWalkRB";
walkB="HandGunCrouchWalkB";
slowF="HandGunCrouchWalkF";
slowLF="HandGunCrouchWalkLF";
slowRF="HandGunCrouchWalkRF";
slowL="HandGunCrouchWalkL";
slowR="HandGunCrouchWalkR";
slowLB="HandGunCrouchWalkLB";
slowRB="HandGunCrouchWalkRB";
slowB="HandGunCrouchWalkB";
fastF="HandGunCrouchRunF";
fastLF="HandGunCrouchRunLF";
fastRF="HandGunCrouchRunRF";
fastL="HandGunCrouchRunL";
fastR="HandGunCrouchRunR";
fastLB="HandGunCrouchRunLB";
fastRB="HandGunCrouchRunRB";
fastB="HandGunCrouchRunB";
turnL="HandGunCrouchTurnL";
turnR="HandGunCrouchTurnR";
getInCar="HandGunGetInCar";
getOutCar="HandGunStand";
getInTank="HandGunGetInTank";
getOutTank="HandGunGetOutTank";
default="HandGunCrouch";
upDegree="ManPosHandGunCrouch";
};
class HandGunLyingActions: NoActions
{
turnspeed=3
stop="HandGunLying";
down="HandGunStand";
up="HandGunCrouch";
reloadMagazine="HandGunLyingReloadMagazine";
throwGrenade="HandGunLyingThrowGrenade1";
lying="Lying";
civilLying="CivilLying";
crouch="Crouch";
combat="Combat";
stand="Stand";
civil="Civil";
die="HandGunLyingDead";
handGunOn="HandGunLying";
weaponOn="Weapon";
binocOn="BinocHandGunLying";
binocOff="HandGunLying";
medic="HandGunMedic";
putDown="HandGunLyingPutDown";
takeFlag="HandGunStandToHandGunTakeFlag";
treated="HandGunLyingTreated";
walkF="HandGunLyingCrawlF";
walkLF="HandGunLyingCrawlLF";
walkRF="HandGunLyingCrawlRF";
walkL="HandGunLyingCrawlL";
walkR="HandGunLyingCrawlR";
walkLB="HandGunLyingCrawlLB";
walkRB="HandGunLyingCrawlRB";
walkB="HandGunLyingCrawlB";
slowF="HandGunLyingCrawlF";
slowLF="HandGunLyingCrawlLF";
slowRF="HandGunLyingCrawlRF";
slowL="HandGunLyingCrawlL";
slowR="HandGunLyingCrawlR";
slowLB="HandGunLyingCrawlLB";
slowRB="HandGunLyingCrawlRB";
slowB="HandGunLyingCrawlB";
fastF="HandGunLyingFastCrawlF";
fastLF="HandGunLyingCrawlLF";
fastRF="HandGunLyingCrawlRF";
fastL="HandGunLyingCrawlL";
fastR="HandGunLyingCrawlR";
fastLB="HandGunLyingCrawlLB";
fastRB="HandGunLyingCrawlRB";
fastB="HandGunLyingCrawlB";
turnL="HandGunLyingTurnL";
turnR="HandGunLyingTurnR";
getInCar="HandGunGetInCar";
getOutCar="HandGunStand";
getInTank="HandGunGetInTank";
getOutTank="HandGunGetOutTank";
default="HandGunLying";
upDegree="ManPosHandGunLying";
};
class HandGunStandActions: NoActions
{
turnspeed=5
stop="HandGunStand";
stopRelaxed="HandGunStandRelaxed";
down="HandGunLying";
up="HandGunCrouch";
reloadMagazine="HandGunStandReloadMagazine";
throwGrenade="HandGunStandThrowGrenade1";
lying="Lying";
civilLying="CivilLying";
crouch="Crouch";
combat="Combat";
stand="Stand";
civil="Civil";
die="HandGunStandDead";
handGunOn="HandGunStand";
weaponOn="Weapon";
binocOn="BinocHandGunStand";
binocOff="HandGunStand";
medic="HandGunMedic";
putDown="HandGunPutDown";
takeFlag="HandGunStandToHandGunTakeFlag";
treated="HandGunTreated";
walkF="HandGunStandWalkF";
walkLF="HandGunStandWalkLF";
walkRF="HandGunStandWalkRF";
walkL="HandGunStandWalkL";
walkR="HandGunStandWalkR";
walkLB="HandGunStandWalkLB";
walkRB="HandGunStandWalkRB";
walkB="HandGunStandWalkB";
slowF="HandGunStandWalkF";
slowLF="HandGunStandWalkLF";
slowRF="HandGunStandWalkRF";
slowL="HandGunStandWalkL";
slowR="HandGunStandWalkR";
slowLB="HandGunStandWalkLB";
slowRB="HandGunStandWalkRB";
slowB="HandGunStandWalkB";
fastF="HandGunStandRunF";
fastLF="HandGunStandRunLF";
fastRF="HandGunStandRunRF";
fastL="HandGunStandRunL";
fastR="HandGunStandRunR";
fastLB="HandGunStandRunLB";
fastRB="HandGunStandRunRB";
fastB="HandGunStandRunB";
turnL="HandGunStandTurnL";
turnR="HandGunStandTurnR";
turnLRelaxed="HandGunStandTurnLRelaxed";
turnRRelaxed="HandGunStandTurnRRelaxed";
getInCar="HandGunGetInCar";
getOutCar="HandGunStand";
getInTank="HandGunGetInTank";
getOutTank="HandGunGetOutTank";
default="HandGunStand";
upDegree="ManPosHandGunStand";
};
class BinocHandGunLyingActions: HandGunLyingActions
{
stop="BinocHandGunLying";
default="BinocHandGunLying";
walkF="";
walkLF="";
walkRF="";
walkL="";
walkR="";
walkLB="";
walkRB="";
walkB="";
slowF="";
slowLF="";
slowRF="";
slowL="";
slowR="";
slowLB="";
slowRB="";
slowB="";
fastF="";
fastLF="";
fastRF="";
fastL="";
fastR="";
fastLB="";
fastRB="";
fastB="";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
upDegree="ManPosBinocLying";
turnSpeed=1
};
class BinocHandGunStandActions: HandGunStandActions
{
stop="BinocHandGunStand";
default="BinocHandGunStand";
walkF="";
walkLF="";
walkRF="";
