Added scope reticle, trigger animation

This commit is contained in:
Tklama
2024-04-16 18:41:21 +02:00
parent c32caf78d9
commit ab18a91e53
38 changed files with 39 additions and 19 deletions
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@@ -55,6 +55,18 @@ class close_2 {
};
};
class gears {
class gears_1 {
loop = 0;
terminate = 1;
sound0[] = {QPATHTOF(TBD_M119\sounds\gears.ogg), 5, 1, 20};
sound1[] = {QPATHTOF(TBD_M119\sounds\gears.ogg), 5, 1, 20};
sound[] = {"sound0", 1};
trigger = "direction";
};
};
};
+11 -3
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@@ -24,8 +24,8 @@ class CfgVehicles {
author = "TBD Team";
displayName = "M119";
model = QPATHTOF(TBD_M119\TBD_M119);
editorPreview = QPATHTOF(TBD_M119\data\preview.paa);
picture = QPATHTOF(TBD_M119\data\TBD_M119_icon.paa);
editorPreview = QPATHTOF(TBD_M119\data\preview.jpg);
picture = QPATHTOF(TBD_M119\data\M119_icon.paa);
side = 0;
faction = "OPF_F";
crew = "O_Soldier_F";
@@ -118,6 +118,12 @@ class CfgVehicles {
animPeriod = 0;
};
class trigger_rotation_source {
source = "user";
initPhase = 0;
animPeriod = 0;
};
class rightwheel_source {
source = "user";
initPhase = 0;
@@ -159,7 +165,7 @@ class CfgVehicles {
sound = "close";
soundPosition = "konec_hlavne";
};
class handle_breach_source {
source = "user";
@@ -176,6 +182,8 @@ class CfgVehicles {
source = "user";
initPhase = 0;
animPeriod = 1;
sound = "gears";
soundPosition = "konec_hlavne";
};
class magazine_load_source {
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+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
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+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
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+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
+2 -2
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@@ -7,8 +7,8 @@
#define _ARMA_
//Class armor_f_gamma : MBT_01\Data\MBT_01_body.rvmat{
ambient[] = { 0.5, 0.5, 0.5, 0.5 };
diffuse[] = { 0.5, 0.5, 0.5, 0.5 };
ambient[] = { 0.65, 0.65, 0.65, 0.65 };
diffuse[] = { 0.65, 0.65, 0.65, 0.65 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.5, 0.5, 0.5, 0.5 };
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