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Add - Armory Component #286

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Feb 4, 2025
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1 change: 1 addition & 0 deletions addons/armory/$PBOPREFIX$
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x\tacgt\addons\armory
28 changes: 28 additions & 0 deletions addons/armory/CfgGesturesMale.hpp
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class CfgGesturesMale {
class States {
class GestureReloadBase;
class GestureReloadSA80: GestureReloadBase {
file = QPATHTOF(data\sa80\animations\GestureReloadSA80.rtm);
speed = 0.2;
mask = "handsWeapon";
headBobStrength = 0.25;
headBobMode = 0.2;
weaponIK = 1;
leftHandIKCurve[] = {
0, 1,
0.04, 0,
0.9, 0,
0.94, 1
};
};
class GestureReloadSA80Prone: GestureReloadSA80 {
file = QPATHTOF(data\sa80\animations\GestureReloadSA80Prone.rtm);
leftHandIKCurve[] = {
0, 1,
0.04, 0,
0.9, 0,
0.94, 1
};
};
};
};
6 changes: 6 additions & 0 deletions addons/armory/CfgInGameUI.hpp
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class CfgInGameUI {
class CfgWeaponModeTextures {
left = QPATHTOF(data\firemodes\left_ca.paa);
right = QPATHTOF(data\firemodes\right_ca.paa);
};
};
33 changes: 33 additions & 0 deletions addons/armory/CfgMovesBasic.hpp
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class CfgMovesBasic {
class ManActions {
GestureReloadSA80 = "";
};

class Actions {
class NoActions: ManActions {
GestureReloadSA80[] = {"GestureReloadSA80", "Gesture"};
};

class RifleBaseStandActions;
class RifleProneActions: RifleBaseStandActions {
GestureReloadSA80[] = {"GestureReloadSA80Prone", "Gesture"};
};

class RifleAdjustProneBaseActions;
class RifleAdjustFProneActions: RifleAdjustProneBaseActions {
GestureReloadSA80[] = {"GestureReloadSA80Context", "Gesture"};
};

class RifleAdjustLProneActions: RifleAdjustProneBaseActions {
GestureReloadSA80[] = {"GestureReloadSA80Context", "Gesture"};
};

class RifleAdjustRProneActions: RifleAdjustProneBaseActions {
GestureReloadSA80[] = {"GestureReloadSA80Context", "Gesture"};
};

class DeployedProneActions: RifleProneActions {
GestureReloadSA80[] = {"GestureReloadSA80Prone", "Gesture"};
};
};
};
11 changes: 11 additions & 0 deletions addons/armory/CfgWeapons.hpp
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class CfgWeapons {
class Rifle;
class Rifle_Base_F: Rifle {
class GunParticles;
class WeaponSlotsInfo;
};
class UGL_F;

#include "weapons\ksg.hpp"
#include "weapons\sa80.hpp"
};
118 changes: 118 additions & 0 deletions addons/armory/LICENSE.md

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3 changes: 3 additions & 0 deletions addons/armory/README.md
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# Armory

Adds Aegis weapons from the public releases under APL-SA.
42 changes: 42 additions & 0 deletions addons/armory/config.cpp
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#include "script_component.hpp"

class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {
QCLASS(KSG_Olive),
QCLASS(KSG_Black),
QCLASS(SA80_Black),
QCLASS(SA80_Black_GL),
QCLASS(SA80_Black_C),
QCLASS(SA80_Sand),
QCLASS(SA80_Sand_GL),
QCLASS(SA80_Sand_C)
};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {
"tacgt_main",
"tacgt_theseus",
"CUP_Weapons_LoadOrder"
};
skipWhenMissingDependencies = 1;
author = ECSTRING(main,Author);
authors[] = {"Mike", "Aegis Team"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};

class asdg_FrontSideRail;
class asdg_MuzzleSlot_65;
class asdg_OpticRail1913;
class asdg_OpticRail1913_short;
class asdg_UnderSlot;
class Mode_FullAuto;
class Mode_SemiAuto;