walkL="";
walkR="";
walkLB="";
walkRB="";
walkB="";
slowF="";
slowLF="";
slowRF="";
slowL="";
slowR="";
slowLB="";
slowRB="";
slowB="";
fastF="";
fastLF="";
fastRF="";
fastL="";
fastR="";
fastLB="";
fastRB="";
fastB="";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
upDegree="ManPosBinocStand";
turnSpeed=2
};
class BinocHandGunCrouchActions: HandGunCrouchActions
{
stop="BinocHandGunCrouch";
default="BinocHandGunCrouch";
walkF="";
walkLF="";
walkRF="";
walkL="";
walkR="";
walkLB="";
walkRB="";
walkB="";
slowF="";
slowLF="";
slowRF="";
slowL="";
slowR="";
slowLB="";
slowRB="";
slowB="";
fastF="";
fastLF="";
fastRF="";
fastL="";
fastR="";
fastLB="";
fastRB="";
fastB="";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
upDegree="ManPosBinoc";
turnSpeed=2
};
class HandGunMedicActions: HandGunStandActions
{
stop="HandGunMedic";
default="HandGunMedic";
down="HandGunLying";
up="HandGunStand";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
putDownEnd="HandGunStand";
fireNotPossible="HandGunStand";
};
class HandGunPutDownActions: HandGunStandActions
{
stop="HandGunPutDown";
default="HandGunPutDown";
down="HandGunLying";
up="HandGunStand";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
putDownEnd="HandGunStand";
fireNotPossible="HandGunStand";
};
class HandGunTakeFlagActions: HandGunStandActions
{
stop="HandGunTakeFlag";
default="HandGunTakeFlag";
down="HandGunLying";
up="HandGunStand";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
putDownEnd="HandGunStand";
fireNotPossible="HandGunStand";
};
class HandGunTreatedActions: HandGunStandActions
{
stop="HandGunTreated";
default="HandGunTreated";
down="HandGunLying";
up="HandGunStand";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
putDownEnd="HandGunStand";
fireNotPossible="HandGunStand";
};
class HandGunLyingPutDownActions: HandGunLyingActions
{
stop="HandGunLyingPutDown";
default="HandGunLyingPutDown";
down="HandGunLying";
up="HandGunLying";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
putDownEnd="HandGunLying";
fireNotPossible="HandGunLying";
};
class HandGunLyingTreatedActions: HandGunLyingActions
{
stop="HandGunLyingTreated";
default="HandGunLyingTreated";
down="HandGunLying";
up="HandGunLying";
turnL="";
turnR="";
turnLRelaxed="";
turnRRelaxed="";
putDownEnd="HandGunLying";
fireNotPossible="HandGunLying";
};
};
class Default {};
class StandBase: Default {};
class LadderBase: StandBase {};
class LadderUpBase: LadderBase {};
class LadderDownBase: LadderBase {};
class DefaultDie: Default {};
class HandGunDefault: Default
{
showHandGun=1
};
class HandGunDie: DefaultDie
{
onLandEnd=1
soundEnabled=0
disableWeapons=1
showHandGun=1
};
class States
{
class Driver: Default {};
class busDriver: Driver
{
file="\O\Anim\BusDriverstat.rtm";
speed=10000000000.000000;
looped=1
variantsAI[]={"busDriverV1",0.700000,"busDriver"};
interpolateWith[]={"busDriverV1",0.500000};
equivalentTo="busDriver";
interpolationSpeed=1
connectTo[]={"busDriverDying",1};
};
class busDriverV1: busDriver
{
file="\O\Anim\BusDriver.rtm";
speed="- 4";
looped=1
};
class busDriverDying: DefaultDie
{
actions="NoActions";
file="\O\Anim\BusDriversmrt.rtm";
speed="- 1";
looped=0
soundEnabled=0
connectFrom[]={"busDriver",1};
};
class busDriverDead: busDriverDying
{
actions="DeadActions";
file="\O\Anim\BusDriversmrt2.rtm";
speed=10000000000.000000;
terminal=1
connectFrom[]={"busDriverDying",1};
connectTo[]={"DeadState",1};
};
class busCargo: Driver
{
file="\O\Anim\BusPassangerstat.rtm";
speed=10000000000.000000;
looped=1
variantsAI[]={"busCargoV1",0.700000,"busCargo"};
interpolateWith[]={"busCargoV1",0.500000};
equivalentTo="busCargo";
interpolationSpeed=1
connectTo[]={"busCargoDying",1};
};
class busCargoV1: busCargo
{
file="\O\Anim\BusPassanger.rtm";
speed="- 4";
looped=1
};
class busCargoDying: DefaultDie
{
actions="NoActions";
file="\O\Anim\BusPassangersmrt.rtm";
speed="- 1";
looped=0
soundEnabled=0
connectFrom[]={"busCargo",1};
};
class busCargoDead: busCargoDying
{
actions="DeadActions";
file="\O\Anim\BusPassangersmrt2.rtm";
speed=10000000000.000000;
terminal=1
connectFrom[]={"busCargoDying",1};
connectTo[]={"DeadState",1};
};
class jawaCoDriver: Driver
{
file="\O\Anim\motorkaspolujezdecstat.rtm";
speed=10000000000.000000;
looped=1
};
class jawaDriver: Driver
{
file="\O\Anim\motorkastat.rtm";
speed=10000000000.000000;
looped=1
};
