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楼主 |
发表于 2012-6-12 10:22:28
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{_x switchMove "kneel_toaimHigh.rtm"} foreach thislist
发现使用这样的语句能够调用里面的动作,不过不管那些 RTM文件都只能做出一个举枪瞄准的动作就没下文了~~~ 暂时研究出那么多~~smk的bin文件 发一部分出来给大家
define _ARMA_
//Class config.bin{
class CfgPatches
{
class smk_anims
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CA_Anims","CA_Anims_E","CAWeapons"};
};
};
class CfgMovesBasic
{
access = 1;
skeletonName = "";
collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","9a","10a","11a","12a","13a","14a","15a","16a","17a","18a","19a","20a","21a","22a","23a","24a","25a","26a","27a","28a","29a","30a","31a","32a","33a","34a","1c","2c","3c","4c","5c","6c","7c","8c"};
collisionGeomCompPattern[] = {1,3};
class Default;
class ManActions;
class Actions
{
class NoActions: ManActions
{
gestureHiB[] = {"WeaponGLMagazineReloadStand","Gesture"};
gestureHiC[] = {"WeaponMGMagazineReloadStand","Gesture"};
};
class CargoActions: NoActions{};
class StandBase: Default{};
class RifleBaseLowStandActions: NoActions
{
gestureHiB[] = {"WeaponGLMagazineReloadStand","Gesture"};
handGunOn = "smk_QuickPistolStand";
fastL = "AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDl";
fastR = "AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDr";
leanRRot = 0.5;
leanRShift = 0.01;
leanLRot = 0.5;
leanLShift = 0.01;
};
class RifleBaseStandActions: RifleBaseLowStandActions
{
handGunOn = "smk_QuickPistolStand";
fastL = "smk_SpecStandLeft";
fastR = "smk_SpecStandRight";
fastB = "smk_SpecStandUp";
fastLB = "smk_SpecStandTaunt";
fastRB = "smk_SpecStandDown";
};
class RifleStandActions: RifleBaseStandActions{};
class RifleStandActionsWlkF: RifleStandActions
{
Stand = "AmovPercMrunSlowWrflDf_Jog";
};
class RifleStandActionsRunF: RifleStandActions
{
PlayerStand = "smk_JogF_WeaponDown";
getOver = "smk_JumpOver";
PlayerCrouch = "AmovPknlMrunSrasWrflDf";
Stand = "AmovPercMrunSlowWrflDf_Jog";
};
class RifleStandActionsJogF: RifleStandActions
{
PlayerStand = "smk_JogF_WeaponDown";
getOver = "smk_JumpOver";
PlayerCrouch = "AmovPknlMrunSrasWrflDf";
Stand = "AmovPercMrunSlowWrflDf_Jog";
};
class RifleStandActionsJogWDF: RifleStandActionsJogF
{
PlayerStand = "AmovPercMrunSrasWrflDf";
slowF = "smk_JogF_WeaponDown";
slowRF = "smk_JogFR_WeaponDown";
slowLF = "smk_JogFL_WeaponDown";
};
class RifleStandActionsJogWDFL: RifleStandActionsJogWDF
{
PlayerStand = "AmovPercMrunSrasWrflDfl";
};
class RifleStandActionsJogWDFR: RifleStandActionsJogWDF
{
PlayerStand = "AmovPercMrunSrasWrflDfr";
};
class RifleStandActionsJogFR: RifleStandActionsJogF
{
PlayerStand = "smk_JogFR_WeaponDown";
Stand = "AmovPercMrunSlowWrflDfr_Jog";
PlayerCrouch = "AmovPknlMrunSrasWrflDfr";
};
class RifleStandActionsJogFL: RifleStandActionsJogF
{
PlayerStand = "smk_JogFL_WeaponDown";
Stand = "AmovPercMrunSlowWrflDfl_Jog";
PlayerCrouch = "AmovPknlMrunSrasWrflDfl";
};
class RifleStandActionsJogR: RifleStandActionsJogF
{
PlayerCrouch = "AmovPknlMrunSrasWrflDr";
Stand = "AmovPercMrunSlowWrflDr_Jog";
};
class RifleStandActionsJogL: RifleStandActionsJogF
{
