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Updating animations and readme
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sethduda committed Jul 24, 2016
1 parent 33e8442 commit 47323d3
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Showing 17 changed files with 148 additions and 8 deletions.
5 changes: 2 additions & 3 deletions README.md
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Expand Up @@ -48,13 +48,11 @@ If you want to script AI to rappel, you can use the AUR_Rappel_Unit function. Pl
Then, via scripting (e.g. using trigger activation) call this function:

```
[UNIT, ROPE_LENGTH] spawn AUR_Rappel_Unit;
[UNIT] spawn AUR_Rappel_Unit;
```

Params:

UNIT = The unit that should rappel
ROPE_LENGTH = Rope length in meters (Optional, defaults to 60 if not specified)

The unit will then rappel down the edge.

Expand All @@ -66,6 +64,7 @@ If you want more control, you can use the optional parameters:

Params:

ROPE_LENGTH = Rope length in meters (Optional, defaults to 1.3x height above ground)
ANCHOR_POSITION = Position ASL where the rope should attach (Defaults to edge next to unit if not specified)
RAPPEL_DIRECTION = Unit vector direction that the unit should jump off when starting rappelling (e.g away from the building). If the unit is facing the direction they should jump off, you can get this via the command vectorDir UNIT.

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Binary file modified addons/AUR_AdvancedUrbanRappelling/anims/Rup_RopeFX_01_idle.rtm
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151 changes: 146 additions & 5 deletions addons/AUR_AdvancedUrbanRappelling/cfgAnimations.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,13 +5,20 @@ class CfgMovesBasic
class DefaultDie;
class ManActions
{
AUR_Rifle_Idle="AUR_01_Idle";
AUR_Pistol_Idle="AUR_01_Idle_Pistol";
AUR_Rifle_Aim="AUR_01_Aim";
AUR_Pistol_Aim="AUR_01_Aim_Pistol";
AUR_01="AUR_01_Idle";
AUR_01_Jump1 = "";
AUR_01_Jump2 = "";
AUR_01_Jump3 = "";

};
class Actions
{
class NoActions: ManActions
{
AUR_01_Jump1[] = {"AUR_01_Jump1","Gesture"};
AUR_01_Jump2[] = {"AUR_01_Jump2","Gesture"};
AUR_01_Jump3[] = {"AUR_01_Jump3","Gesture"};
};
class RifleStandActions;
class AUR_BaseActions: RifleStandActions
{
Expand Down Expand Up @@ -298,6 +305,14 @@ class CfgMovesMaleSdr: CfgMovesBasic
1
};
};
class AUR_01_Aim_No_Actions : AUR_01_Aim
{
actions="NoActions";
variantsPlayer[]={};
variantsAI[]={};
ConnectTo[]={};
InterpolateTo[]={};
};
class AUR_01_Aim_Idling: AUR_01_Aim
{
variantsPlayer[]={};
Expand All @@ -317,6 +332,7 @@ class CfgMovesMaleSdr: CfgMovesBasic
file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_idle.rtm";
speed=100000;
minPlayTime = 0.1;
aiming="aimingDefault";
leftHandIKCurve[]={0};
InterpolateTo[]=
{
Expand All @@ -338,6 +354,14 @@ class CfgMovesMaleSdr: CfgMovesBasic
1
};
};
class AUR_01_Idle_No_Actions : AUR_01_Idle
{
actions="NoActions";
variantsPlayer[]={};
variantsAI[]={};
ConnectTo[]={};
InterpolateTo[]={};
};
class AUR_01_Idle_Idling: AUR_01_Idle
{
variantsPlayer[]={};
Expand Down Expand Up @@ -379,6 +403,14 @@ class CfgMovesMaleSdr: CfgMovesBasic
0.5
};
};
class AUR_01_Aim_Pistol_No_Actions : AUR_01_Aim_Pistol
{
actions="NoActions";
variantsPlayer[]={};
variantsAI[]={};
ConnectTo[]={};
InterpolateTo[]={};
};
class AUR_01_Aim_Pistol_Idling: AUR_01_Aim_Pistol
{
variantsPlayer[]={};
Expand Down Expand Up @@ -419,6 +451,14 @@ class CfgMovesMaleSdr: CfgMovesBasic
1
};
};
class AUR_01_Idle_Pistol_No_Actions : AUR_01_Idle_Pistol
{
actions="NoActions";
variantsPlayer[]={};
variantsAI[]={};
ConnectTo[]={};
InterpolateTo[]={};
};
class AUR_01_Idle_Pistol_Idling: AUR_01_Idle
{
variantsPlayer[]={};
Expand Down Expand Up @@ -511,4 +551,105 @@ class CfgMovesMaleSdr: CfgMovesBasic
aimingDefault_Rope[] = {"head",0.6,"neck1",0.6,"neck",0.6,"weapon",1,"launcher",1,"RightShoulder",0.8,"RightArm",0.8,"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",0.3,"Spine1",0.4,"Spine2",0.5,"Spine3",0.6};
};
};