class HandGunCrouch: HandGunDefault
{
actions="HandGunCrouchActions";
file="\o\Anim\pklekstat.rtm";
speed=10000000000.000000;
looped=1
soundEnabled=0
variantAfter[]={1,3,6};
variantsAI[]={"HandGunCrouchVar2",0.700000,"HandGunCrouch",0.300000};
equivalentTo="HandGunCrouch";
};
class HandGunCrouchBase: HandGunCrouch
{
variantsAI[]={};
equivalentTo="";
};
class HandGunCrouchVar2: HandGunCrouch
{
file="\o\Anim\pklek.rtm";
speed=4294967295
interpolateWith[]={"HandGunCrouch",0.500000};
interpolateTo[]={"HandGunCrouchDying",0.100000};
};
class HandGunCrouchToHandGunStand: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pklek2pstani.rtm";
speed=-0.400000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunCrouch",1};
connectTo[]={"HandGunStand",1};
interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};
};
class HandGunCrouchToHandGunLying: HandGunDefault
{
actions="HandGunLyingActions";
file="\o\Anim\pklek2pistleh.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunCrouch",1};
connectTo[]={"HandGunLying",1};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class HandGunCrouchReloadMagazine: HandGunDefault
{
actions="HandGunCrouchActions";
file="\o\Anim\pkleknabit.rtm";
speed=-1.500000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunCrouch",2};
connectTo[]={"HandGunCrouch",2};
interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000};
};
class HandGunCrouchToBinocHandGunCrouch: HandGunDefault
{
actions="HandGunCrouchActions";
file="\o\Anim\pklekdalek1.rtm";
speed=-1.000000;
looped=0
disableWeapons=1
showItemInHand=1
soundEnabled=0
connectFrom[]={"HandGunCrouch",2};
interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000};
};
class BinocHandGunCrouch: HandGunDefault
{
actions="BinocHandGunCrouchActions";
file="\o\Anim\pklekdalekstat.rtm";
speed=10000000000.000000;
looped=1
disableWeapons=0
showItemInHand=1
soundEnabled=0
enableBinocular=1
connectFrom[]={"HandGunCrouchToBinocHandGunCrouch",1};
connectTo[]={"BinocHandGunCrouchToHandGunCrouch",1};
interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000};
};
class BinocHandGunCrouchToHandGunCrouch: HandGunDefault
{
actions="HandGunCrouchActions";
file="\o\Anim\pklekdalek2.rtm";
speed=-1.000000;
looped=0
disableWeapons=1
showItemInHand=1
soundEnabled=0
connectTo[]={"HandGunCrouch",2};
interpolateTo[]={"HandGunCrouchDying",0.010000,"HandGunCrouchDyingVer2",0.010000};
};
class HandGunCrouchDying: HandGunDie
{
actions="NoActions";
file="\o\Anim\pkleksmrtA.rtm";
speed=4294967295
looped=0
connectFrom[]={"HandGunCrouch",1};
connectTo[]={"HandGunCrouchDead",1};
};
class HandGunCrouchDyingVer2: HandGunCrouchDying
{
file="\o\Anim\pkleksmrtB.rtm";
connectFrom[]={"HandGunCrouch",1};
connectTo[]={"HandGunCrouchDeadVer2",1};
};
class HandGunCrouchDead: HandGunDie
{
actions="DeadActions";
file="\o\Anim\pkleksmrtA2.rtm";
speed=10000000000.000000;
looped=1
onLandBeg=1
variantsPlayer[]={"HandGunCrouchDead",0.500000,"HandGunCrouchDeadVer2"};
equivalentTo="HandGunCrouchDead";
variantAfter[]={0,0,0};
terminal=1
connectTo[]={"DeadState",10};
};
class HandGunCrouchDeadVer2: HandGunCrouchDead
{
file="\o\Anim\pkleksmrtB2.rtm";
};
class HandGunLying: HandGunDefault
{
actions="HandGunLyingActions";
file="\o\Anim\pistlehstat.rtm";
speed=10000000000.000000;
looped=1
onLandBeg=1
onLandEnd=1
soundEnabled=0
duty=4294967295
variantAfter[]={1,3,6};
variantsAI[]={"HandGunLyingVar2",0.700000,"HandGunLying",0.300000};
equivalentTo="HandGunLying";
};
class HandGunLyingVar2: HandGunLying
{
file="\o\Anim\pistleh.rtm";
speed=4294967295
interpolateWith[]={"HandGunLying",0.500000};
interpolateTo[]={"HandGunLyingDying",0.010000};
};
class HandGunLyingToHandGunCrouch: HandGunDefault
{
actions="HandGunCrouchActions";
file="\o\Anim\pistleh2pklek.rtm";
speed=-1.400000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunLying",1};
connectTo[]={"HandGunCrouch",1};
interpolateTo[]={"HandGunCrouchDying",0.010000};
};
class HandGunLyingReloadMagazine: HandGunDefault
{
actions="HandGunLyingActions";
file="\o\Anim\pistlehnabit.rtm";
speed=4294967294
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunLying",2};
connectTo[]={"HandGunLying",2};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class HandGunLyingThrowGrenade1: HandGunDefault
{
actions="HandGunLyingActions";
file="\o\Anim\pistlehgranat1.rtm";
speed=-1.600000;
looped=0
disableWeapons=1
soundEnabled=0