PlayerCrouch = "AmovPknlMrunSrasWrflDl";
Stand = "AmovPercMrunSlowWrflDl_Jog";
};
class RifleStandActionsJogBR: RifleStandActionsJogF
{
PlayerCrouch = "AmovPknlMrunSrasWrflDbr";
Stand = "AmovPercMrunSlowWrflDbr_Jog";
};
class RifleStandActionsJogBL: RifleStandActionsJogF
{
PlayerCrouch = "AmovPknlMrunSrasWrflDbl";
Stand = "AmovPercMrunSlowWrflDbl_Jog";
};
class RifleStandActionsJogB: RifleStandActionsJogF
{
PlayerCrouch = "AmovPknlMrunSrasWrflDfb";
Stand = "AmovPercMrunSlowWrflDb_Jog";
};
class RifleStandActionsRunF_Jog: RifleStandActionsRunF
{
slowF = "AmovPercMrunSlowWrflDf_Jog";
slowLF = "AmovPercMrunSlowWrflDfl_Jog";
slowRF = "AmovPercMrunSlowWrflDfr_Jog";
slowB = "AmovPercMrunSlowWrflDb_Jog";
slowL = "AmovPercMrunSlowWrflDl_Jog";
slowR = "AmovPercMrunSlowWrflDr_Jog";
slowBL = "AmovPercMrunSlowWrflDbl_Jog";
slowBR = "AmovPercMrunSlowWrflDbr_Jog";
sitDown = "AmovPercMrunSrasWrflDf";
Stand = "AmovPercMrunSrasWrflDf";
};
class RifleStandActionsRunFL_Jog: RifleStandActionsRunF_Jog
{
Stand = "AmovPercMrunSrasWrflDfl";
};
class RifleStandActionsRunFR_Jog: RifleStandActionsRunF_Jog
{
Stand = "AmovPercMrunSrasWrflDfr";
};
class RifleStandActionsRunR_Jog: RifleStandActionsRunF_Jog
{
Stand = "AmovPercMrunSrasWrflDr";
};
class RifleStandActionsRunL_Jog: RifleStandActionsRunF_Jog
{
Stand = "AmovPercMrunSrasWrflDl";
};
class RifleStandActionsRunB_Jog: RifleStandActionsRunF_Jog
{
Stand = "AmovPercMrunSrasWrflDb";
};
class RifleStandActionsRunBR_Jog: RifleStandActionsRunF_Jog
{
Stand = "AmovPercMrunSrasWrflDbr";
};
class RifleStandActionsRunBL_Jog: RifleStandActionsRunF_Jog
{
Stand = "AmovPercMrunSrasWrflDbl";
};
class RifleStandEvasiveActions: RifleStandActions
{
getOver = "smk_JumpOver";
PlayerCrouch = "smk_SprintSlide_End";
};
class RifleKneelActions: RifleBaseStandActions
{
fastL = "smk_SpecCrouchLeft";
fastR = "smk_SpecCrouchRight";
fastRB = "smk_SpecCrouchDown";
fastLB = "smk_SpecCrouchTaunt";
fastB = "smk_SpecCrouchUp";
crouch = "AmovPknlMstpSrasWrflDnon_Kneel";
PlayerCrouch = "AmovPknlMstpSrasWrflDnon_Kneel";
getOver = "AmovPknlMstpSrasWrflDnon_Sit";
};
class RifleKneelEvasiveActions: RifleStandEvasiveActions
{
getOver = "smk_JumpOver";
PlayerCrouch = "smk_SprintSlide";
};
class RifleRealKneelActions: RifleKneelActions
{
stop = "AmovPknlMstpSrasWrflDnon_Kneel";
default = "AmovPknlMstpSrasWrflDnon_Kneel";
PlayerCrouch = "AmovPknlMstpSrasWrflDnon";
};
class RifleSprintSlideActions: RifleKneelActions
{
stop = "smk_SprintSlide_End";
default = "smk_SprintSlide_End";
PlayerCrouch = "AmovPknlMstpSrasWrflDnon_Kneel";
};
class RifleSitKneelActions: CargoActions
{
stop = "AmovPknlMstpSrasWrflDnon_Sit";
default = "AmovPknlMstpSrasWrflDnon_Sit";
PlayerCrouch = "AmovPknlMstpSrasWrflDnon";
PlayerStand = "AmovPercMstpSrasWrflDnon";
PlayerProne = "AmovPpneMstpSrasWrflDnon";
slowF = "AmovPknlMstpSrasWrflDnon";
walkF = "AmovPknlMstpSrasWrflDnon";
reloadMagazine[] = {"WeaponMagazineReloadStand","Gesture"};
gestureHiB[] = {"WeaponGLMagazineReloadStand","Gesture"};
};
class RifleProneActions: RifleBaseStandActions
{
fastL = "smk_UrbanProneLeft";
sitDown = "AmovPknlMstpSrasWrflDnon_Kneel";
