class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class 3AS_DC17S_Skeleton: Default { skeletonBones[]= { "zasleh", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class 3AS_DC17S_F: Default { htMin=1; htMax=600; afMax=0; mfMax=0; mFact=1; tBody=100; skeletonName="3AS_DC17S_Skeleton"; sectionsInherit=""; sections[]= { "zasleh" }; class Animations { 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=""; //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"; }; }; }; };