duty=0.600000;
connectFrom[]={"HandGunLying",2};
connectTo[]={"HandGunLyingThrowGrenade2",2};
interpolateTo[]={"HandGunLyingDying",0.500000};
};
class HandGunLyingThrowGrenade2: HandGunDefault
{
actions="HandGunLyingActions";
file="\o\Anim\pistlehgranat2.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
duty=0.600000;
connectTo[]={"HandGunLying",2};
interpolateTo[]={"HandGunLyingDying",0.500000};
};
class HandGunLyingNoAim: HandGunLying
{
limitGunMovement=0
aiming="aimingNo";
legs="legsNo";
variantsAI[]={};
equivalentTo="";
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class HandGunLyingCrawlF: HandGunLyingNoAim
{
file="\o\Anim\pplazeni0.rtm";
speed=-1.000000;
disableWeapons=1
enableOptics=0
soundEnabled=1
soundOverride="crawl";
duty=0.000000;
interpolateWith[]={"HandGunLying",1,"HandGunLyingFastCrawlF",1,"HandGunLyingCrawlF&
quot;,1,"HandGunLyingCrawlLF",1,"HandGunLyingCrawlRF",1,"HandGunL
yingCrawlL",1,"HandGunLyingCrawlR",1};
};
class HandGunLyingFastCrawlF: HandGunLyingCrawlF
{
file="\o\Anim\pultraplaz.rtm";
speed=-0.800000;
duty=0.600000;
};
class HandGunLyingCrawlLF: HandGunLyingCrawlF
{
file="\o\Anim\pplazeni-45.rtm";
speed=-1.000000;
};
class HandGunLyingCrawlRF: HandGunLyingCrawlF
{
file="\o\Anim\pplazeni45.rtm";
speed=-1.000000;
};
class HandGunLyingCrawlL: HandGunLyingCrawlF
{
file="\o\Anim\pplazeni-90.rtm";
speed=-1.000000;
};
class HandGunLyingCrawlR: HandGunLyingCrawlF
{
file="\o\Anim\pplazeni90.rtm";
speed=-1.000000;
};
class HandGunLyingCrawlB: HandGunLyingNoAim
{
file="\o\Anim\pplazeni180.rtm";
speed=-1.100000;
duty=0.000000;
disableWeapons=1
enableOptics=0
soundEnabled=1
soundOverride="crawl";
interpolateWith[]={"HandGunLying",1,"HandGunLyingCrawlB",1,"HandGunLyingCrawlLB&quo
t;,1,"HandGunLyingCrawlRB",1,"HandGunLyingCrawlL",1,"HandGunLying
CrawlR",1};
};
class HandGunLyingCrawlLB: HandGunLyingCrawlB
{
file="\o\Anim\pplazeni-135.rtm";
speed=-1.100000;
};
class HandGunLyingCrawlRB: HandGunLyingCrawlB
{
file="\o\Anim\pplazeni135.rtm";
speed=-1.100000;
};
class HandGunLyingTurnL: HandGunLyingNoAim
{
preload=0
file="\o\Anim\pplazenidoleva.rtm";
speed=4294967292
duty=0.000000;
interpolationSpeed=5
interpolateWith[]={"HandGunLying",1,"HandGunLyingTurnR",1};
};
class HandGunLyingTurnR: HandGunLyingNoAim
{
preload=0
file="\o\Anim\pplazenidoprava.rtm";
speed=4294967292
duty=0.000000;
interpolationSpeed=5
interpolateWith[]={"HandGunLying",1,"HandGunLyingTurnL",1};
};
class HandGunLyingToBinocHandGunLying: Default
{
actions="HandGunLyingActions";
file="\o\Anim\pistlehdalek1.rtm";
speed=-1.000000;
looped=0
disableWeapons=1
showItemInHand=1
soundEnabled=0
onLandBeg=1
onLandEnd=1
connectFrom[]={"HandGunLying",2};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class BinocHandGunLying: Default
{
actions="BinocHandGunLyingActions";
file="\o\Anim\pistlehdalekstat.rtm";
speed=10000000000.000000;
looped=1
disableWeapons=0
showItemInHand=1
soundEnabled=0
enableBinocular=1
connectFrom[]={"HandGunLyingToBinocHandGunLying",1};
connectTo[]={"BinocHandGunLyingToHandGunLying",1};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class BinocHandGunLyingToHandGunLying: Default
{
actions="HandGunLyingActions";
file="\o\Anim\pistlehdalek2.rtm";
speed=-1.000000;
looped=0
disableWeapons=1
showItemInHand=1
soundEnabled=0
connectTo[]={"HandGunLying",2};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class HandGunLyingDying: HandGunDie
{
actions="NoActions";
file="\o\Anim\pistlehsmrt.rtm";
speed=4294967295
looped=0
connectFrom[]={"HandGunLying",1};
connectTo[]={"HandGunLyingDead",1};
};
class HandGunLyingDead: HandGunDie
{
actions="DeadActions";
file="\o\Anim\pistlehsmrt2.rtm";
speed=10000000000.000000;
looped=1
onLandBeg=1
terminal=1
connectTo[]={"DeadState",10};
};
class HandGunStand: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pstanistat.rtm";
speed=10000000000.000000;
looped=1
soundEnabled=0
variantAfter[]={1,3,6};
variantsAI[]={"HandGunStandVar2",0.700000,"HandGunStand",0.300000};
equivalentTo="HandGunStand";
};
class HandGunStandBase: HandGunStand
{
variantsAI[]={};
equivalentTo="";
};
class HandGunStandVar2: HandGunStand
{
file="\o\Anim\pstani.rtm";
speed=4294967295
interpolateWith[]={"HandGunStand",0.500000};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class HandGunStandToHandGunCrouch: HandGunDefault
{
actions="HandGunCrouchActions";
