надо прописывать всё анимацию что в ходит в CfgMovesMaleSdrДобавлено (25.03.2013, 18:07)
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class CfgMovesMaleSdr : CfgMovesBasic
{
skeletonName = "OFP2_ManSkeleton";
gestures = "CfgGesturesMale";
class States
{
class AmovPercMstpSrasWrflDnon;
class AswmPercMstpSnonWnonDnon : AmovPercMstpSrasWrflDnon ///////плавоет воде на месте
{
variantsAI[] = { };
actions = "SwimmingActions";
file = "\ca\Anims\Characters\data\Anim\Sdr\swm\erc\stp\non\non\AswmPercMstpSnonWnonDnon.rtm";
speed = 0.420000;
relSpeedMin = 0.900000;
relSpeedMax = 1.100000;
looped = 1;
soundEdge[] = {
0.500000
};
duty = -0.400000;
showWeaponAim = 0;
showgrenade = true;
showHandGun = false;
disableWeapons = 0;
limitGunMovement = 0;
soundOverride = "swim";
soundEnabled = 1;
enableAutoActions = 1;
leftHandIKBeg = 0;
leftHandIKCurve[] = { };
leftHandIKEnd = 0;
rightHandIKBeg = 0;
rightHandIKCurve[] = { };
rightHandIKEnd = 0;
collisionShape = "vodolaz\Pswm_Mnon_p3dm.p3d";
canPullTrigger = 1;
ConnectTo[] = {
"AmovPercMstpSnonWnonDnon", 0.300000
};
InterpolateTo[] = {
"AdthPswmMstpSnonWnonDnon", 0.010000, "AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf", 0.100000
};
};
class AswmPercMrunSnonWnonDf : AswmPercMstpSnonWnonDnon ////////плывёт по воде сразу
{
actions = "SwimmForwardActions";
file = "\vodolaz\rtm\smk_SprintBreak.rtm";
speed = 0.700000;
relSpeedMin = 0.700000;
relSpeedMax = 1.100000;
collisionShape = "vodolaz\Pswm_Mnon_p3dm.p3d";
canPullTrigger = 1;
ConnectTo[] = {
"AmovPercMstpSnonWnonDnon", 0.300000
};
InterpolateTo[] = {
"AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon", 0.100000
};
};
class AswmPercMwlkSnonWnonDf : AswmPercMrunSnonWnonDf////////////плывёт по воде сразу
{
relSpeedMin = 0.500000;
relSpeedMax = 0.600000;
canPullTrigger = 1;
ConnectTo[] = { };
InterpolateTo[] = {
"AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMrunSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon", 0.100000
};
};
class AswmPercMsprSnonWnonDf : AswmPercMrunSnonWnonDf/////////////плывёт по воде сразу
{
actions = "SwimmingFastActions";
relSpeedMin = 0.800000;
relSpeedMax = 1;
canPullTrigger = 1;
ConnectTo[] = { };
InterpolateTo[] = {
"AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMrunSnonWnonDf", 0.100000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon", 0.100000
};
};
class AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf : AswmPercMstpSnonWnonDnon //////////стоит на месте и начинает плыть
{
actions = "SwimmForwardActions";
looped = 0;
file = "\ca\Anims\Characters\data\Anim\Sdr\swm\erc\stp\non\non\AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf.rtm";
speed = 0.545455;
collisionShape = "vodolaz\Pswm_Mnon_p3dm.p3d";
canPullTrigger = 0;
interpolationRestart = 1;
ConnectTo[] = {
"AswmPercMrunSnonWnonDf", 0.100000
};
InterpolateTo[] = {"AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000 };
};
class AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon : AswmPercMstpSnonWnonDnon//////////возращаеться из положения плытья на место стопа
{
looped = 0;
file = "\vodolaz\rtm\podvodnai_strelba_anim.rtm";
speed = 0.545455;
canPullTrigger = 0;
interpolationRestart = 1;
ConnectTo[] = {
"AswmPercMstpSnonWnonDnon", 0.100000
};
InterpolateTo[] = {"AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000, "AdthPswmMrunSnonWnonDf", 0.010000, "AswmPercMwlkSnonWnonDf", 0.100000, "AswmPercMsprSnonWnonDf", 0.100000 };
};
};
class BlendAnims
{
empty[] = { };
leftHand[] = {
"LeftShoulder", 0.300000, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1
};
launcher[] = {
"LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 1, "RightArm", 1, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1, "launcher", 1, "Spine3", 1, "Spine2", 0.750000, "Spine1", 0.500000, "Spine", 0.250000, "weapon", 1
};
rightHand[] = {
"RightShoulder", 0.300000, "RightArm", 1, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1
};
handsWeapon_pst[] = {
"head", 1, "neck1", 1, "neck", 1, "LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 1, "RightArm", 1, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1, "Spine", 0.200000, "Spine1", 0.300000, "Spine2", 1, "Spine3", 1
};
handsWeapon[] = {
"head", 1, "neck1", 1, "neck", 1, "weapon", 1, "LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 1, "RightArm", 1, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1, "Spine", 0.200000, "Spine1", 0.300000, "Spine2", 1, "Spine3", 1
};
leftHandInfluence[] = {
"head", 0.200000, "neck1", 0.300000, "neck", 0.300000, "weapon", 0.300000, "LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "Spine", 0.200000, "Spine1", 0.300000, "Spine2", 1, "Spine3", 1
};
head[] = {
"head", 1, "neck1", 0.800000, "neck", 0.500000
};
upperTorso[] = {
"head", 1, "neck1", 1, "neck", 1, "weapon", 1, "LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 1, "RightArm", 1, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1, "Spine", 1, "Spine1", 1, "Spine2", 1, "Spine3", 1
};
Legs[] = {
"head", 0, "neck1", 0, "neck", 0, "weapon", 0, "LeftShoulder", 0, "LeftArm", 0, "LeftArmRoll", 0, "LeftForeArm", 0, "LeftForeArmRoll", 0, "LeftHand", 0, "LeftHandRing", 0, "LeftHandPinky1", 0, "LeftHandPinky2", 0, "LeftHandPinky3", 0, "LeftHandRing1", 0, "LeftHandRing2", 0, "LeftHandRing3", 0, "LeftHandMiddle1", 0, "LeftHandMiddle2", 0, "LeftHandMiddle3", 0, "LeftHandIndex1", 0, "LeftHandIndex2", 0, "LeftHandIndex3", 0, "LeftHandThumb1", 0, "LeftHandThumb2", 0, "LeftHandThumb3", 0, "Spine1", 0, "Spine2", 0, "Spine3", 0, "Spine", 0, "Pelvis", 0, "LeftLeg", 1, "LeftLegRoll", 1, "LeftUpLeg", 1, "LeftUpLegRoll", 1, "LeftFoot", 1, "LeftToeBase", 1, "RightLeg", 1, "RightLegRoll", 1, "RightUpLeg", 1, "RightUpLegRoll", 1, "RightFoot", 1, "RightToeBase", 1
};
LegRight[] = {