class CfgGesturesMale
{
skeletonName = "OFP2_ManSkeleton";
class ManActions{};
class Actions
{
class NoActions
{
turnSpeed = 0;
upDegree = 0;
limitFast = 1;
useFastMove = 0;
stance = "ManStanceUndefined";
};
};
class Default
{
actions = "NoActions";
file = "";
looped = 1;
speed = 0.5;
static = 0;
relSpeedMin = 1;
relSpeedMax = 1;
soundEnabled = 0;
soundOverride = "";
soundEdge[] = {0.5,1};
terminal = 0;
ragdoll = 0;
equivalentTo = "";
connectAs = "";
connectFrom[] = {};
connectTo[] = {};
interpolateWith[] = {};
interpolateTo[] = {};
interpolateFrom[] = {};
mask = "empty";
interpolationSpeed = 6;
interpolationRestart = 0;
preload = 0;
disableWeapons = 1;
enableOptics = 0;
showWeaponAim = 1;
enableMissile = 1;
enableBinocular = 1;
showItemInHand = 0;
showItemInRightHand = 0;
showHandGun = 0;
canPullTrigger = 1;
Walkcycles = 1;
headBobMode = 0;
headBobStrength = 0;
leftHandIKBeg = 0;
leftHandIKEnd = 0;
rightHandIKBeg = 0;
rightHandIKEnd = 0;
leftHandIKCurve[] = {1};
rightHandIKCurve[] = {1};
forceAim = 0;
};
class States
{
class AUR_01_Jump1: Default
{
file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_Jump1.rtm";
minPlayTime= 1;
looped = 0;
speed = 0.2;
mask = "AUR_Jump_Rope";
disableWeapons = 0;
disableWeaponsLong = 0;
weaponLowered = 0;
showWeaponAim = 0;
showHandGun = 1;
canPullTrigger = 1;
canReload = 0;
terminal = 0;
limitGunMovement = 0;
preload = 1;
interpolateTo[] = {"AUR_01_Jump1", 0.01,"AUR_01_Jump2", 0.01, "AUR_01_Jump3", 0.01};
};
class AUR_01_Jump2: AUR_01_Jump1
{
file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_Jump2.rtm";
speed = 0.00000001;
};
class AUR_01_Jump3: AUR_01_Jump1
{
file="\AUR_AdvancedUrbanRappelling\anims\Rup_RopeFX_01_Jump3.rtm";
speed = 0.85;
};
};
class BlendAnims
{
class MaskStart
{
weight = 0.85;
};
empty[] = {};
AUR_Jump_Rope[] = {"head",0.01,"neck1",0.01,"neck",0.01,"weapon",0.01,"Spine1",0.01,"Spine2",0.01,"Spine3",0.01,"Spine",0.01,"Pelvis",0.01,"LeftLeg",0.01,"LeftLegRoll",0.01,"LeftUpLeg",0.01,"LeftUpLegRoll",0.01,"LeftFoot",0.01,"LeftToeBase",0.01,"RightLeg",0.01,"RightLegRoll",0.01,"RightUpLeg",0.01,"RightUpLegRoll",0.01,"RightFoot",0.01,"RightToeBase",0.01};
};
};

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