file="\o\Anim\pstani2pklek.rtm";
speed=-0.400000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunStand",1};
connectTo[]={"HandGunCrouch",1};
interpolateTo[]={"HandGunCrouchDying",0.500000,"HandGunCrouchDyingVer2",0.500000};
};
class HandGunStandReloadMagazine: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pstaninabit.rtm";
speed=-1.600000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunStand",2};
connectTo[]={"HandGunStand",2};
interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};
};
class HandGunStandThrowGrenade1: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pstanigranat1.rtm";
speed=-1.800000;
looped=0
disableWeapons=1
soundEnabled=0
duty=0.600000;
connectFrom[]={"HandGunStand",2};
connectTo[]={"HandGunStandThrowGrenade2",2};
interpolateTo[]={"HandGunStandDyingVer2",0.700000};
};
class HandGunStandThrowGrenade2: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pstanigranat2.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
duty=0.600000;
connectTo[]={"HandGunStand",2};
interpolateTo[]={"HandGunStandDyingVer2",0.700000};
};
class HandGunStandWalkF: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pchuze0.rtm";
speed=4294967295
looped=1
duty=-0.700000;
relSpeedMin=0.700000;
relSpeedMax=1.000000;
interpolateWith[]={"HandGunStand",1,"HandGunStandWalkF",1,"HandGunStandWalkLF"
,1,"HandGunStandWalkRF",1,"HandGunStandWalkL",1,"HandGunStandWalk
R",1,"HandGunStandRunF",1,"HandGunStandRunLF",1,"HandGunStan
dRunRF",1,"HandGunStandRunL",1,"HandGunStandRunR",1};
};
class HandGunStandWalkLF: HandGunStandWalkF
{
file="\o\Anim\pchuze-45.rtm";
};
class HandGunStandWalkRF: HandGunStandWalkF
{
file="\o\Anim\pchuze45.rtm";
};
class HandGunStandWalkL: HandGunStandWalkF
{
file="\o\Anim\pchuze-90.rtm";
};
class HandGunStandWalkR: HandGunStandWalkF
{
file="\o\Anim\pchuze90.rtm";
};
class HandGunStandWalkB: HandGunStandWalkF
{
file="\o\Anim\pchuze180.rtm";
interpolateWith[]={"HandGunStand",1,"HandGunStandWalkB",1,"HandGunStandWalkLB"
,1,"HandGunStandWalkRB",1,"HandGunStandWalkL",1,"HandGunStandWalk
R",1,"HandGunStandRunB",1,"HandGunStandRunLB",1,"HandGunStan
dRunRB",1,"HandGunStandRunL",1,"HandGunStandRunR",1};
};
class HandGunStandWalkLB: HandGunStandWalkB
{
file="\o\Anim\pchuze-135.rtm";
};
class HandGunStandWalkRB: HandGunStandWalkB
{
file="\o\Anim\pchuze135.rtm";
};
class HandGunStandRunF: HandGunStandWalkF
{
file="civilbeh0l.rtm";
speed=-0.450000;
looped=1
duty=-0.500000;
showWeaponAim=0
enableOptics=0
};
class HandGunStandRunLF: HandGunStandRunF
{
file="civilbeh-45l.rtm";
};
class HandGunStandRunRF: HandGunStandRunF
{
file="civilbeh45l.rtm";
};
class HandGunStandRunL: HandGunStandRunF
{
file="civilbeh-90l.rtm";
};
class HandGunStandRunR: HandGunStandRunF
{
file="civilbeh90l.rtm";
};
class HandGunStandRunB: HandGunStandRunF
{
file="civilbeh180l.rtm";
interpolateWith[]={"HandGunStand",1,"HandGunStandWalkB",1,"HandGunStandWalkLB"
,1,"HandGunStandWalkRB",1,"HandGunStandWalkL",1,"HandGunStandWalk
R",1,"HandGunStandRunB",1,"HandGunStandRunLB",1,"HandGunStan
dRunRB",1,"HandGunStandRunL",1,"HandGunStandRunR",1};
};
class HandGunStandRunLB: HandGunStandRunB
{
file="civilbeh-135l.rtm";
};
class HandGunStandRunRB: HandGunStandRunB
{
file="civilbeh135l.rtm";
};
class HandGunStandTurnL: HandGunStandBase
{
file="\o\Anim\pvlevo.rtm";
speed=-1.600000;
looped=1
soundEnabled=0
relSpeedMin=0.500000;
relSpeedMax=1.000000;
duty=4294967295
equivalentTo="";
variantsAI[]={};
interpolationSpeed=5
interpolateWith[]={"HandGunStand",1,"HandGunStandTurnR",1};
};
class HandGunStandTurnR: HandGunStandBase
{
file="\o\Anim\pvpravo.rtm";
speed=-1.600000;
looped=1
soundEnabled=0
relSpeedMin=0.500000;
relSpeedMax=1.000000;
duty=4294967295
interpolationSpeed=5
interpolateWith[]={"HandGunStand",1,"HandGunStandTurnL",1};
};
class HandGunStandRelaxed: HandGunStand
{
file="\o\Anim\pawarestat.rtm";
speed=10000000000.000000;
looped=1
disableWeapons=0
variantsAI[]={"HandGunStandRelaxedStill",0.800000,"HandGunStandRelaxed"};
interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti
ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1};
interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};
};
class HandGunStandRelaxedStill: HandGunStandRelaxed
{
file="\o\Anim\paware.rtm";
speed=4294967291
looped=1
disableWeapons=0
equivalentTo="HandGunStandRelaxed";
};
class HandGunStandTurnLRelaxed: HandGunStandTurnL