#include "CfgGesturesMale.hpp"
#include "CfgInGameUI.hpp"
#include "CfgMovesBasic.hpp"
#include "CfgWeapons.hpp"
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69 changes: 69 additions & 0 deletions addons/armory/data/ksg/ksg.rvmat
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class StageTI {
texture = "x\tacgt\addons\armory\data\ksg\ksg_ti_ca.paa";
};
ambient[]={1, 1, 1, 1};
diffuse[]={1, 1, 1, 1};
forcedDiffuse[]={0, 0, 0, 0};
emmisive[]={0, 0, 0, 1};
specular[]={0.097, 0.097, 0.097, 1};
specularPower = 200;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
texture = "x\tacgt\addons\armory\data\ksg\ksg_nohq.paa";
uvSource = "tex";
class uvTransform {
aside[]={1, 0, 0};
up[]={0, 1, 0};
dir[]={0, 0, 0};
pos[]={0, 0, 0};
};
};
class Stage2 {
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource = "tex";
class uvTransform {
aside[]={10, 0, 0};
up[]={0, 10, 0};
dir[]={0, 0, 0};
pos[]={0, 0, 0};
};
};
class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform {
aside[]={1, 0, 0};
up[]={0, 1, 0};
dir[]={0, 0, 0};
pos[]={0, 0, 0};
};
};
class Stage4 {
texture = "x\tacgt\addons\armory\data\ksg\ksg_as.paa";
uvSource = "tex";
class uvTransform {
aside[]={1,0,0};
up[]={0, 1, 0};
dir[]={0, 0, 0};
pos[]={0, 0, 0};
};
};
class Stage5 {
texture = "x\tacgt\addons\armory\data\ksg\ksg_smdi.paa";
uvSource = "tex";
class uvTransform {
aside[]={1, 0, 0};
up[]={0, 1, 0};
dir[]={0, 0, 0};
pos[]={0, 0, 0};
};
};
class Stage6 {
texture = "#(ai,16,2,2)fresnel(4.01,2.86)";
uvSource = "none";
};
class Stage7 {
texture = "a3\data_f\env_land_co.paa";
uvSource = "none";
};
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74 changes: 74 additions & 0 deletions addons/armory/data/ksg/model.cfg
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class CfgSkeletons {
class Default {
isDiscrete = true;
skeletonInherit = "";
skeletonBones[] = {};
};
class KSG_F_skeleton: Default {
isDiscrete = true;
skeletonInherit = Default;
skeletonBones[] = {
"trigger", "",
"bolt", "",
"ForeSight", "",
"BackSight", "",
"zasleh", ""
};
};
};
class CfgModels {
class Default {
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};
class KSG_F: Default {
sectionsInherit = Default;
sections[] = {
"camo",
"zasleh"
};
skeletonName = "KSG_F_skeleton";
class Animations {
class trigger {
type = "rotation";
source = "trigger.0";
sourceAddress = "clamp";
selection = "trigger";
axis = "trigger_axis";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "(rad -30)";
};
class zaslehROT {
type = "rotationX";
source = "ammoRandom";
sourceAddress = "loop";
selection = "zasleh";
axis = "";
centerFirstVertex = 1;
minValue = 0;
maxValue = 4;
angle0 = "(rad 0)";
angle1 = "(rad 360)";
};
class BackSight_optic {
type = "rotation";
source = "hasOptics";
selection = "BackSight";
axis = "BackSight_axis";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "(rad 90)";
};
class ForeSight_optic: BackSight_optic {
selection = "ForeSight";
axis = "ForeSight_axis";
angle1 = "(rad 90)";
};
};
};
};
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90 changes: 90 additions & 0 deletions addons/armory/data/sa80/SA80_F_GL.rvmat
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class StageTI {
texture = "x\tacgt\addons\armory\data\sa80\sa80_f_gl_ti_ca.paa";
};

ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 1};
emmisive[] = {0, 0, 0, 0};
specular[] = {0.065, 0.065, 0.065, 1};
specularPower = 90;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1 {
texture = "x\tacgt\addons\armory\data\sa80\sa80_f_gl_nohq.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1, 0, 0};
up[] = {0, 1, 0};
dir[] = {0, 0, 0};
pos[] = {0, 0, 0};
};
};

class Stage2 {
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource = "tex";
class uvTransform {
aside[] = {4, 0, 0};
up[] = {0, 4, 0};
dir[] = {0, 0, 0};
pos[] = {0, 0, 0};
};
};

class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0)";
uvSource = "tex";
class uvTransform {
aside[] = {1, 0, 0};
up[] = {0, 1, 0};
dir[] = {0, 0, 0};
pos[] = {0, 0, 0};
};
};

class Stage4 {
texture = "x\tacgt\addons\armory\data\sa80\sa80_f_gl_as.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1, 0, 0};
up[] = {0, 1, 0};
dir[] = {0, 0, 0};
pos[] = {0, 0, 0};
};
};

class Stage5 {
texture = "x\tacgt\addons\armory\data\sa80\sa80_f_gl_smdi.paa";
uvSource = "tex";
class uvTransform {
aside[] = {1, 0, 0};
up[] = {0, 1, 0};
dir[] = {0, 0, 0};
pos[] = {0, 0, 0};
};
};

class Stage6 {
texture = "#(ai,16,2,2)fresnel(9.4,6.3)";
uvSource = "tex";
class uvTransform {
aside[] = {1, 0, 0};
up[] = {0, 1, 0};
dir[] = {0, 0, 1};
pos[] = {0, 0, 0};
};
};

class Stage7 {
texture = "a3\data_f\env_land_ca.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform {
aside[] = {1, 0, 0};
up[] = {0, 1, 0};
dir[] = {0, 0, 0};
pos[] = {0, 0, 0};
};
};
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