"head", 0, "neck1", 0, "neck", 0, "weapon", 0, "LeftShoulder", 0, "LeftArm", 0, "LeftArmRoll", 0, "LeftForeArm", 0, "LeftForeArmRoll", 0, "LeftHand", 0, "LeftHandRing", 0, "LeftHandPinky1", 0, "LeftHandPinky2", 0, "LeftHandPinky3", 0, "LeftHandRing1", 0, "LeftHandRing2", 0, "LeftHandRing3", 0, "LeftHandMiddle1", 0, "LeftHandMiddle2", 0, "LeftHandMiddle3", 0, "LeftHandIndex1", 0, "LeftHandIndex2", 0, "LeftHandIndex3", 0, "LeftHandThumb1", 0, "LeftHandThumb2", 0, "LeftHandThumb3", 0, "Spine1", 0.300000, "Spine2", 0, "Spine3", 0, "Spine", 0, "Pelvis", 0, "LeftLeg", 0, "LeftLegRoll", 0, "LeftUpLeg", 0, "LeftUpLegRoll", 0, "LeftFoot", 0, "LeftToeBase", 0, "RightLeg", 1, "RightLegRoll", 1, "RightUpLeg", 1, "RightUpLegRoll", 1, "RightFoot", 1, "RightToeBase", 1
};
LegLeft[] = {
"head", 0, "neck1", 0, "neck", 0, "weapon", 0, "LeftShoulder", 0, "LeftArm", 0, "LeftArmRoll", 0, "LeftForeArm", 0, "LeftForeArmRoll", 0, "LeftHand", 0, "LeftHandRing", 0, "LeftHandPinky1", 0, "LeftHandPinky2", 0, "LeftHandPinky3", 0, "LeftHandRing1", 0, "LeftHandRing2", 0, "LeftHandRing3", 0, "LeftHandMiddle1", 0, "LeftHandMiddle2", 0, "LeftHandMiddle3", 0, "LeftHandIndex1", 0, "LeftHandIndex2", 0, "LeftHandIndex3", 0, "LeftHandThumb1", 0, "LeftHandThumb2", 0, "LeftHandThumb3", 0, "Spine1", 0, "Spine2", 0, "Spine3", 0, "Spine", 0, "Pelvis", 0, "LeftLeg", 1, "LeftLegRoll", 1, "LeftUpLeg", 1, "LeftUpLegRoll", 1, "LeftFoot", 1, "LeftToeBase", 1, "RightLeg", 0, "RightLegRoll", 0, "RightUpLeg", 0, "RightUpLegRoll", 0, "RightFoot", 0, "RightToeBase", 0
};
BodyFull[] = {
"head", 1, "neck1", 1, "neck", 1, "weapon", 1, "LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "Spine1", 1, "Spine2", 1, "Spine3", 1, "Spine", 1, "Pelvis", 1, "LeftLeg", 1, "LeftLegRoll", 1, "LeftUpLeg", 1, "LeftUpLegRoll", 1, "LeftFoot", 1, "LeftToeBase", 1, "RightLeg", 1, "RightLegRoll", 1, "RightUpLeg", 1, "RightUpLegRoll", 1, "RightFoot", 1, "RightToeBase", 1
};
BodyHalf[] = {
"head", 0.010000, "neck1", 0.010000, "neck", 0.010000, "weapon", 0.010000, "LeftShoulder", 0.010000, "LeftArm", 0.010000, "LeftArmRoll", 0.010000, "LeftForeArm", 0.010000, "LeftForeArmRoll", 0.010000, "LeftHand", 0.010000, "LeftHandRing", 0.010000, "LeftHandPinky1", 0.010000, "LeftHandPinky2", 0.010000, "LeftHandPinky3", 0.010000, "LeftHandRing1", 0.010000, "LeftHandRing2", 0.010000, "LeftHandRing3", 0.010000, "LeftHandMiddle1", 0.010000, "LeftHandMiddle2", 0.010000, "LeftHandMiddle3", 0.010000, "LeftHandIndex1", 0.010000, "LeftHandIndex2", 0.010000, "LeftHandIndex3", 0.010000, "LeftHandThumb1", 0.010000, "LeftHandThumb2", 0.010000, "LeftHandThumb3", 0.010000, "Spine1", 0.010000, "Spine2", 0.010000, "Spine3", 0.010000, "Spine", 0.010000, "Pelvis", 0.010000, "LeftLeg", 0.010000, "LeftLegRoll", 0.010000, "LeftUpLeg", 0.010000, "LeftUpLegRoll", 0.010000, "LeftFoot", 0.010000, "LeftToeBase", 0.010000, "RightLeg", 0.010000, "RightLegRoll", 0.010000, "RightUpLeg", 0.010000, "RightUpLegRoll", 0.010000, "RightFoot", 0.010000, "RightToeBase", 0.010000
};
};
};