{
file="\o\Anim\pawarevlevo.rtm";
speed=-2.600000;
interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti
ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1};
};
class HandGunStandTurnRRelaxed: HandGunStandTurnR
{
file="\o\Anim\pawarevpravo.rtm";
speed=-2.600000;
interpolateWith[]={"HandGunStand",1,"HandGunStandRelaxed",1,"HandGunStandRelaxedSti
ll",1,"HandGunStandTurnLRelaxed",1,"HandGunStandTurnRRelaxed",1};
};
class HandGunStandToBinocHandGunStand: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pdalek1.rtm";
speed=-1.000000;
looped=0
disableWeapons=1
showItemInHand=1
soundEnabled=0
connectFrom[]={"HandGunStand",2};
interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};
};
class BinocHandGunStand: HandGunDefault
{
actions="BinocHandGunStandActions";
file="\o\Anim\pdalekstat.rtm";
speed=10000000000.000000;
looped=1
disableWeapons=0
showItemInHand=1
soundEnabled=0
enableBinocular=1
connectFrom[]={"HandGunStandToBinocHandGunStand",1};
connectTo[]={"BinocHandGunStandToHandGunStand",1};
};
class BinocHandGunStandToHandGunStand: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\pdalek2.rtm";
speed=-1.000000;
looped=0
disableWeapons=1
showItemInHand=1
soundEnabled=0
connectTo[]={"HandGunStand",2};
interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};
};
class HandGunStandDying: HandGunDie
{
actions="NoActions";
file="\o\Anim\pstanismrtA.rtm";
speed=4294967295
looped=0
connectFrom[]={"HandGunStand",1};
connectTo[]={"HandGunStandDead",1};
};
class HandGunStandDyingVer2: HandGunStandDying
{
file="\o\Anim\pstanismrtB.rtm";
connectFrom[]={"HandGunStand",1};
connectTo[]={"HandGunStandDeadVer2",1};
};
class HandGunStandDead: HandGunDie
{
actions="DeadActions";
file="\o\Anim\pstanismrtA2.rtm";
speed=10000000000.000000;
looped=1
onLandBeg=1
variantsPlayer[]={"HandGunStandDead",0.500000,"HandGunStandDeadVer2"};
equivalentTo="HandGunStandDead";
variantAfter[]={0,0,0};
terminal=1
connectTo[]={"DeadState",10};
};
class HandGunStandDeadVer2: HandGunStandDead
{
file="\o\Anim\pstanismrtB2.rtm";
};
class HandGunCrouchWalkF: HandGunStandWalkF
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkF";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchWalkLF: HandGunStandWalkLF
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkLF";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchWalkRF: HandGunStandWalkRF
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkRF";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchWalkL: HandGunStandWalkL
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkL";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchWalkR: HandGunStandWalkR
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkR";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchWalkB: HandGunStandWalkB
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkB";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa
lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,
"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchWalkLB: HandGunStandWalkLB
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkLB";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa
lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,
"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchWalkRB: HandGunStandWalkRB
{
actions="HandGunCrouchActions";
connectAs="HandGunStandWalkRB";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa
lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,
"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunF: HandGunStandRunF
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunF";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunLF: HandGunStandRunLF
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunLF";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunRF: HandGunStandRunRF
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunRF";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunL: HandGunStandRunL
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunL";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunR: HandGunStandRunR
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunR";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkF",0.500000,"HandGunCrouchWa
lkLF",0.500000,"HandGunCrouchWalkRF",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunF",0.500000,