fastR = "smk_UrbanProneRight";
gestureHiB = "WeaponMagazineReloadProne";
gestureHiC = "WeaponMGMagazineReloadProne";
WeaponOn = "smk_LauncherProne";
};
class RifleActions_Panic: CargoActions
{
default = "smk_PanicTakeCoverStat";
reloadMagazine[] = {"WeaponMagazineReloadStand","Gesture"};
gestureHiB[] = {"WeaponGLMagazineReloadStand","Gesture"};
die = "AdthPpneMstpSrasWrflDnon_1";
PlayerProne = "smk_UrbanProne_Left_to_Prone";
PlayerCrouch = "smk_PanicTakeCoverUP";
};
class RifleActions_UAWKneelLeft: CargoActions
{
stop = "smk_UAWKneelLeft";
default = "smk_UAWKneelLeft";
reloadMagazine[] = {"WeaponMagazineReloadStand_UAW","Gesture"};
gestureHiB[] = {"WeaponGLMagazineReloadStand","Gesture"};
gestureHiC[] = {"WeaponMGMagazineReloadStand","Gesture"};
die = "AdthPknlMstpSrasWrflDnon_1";
PlayerProne = "AmovPpneMstpSrasWrflDnon";
PlayerCrouch = "AmovPknlMstpSrasWrflDnon_Kneel";
PlayerStand = "smk_UAWStandLeft";
fastF = "smk_UAWKneelLeftPeak";
walkL = "smk_UAWKneelLeft_toAim";
slowL = "smk_UAWKneelLeft_toAim";
walkR = "smk_UAWKneelLeft_toAimHigh";
slowR = "smk_UAWKneelLeft_toAimHigh";
fastR = "smk_UAWKneelLeftBlindHigh";
slowB = "smk_UAWKneelLeft_Left";
walkB = "smk_UAWKneelLeft_Left";
slowF = "smk_UAWKneelLeft_Right";
walkF = "smk_UAWKneelLeft_Right";
fastL = "smk_UAWKneelLeftBlind";
throwGrenade = "smk_UAWKneelLeft_GrenadeThrow";
};
class RifleActions_UAWKneelRight: CargoActions
{
stop = "smk_UAWKneelRight";
default = "smk_UAWKneelRight";
reloadMagazine[] = {"WeaponMagazineReloadStand_UAW","Gesture"};
gestureHiB[] = {"WeaponGLMagazineReloadStand_UAW","Gesture"};
gestureHiC[] = {"WeaponMGMagazineReloadStand_UAW","Gesture"};
die = "AdthPknlMstpSrasWrflDnon_1";
PlayerProne = "AmovPpneMstpSrasWrflDnon";
PlayerCrouch = "AmovPknlMstpSrasWrflDnon_Kneel";
PlayerStand = "smk_UAWStandRight";
fastF = "smk_UAWKneelRightPeak";
walkL = "smk_UAWKneelRight_toAimHigh";
slowL = "smk_UAWKneelRight_toAimHigh";
walkR = "smk_UAWKneelRight_toAim";
slowR = "smk_UAWKneelRight_toAim";
fastR = "smk_UAWKneelRightBlind";
slowB = "smk_UAWKneelRight_Right";
walkB = "smk_UAWKneelRight_Right";
slowF = "smk_UAWKneelRight_Left";
walkF = "smk_UAWKneelRight_Left";
fastL = "";
throwGrenade = "smk_UAWKneelRight_GrenadeThrow";
};
class RifleActions_UAWStandLeft: CargoActions
{
stop = "smk_UAWStandLeft";
default = "smk_UAWStandLeft";
reloadMagazine[] = {"WeaponMagazineReloadStand_UAW","Gesture"};
gestureHiB[] = {"WeaponGLMagazineReloadStand_UAW","Gesture"};
gestureHiC[] = {"WeaponMGMagazineReloadStand_UAW","Gesture"};
die = "AdthPercMstpSrasWrflDnon_1";
PlayerProne = "AmovPpneMstpSrasWrflDnon";
PlayerCrouch = "smk_UAWKneelLeft";
PlayerStand = "AmovPercMstpSrasWrflDnon";
fastF = "smk_UAWStandLeftPeak";
walkL = "smk_UAWStandLeft_toAim";
slowL = "smk_UAWStandLeft_toAim";
walkR = "";
slowR = "";
fastR = "smk_UAWStandLeftBlindHigh";
slowB = "smk_UAWStandLeft_Left";
walkB = "smk_UAWStandLeft_Left";
slowF = "smk_UAWStandLeft_Right";
walkF = "smk_UAWStandLeft_Right";
fastL = "smk_UAWStandLeftBlind";
throwGrenade = "smk_UAWStandLeft_GrenadeThrow";
};
看不明白啊 似乎一个动作要用到几个文件来定义的 |
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