class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Drexel_Skel : Default { skeletonBones[] = { "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "zasleh", "", "ForeSight", "", "rearpost", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class Drexl: Default { skeletonName = "Drexel_Skel"; sectionsInherit = ""; sections[] = {"zasleh","Camo","magazine"}; class Animations { class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class bolt { type = "translation"; source = "reload"; sourceAddress = clamp; selection = "bolt"; axis = "bolt_axis"; minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = 0.3; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_catch: bolt { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_empty: bolt_empty { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class no_magazine_hide { type="hide"; source="hasmagazine"; selection="magazine"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0.5; unHideValue=-1; }; class magazine_reload_hide_1 { type="hide"; source="reloadmagazine"; selection="magazine"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=1E-05; unHideValue=0.7; }; class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis="barrel_axis"; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minPhase=0; maxPhase=4; minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees memory=0; angle0="rad 0"; angle1="rad 360"; }; class backsight_hide { type="hide"; source="hasOptics"; selection="rearpost"; animPeriod=0; minValue=0; maxValue=0.30000001; minPhase=0; maxPhase=0.30000001; hideValue=0.1; sourceAddress="mirror"; }; }; // Rotation of fire mode switc }; };