"HandGunCrouchRunLF",0.500000,"HandGunCrouchRunRF",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunB: HandGunStandRunB
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunB";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa
lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,
"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunLB: HandGunStandRunLB
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunLB";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa
lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,
"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchRunRB: HandGunStandRunRB
{
actions="HandGunCrouchActions";
connectAs="HandGunStandRunRB";
enableOptics=0
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchWalkB",0.500000,"HandGunCrouchWa
lkLB",0.500000,"HandGunCrouchWalkRB",0.500000,"HandGunCrouchWalkL"
;,0.500000,"HandGunCrouchWalkR",0.500000,"HandGunCrouchRunB",0.500000,
"HandGunCrouchRunLB",0.500000,"HandGunCrouchRunRB",0.500000,"Hand
GunCrouchRunL",0.500000,"HandGunCrouchRunR",0.500000};
};
class HandGunCrouchTurnL: HandGunCrouchBase
{
file="\o\Anim\pvlevo.rtm";
speed=-1.600000;
looped=1
soundEnabled=0
relSpeedMin=0.500000;
relSpeedMax=1.000000;
duty=4294967295
interpolationSpeed=5
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchTurnR",1};
};
class HandGunCrouchTurnR: HandGunCrouchBase
{
file="\o\Anim\pvpravo.rtm";
speed=-1.600000;
looped=1
soundEnabled=0
relSpeedMin=0.500000;
relSpeedMax=1.000000;
duty=4294967295
interpolationSpeed=5
interpolateWith[]={"HandGunCrouch",1,"HandGunCrouchTurnL",1};
};
class CombatToHandGunStand1: Default
{
actions="HandGunStandActions";
file="\o\Anim\sstani2pstani1.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"Combat",0.500000};
connectTo[]={"CombatToHandGunStand2",0.500000};
interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};
};
class CombatToHandGunStand2: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\sstani2pstani2.rtm";
speed=-0.700000;
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"HandGunStand",0.500000};
interpolateTo[]={"HandGunStandDying",0.100000,"HandGunStandDyingVer2",0.100000};
};
class HandGunStandToCombat1: HandGunDefault
{
actions="CombatActions";
file="\o\Anim\pstani2sstani1.rtm";
speed=-0.700000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunStand",0.500000};
connectTo[]={"HandGunStandToCombat2",0.500000};
interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe
r3",0.100000};
};
class HandGunStandToCombat2: Default
{
actions="CombatActions";
file="\o\Anim\pstani2sstani2.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"Combat",0.500000};
interpolateTo[]={"CombatDying",0.100000,"CombatDyingVer2",0.100000,"CombatDyingVe
r3",0.100000};
};
class StandToHandGunStand1: Default
{
actions="HandGunStandActions";
file="\o\Anim\bezstani2pstani1.rtm";
speed=-0.400000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"Stand",0.500000};
connectTo[]={"StandToHandGunStand2",0.500000};
interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};
};
class StandToHandGunStand2: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\bezstani2pstani2.rtm";
speed=-0.400000;
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"HandGunStand",0.500000};
interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};
};
class HandGunStandToStand1: HandGunDefault
{
actions="StandActions";
file="\o\Anim\pstani2bezstani1.rtm";
speed=-0.500000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunStand",0.500000};
connectTo[]={"HandGunStandToStand2",0.500000};
interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};
};
class HandGunStandToStand2: Default
{
actions="StandActions";
file="\o\Anim\pstani2bezstani2.rtm";
speed=-0.500000;
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"Stand",0.500000};
interpolateTo[]={"StandDying",0.100000,"StandDyingVer2",0.100000};
};
class CivilToHandGunStand1: Default
{
actions="HandGunStandActions";
file="\o\Anim\civilstani2pstani1.rtm";
speed=-0.320000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"Civil",0.500000};
connectTo[]={"CivilToHandGunStand2",0.500000};
interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};
};
class CivilToHandGunStand2: HandGunDefault
{
actions="HandGunStandActions";
file="\o\Anim\civilstani2pstani2.rtm";
speed=-0.320000;
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"HandGunStand",0.500000};
interpolateTo[]={"HandGunStandDying",0.500000,"HandGunStandDyingVer2",0.500000};
};
class HandGunStandToCivil1: HandGunDefault
{
actions="CivilActions";
file="\o\Anim\pstani2civilstani1.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunStand",0.500000};
connectTo[]={"HandGunStandToCivil2",0.500000};
interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};
};
class HandGunStandToCivil2: Default
{
actions="CivilActions";
file="\o\Anim\pstani2civilstani2.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"Civil",0.500000};
interpolateTo[]={"CivilDying",0.100000,"CivilDyingVer2",0.100000};
};
class CrouchToHandGunCrouch1: Default
{
actions="HandGunCrouchActions";
file="\o\Anim\sklek2pklek1.rtm";
speed=-1.200000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"Crouch",0.500000};
connectTo[]={"CrouchToHandGunCrouch2",0.500000};
interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000};
};
class CrouchToHandGunCrouch2: HandGunDefault
{
actions="HandGunCrouchActions";
file="\o\Anim\sklek2pklek2.rtm";
speed=-0.500000;
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"HandGunCrouch",0.500000};
interpolateTo[]={"HandGunCrouchDying",0.100000,"HandGunCrouchDyingVer2",0.100000};
};
class HandGunCrouchToCrouch1: HandGunDefault
{
actions="CrouchActions";
file="\o\Anim\pklek2sklek1.rtm";
speed=-0.700000;
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunCrouch",0.500000};
connectTo[]={"HandGunCrouchToCrouch2",0.500000};
interpolateTo[]={"CrouchDying",0.100000};
};
class HandGunCrouchToCrouch2: Default
{
actions="CrouchActions";
file="\o\Anim\pklek2sklek2.rtm";
speed=-0.700000;
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"Crouch",0.500000};
interpolateTo[]={"CrouchDying",0.100000};
};
class LyingToHandGunLying1: Default
{
actions="HandGunLyingActions";
file="\o\Anim\sleh2pleh1.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"Lying",0.500000};
connectTo[]={"LyingToHandGunLying2",0.500000};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class LyingToHandGunLying2: HandGunDefault
{
actions="HandGunLyingActions";
file="\o\Anim\sleh2pleh2.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"HandGunLying",0.500000};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class HandGunLyingToLying1: HandGunDefault
{
actions="LyingActions";
file="\o\Anim\pleh2sleh1.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunLying",0.500000};
connectTo[]={"HandGunLyingToLying2",0.500000};
interpolateTo[]={"LyingDying",0.100000};
};
class HandGunLyingToLying2: Default
{
actions="LyingActions";
file="\o\Anim\pleh2sleh2.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"Lying",0.500000};
interpolateTo[]={"LyingDying",0.100000};
};
class CivilLyingToHandGunLying1: Default
{
actions="HandGunLyingActions";
file="\o\Anim\civilleh2pistleh1.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"CivilLying",0.500000};
connectTo[]={"CivilLyingToHandGunLying2",0.500000};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class CivilLyingToHandGunLying2: HandGunDefault
{
actions="HandGunLyingActions";
file="\o\Anim\civilleh2pistleh2.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectTo[]={"HandGunLying",0.500000};
interpolateTo[]={"HandGunLyingDying",0.100000};
};
class HandGunLyingToCivilLying1: HandGunDefault
{
actions="CivilLyingActions";
file="\o\Anim\pistleh2civilleh1.rtm";
speed=4294967295
looped=0
disableWeapons=1
soundEnabled=0
connectFrom[]={"HandGunLying",0.500000};
connectTo[]={"HandGunLyingToCivilLying2",
-
It's great the way soldiers can combat roll left or right!
-
Quote[/b] ]"where have you found the new animations?"they are mine slighty edited by Wilco
*sry for going off topic
-
Wooooo! at last nice work everyone at BOH
-
Yes i get the same problem can anybody help?
*also this belongs in the Addon Config & Scripting part *
-
Nice effects!
-
-
Alright please keep on topic so can you please keep this confinded to PM's for now?.
Thank you
-
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
-
Sorry about the massive delay in not posting
But i annouce this
I have given up on this Project and from now on i am keeping all Work Private. The reason for this is someone hacked me and stolen all of my Work
-
Nice pics Deadmeat!
Wargames addpak 4.0 released
in ADDONS & MODS: COMPLETE
Posted
Any news on that Manual? also would it include things like Config entries and as such?