//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Shadow") { meshAndTree ("Sha_Body.asc" DONT_USE_MESH) registerMesh ("Sha_Body.ASC") registerMesh ("Bhd_Body.ASC") aniEnum { modelTag ("DEF_HIT_LIMB" "Bip01 Jaw") ////////////////////////// // BEWEGUNGEN ////////////////////////// ////////////////// // RUN ////////////////// // Ambient ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sha_Ambient_A01.asc" F 1 39 FPS:12.5) { *eventSFX (2 "SHA_AMBIENT" ) } // Start Running ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_Run_A01.ASC" F 0 9) { *eventSFXGrnd (4 "Run" ) *eventSFXGrnd (7 "Run" ) *eventSFXGrnd (9 "Run" ) } // Run-Cycle ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_Run_A01.ASC" F 10 25) { *eventSFX ( 15 "SHA_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (12 "Run" ) *eventSFXGrnd (22 "Run" ) } // End Running ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sha_Run_A01.ASC" F 25 35) // { // *eventSFXGrnd ( 29 "Run" ) // *eventSFXGrnd ( 31 "Run" ) // *eventSFXGrnd ( 35 "Run" ) // } aniAlias ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "t_FistRunL_2_FistRun" F) // aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.3 0.3) // aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.3 0.3) // Backwards ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Sha_JumpB_M01.asc" F 1 24) // Turning ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Sha_TurnL_M01.asc" F 1 24) { *eventSFXGrnd ( 6 "Turn" ) // *eventSFXGrnd ( 12 "Sneak" ) *eventSFXGrnd ( 18 "Turn" ) // *eventSFXGrnd ( 24 "Sneak" ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Sha_TurnR_M01.asc" F 1 24) { *eventSFXGrnd ( 6 "Turn" ) // *eventSFXGrnd ( 12 "Sneak" ) *eventSFXGrnd ( 18 "Turn" ) // *eventSFXGrnd ( 24 "Sneak" ) } ////////////////// // WALK ////////////////// // Ambient aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F) // Start Walking ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sha_go_U01.asc" F 1 10) // Cycle ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sha_go_U01.asc" F 10 38) { *eventSFXGrnd ( 14 "Run" ) *eventSFXGrnd ( 27 "Run" ) } // End Walking ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Sha_go_U01.asc" F 38 47) { *eventSFXGrnd ( 43 "Sneak" ) } aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.5 0.5) // Backward Walk aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Turning aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnR" F) ////////////////// // SNEAK ////////////////// ani ("s_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "Sha_Sneak_M01.asc" F 25 59) ani ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.1 0.0 M. "Sha_Sneak_M01.asc" F 60 89) // FistSneak-Loop ani ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Sha_Sneak_M01.asc" F 90 124) // End FistSneak aniAlias ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_FistSneak_2_FistSneakL" R) aniBlend ("t_FistSneakR_2_FistSneak" "s_FistSneak" 0.2 0.2) // FistSneak Backwards Movement aniBlend ("t_FistSneak_2_FistSneakBL" "s_FistSneakBL" 0.2 0.2) // FistSneak-Loop backwards aniAlias ("s_FistSneakBL" 1 "s_FistSneakBL" 0.0 0.0 M. "s_FistSneakL" R) aniAlias ("t_FistSneakBL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_FistSneak_2_FistSneakL" R) aniBlend ("t_FistSneakBR_2_FistSneak" "s_FistSneak" 0.2 0.2) ///////////////// // TRANSITIONS MOVEMENT MODES /////////////////^ // Walk <-> Run aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk") aniBlend ("t_FistWalk_2_FistRun" "s_FistRun") ani ("t_FistWalkL_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_Trans_M01.asc" F 16 28) ani ("t_FistRunL_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sha_Trans_M01.asc" F 1 14) // xxx_2_Sneak ani ("t_FistRun_2_FistSneak" 1 "s_FistSneak" 0.2 0.0 M. "Sha_Sneak_M01.asc" F 1 24) aniAlias ("t_FistSneak_2_FistRun" 1 "s_FistRun" 0.0 0.2 M. "t_FistRun_2_FistSneak" R) ani ("t_FistRunL_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Sha_SneakTrans_M01.asc" F 16 29) ani ("t_FistSneakL_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_SneakTrans_M01.asc" F 1 14) aniAlias ("t_FistWalk_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_FistRun_2_FistSneak" F) aniAlias ("t_FistSneak_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistRun_2_FistSneak" R) ani ("t_FistWalkL_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M "Sha_SneakTrans_M01.asc" F 56 79) ani ("t_FistSneakL_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sha_SneakTrans_M01.asc" F 31 54) ///////////////// // JUMP / STRAFING ////////////////// // Jump ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.1 M. "Sha_Jump_M01.asc" F 25 41) { *eventSFX ( 25 "SHA_AMBIENT_SHORT" EMPTY_SLOT ) } ani ("s_Jump" 1 "s_Jump" 0.1 0.1 MF "Sha_Jump_M01.asc" F 42 42) ani ("t_Jump_2_Stand" 1 "" 0.1 0.3 M "Sha_Jump_M01.asc" F 42 60) { *eventSFX (42 "M_FALL_HUGE" EMPTY_SLOT ) } // JumpUpLow ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.0 0.0 M. "Sha_JumpupLow_U01.asc" F 1 15) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Sha_JumpupLow_U01.asc" F 16 16) ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.3 MF "Sha_JumpupLow_U01.asc" F 17 99) { *eventSFXGrnd ( 38 "Run" ) *eventSFXGrnd ( 55 "Sneak" ) *eventSFXGrnd ( 69 "Run" ) } // Strafe ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Sha_StrafeL_M01.asc" F 1 25) { *eventSFX ( 4 "SHA_AMBIENT_SHORT" EMPTY_SLOT ) // *eventSFXGrnd ( 13 "Run" ) // *eventSFXGrnd ( 15 "Run" ) *eventSFXGrnd ( 17 "Run" ) // *eventSFXGrnd ( 18 "Run" ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "Sha_StrafeR_M01.asc" F 1 25) { *eventSFX ( 4 "SHA_AMBIENT_SHORT" EMPTY_SLOT ) // *eventSFXGrnd ( 13 "Run" ) // *eventSFXGrnd ( 15 "Run" ) *eventSFXGrnd ( 17 "Run" ) // *eventSFXGrnd ( 18 "Run" ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.1 M. "t_FistRunStrafeR" F) aniAlias ("t_FistSneakStrafeL" 1 "t_FistSneakStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_FistSneakStrafeR" 1 "t_FistSneakStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) ///////////////// // TRANSITIONS ///////////////// ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.2 0.1 M. "Sha_Jump_M01.asc" F 31 41) aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.2 0.1 M. "t_FistRunL_2_Jump") aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.1 0.1) ////////////////////////// // FALL DOWN ////////////////////////// ani ("s_FallDn" 1 "s_FallDn" 0.3 0.0 MF "Sha_FallDn_M02.asc" F 34 34) ani ("t_FallDn_2_Stand" 1 "" 0.1 0.2 M. "Sha_FallDn_M02.asc" F 35 62) { *eventSFX (38 "M_FALL_HUGE" EMPTY_SLOT ) *eventSFXGrnd ( 50 "Run" ) *eventSFXGrnd ( 53 "Sneak" ) } aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2) aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2) ////////////////////////// // STUMBLE / SLIDE / FALL ////////////////////////// // Stumble/Oops aniAlias ("t_oops" 1 "" 0.1 0.1 M. "t_StumbleB" F) ani ("t_Stumble" 1 "" 0.1 0.1 M. "Sha_Stumble_M01.asc" F 15 30) { *eventSFX (25 "SHA_HURT" EMPTY_SLOT ) } ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Sha_Stumble_M01.asc" F 0 15) { *eventSFX (2 "SHA_HURT" EMPTY_SLOT ) } // TRANS FallDn->Fall aniBlend ("t_FallDn_2_Fall" "s_Fall") aniBlend ("t_FallDn_2_FallB" "s_FallB") // Fall/Fallen ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Sha_FallDn_M01.asc" F 0 35 FPS:10) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Sha_Fallen_M01.asc" F 1 27) { *eventSFX (5 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Sha_Fallen_M01.asc" F 28 28) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Sha_Fall2Stand_M01.asc" F 1 59 FPS:12.5) aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FallDn" F) aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "t_Fall_2_Fallen" F) aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F) aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "t_Fallen_2_Stand" F) ////////////////////////// // SWIM ////////////////////////// // Transitions won FistWalk (im Wasser) zum Schwimmen aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F) aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F) aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F) aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1) aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R) aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R) aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.1 0.1) // Transitions ins Wasser ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Sha_Walk2Swim_M01.asc" F 1 4) ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "Sha_Walk2Swim_M01.asc" F 6 9) aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F) // Turnings im Wasser ani ("t_WalkWTurnL" 20 "t_FistRunTurnL" 0.0 0.0 M. "Sha_TurnL_M01.asc" F 1 24) { *eventSFX ( 12 "SWIM" ) *eventSFX ( 24 "SWIM" ) } ani ("t_WalkWTurnR" 20 "t_FistRunTurnR" 0.0 0.0 M. "Sha_TurnR_M01.asc" F 1 24) { *eventSFX ( 12 "SWIM" ) *eventSFX ( 24 "SWIM" ) } // Strafe im Wasser ani ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.0 0.0 M. "Sha_StrafeL_M01.asc" F 1 24) { *eventSFX ( 15 "SWIM" ) } ani ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.0 0.0 M. "Sha_StrafeR_M01.asc" F 1 24) { *eventSFX ( 15 "SWIM" ) } // SWIM ani ("s_SwimF" 1 "s_SwimF" 0.0 0.2 M. "Sha_Water_M01.asc" F 80 99) { *eventSFX ( 80 "SWIM" EMPTY_SLOT ) *eventSFX ( 92 "SWIM" EMPTY_SLOT ) } ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.0 M. "Sha_Water_M01.asc" F 100 107) ani ("s_Swim" 1 "s_Swim" 0.0 0.0 M. "Sha_Water_M01.asc" F 27 71 FPS:5) { *eventSFX ( 36 "SWIM" EMPTY_SLOT ) *eventSFX ( 52 "SWIM" EMPTY_SLOT ) } ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Sha_Water_M01.asc" F 72 79 FPS:12.5) // TURNING ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.0 0.0 M. "Sha_SwimTurnL_M01.asc" F 0 25 FPS:12.5) ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.0 0.0 M. "Sha_SwimTurnR_M01.asc" F 0 25 FPS:12.5) ////////////////////////// // DIVE ////////////////////////// ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.0 0.0 MF "Sha_Water_M01.asc" F 1 9) ani ("s_Dive" 1 "s_Dive" 0.3 0.3 MF "Sha_Water_M01.asc" F 10 10) aniAlias ("t_Dive_2_DiveF" 1 "s_DiveF" 0.4 0.0 MF "t_Swim_2_SwimF" F) aniAlias ("s_DiveF" 1 "s_DiveF" 0.0 0.0 MF "s_SwimF" F) aniAlias ("t_DiveF_2_Dive" 1 "s_Dive" 0.0 0.4 MF "t_SwimF_2_Swim" F) ani ("t_DiveF_2_Swim" 1 "s_Swim" 0.1 0.1 MF "Sha_Water_M01.asc" F 11 26) aniAlias ("t_Swim_2_DiveF" 1 "s_Dive" 0.2 0.2 MF "t_DiveF_2_Swim" R) // DROWN ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Sha_Drown_M01.asc" F 1 119 FPS:5) ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sha_Drown_M01.asc" F 120 120) // Turning ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Sha_Water_M01.asc" F 85 94) ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Sha_Water_M01.asc" F 75 84) ////////////////////////// // LOOK Autoaiming ////////////////////////// ani ("c_look_1" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) // WhirlAround // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Sha_Whirl_L_U02.asc" F 1 24) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Sha_Whirl_R_U02.asc" F 1 24) // Surprise aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ///////////////////// // FIST FIGHTING ///////////////////// // FIST Kampf ohne Talent // T_FISTAT1STEP ani ("s_FistAttack" 1 "" 0.1 0.2 M. "Sha_Attack_M01.asc" F 0 18) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "7") *eventTag (0 "DEF_HIT_END" "17") *eventTag (0 "DEF_WINDOW" "7 17") // *eventTag (0 "DEF_DIR" "O") *eventSFX ( 1 "SHA_ATTACK" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Sha_RunAttack_A01.asc" F 1 19) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 L HAND") *eventTag (0 "DEF_OPT_FRAME" "10") *eventSFX ( 2 "SHA_ATTACK" EMPTY_SLOT ) } // Paraden aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F) aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F) // aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F) // aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_FistJumpB" F) // aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F) ////////////////////////// // DIE ////////////////////////// ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Sha_Dead_M02.asc" F 1 25) { *eventSFX (1 "SHA_Die" EMPTY_SLOT ) *eventSFX (12 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Sha_Dead_M02.asc" F 25 25) ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Sha_DeadB_M02.asc" F 1 40) { *eventSFX (15 "SHA_Die" EMPTY_SLOT ) *eventSFX (28 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Sha_DeadB_M02.asc" F 40 40) ////////////////////////// // SCRIPT / RANDOM ////////////////////////// // KEINE Perception, weil ani ungeeignet war - MH ani ("t_Warn" 1 "" 0.0 0.0 M. "Sha_Warn_M01.asc" F 1 70) { *eventSFX (1 "SHA_Warn" EMPTY_SLOT ) *eventSFX (50 "SCRATCH" EMPTY_SLOT ) } // Warn-Alternative ani ("R_Angry" 1 "" 0.2 0.2 M. "Sha_R_Angry_M01.asc" F 0 -1 FPS:12.5) { *eventSFX ( 0 "SHA_WARN" EMPTY_SLOT ) } //--------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Sit" 1 "s_Sit" 0.0 0.0 M. "Sha_SitAndLie_M01.asc" F 1 74 FPS:15) ani ("s_Sit" 1 "s_Sit" 0.0 0.0 M. "Sha_SitAmbient01_U01.asc" F 0 99 FPS:5) aniAlias ("t_Sit_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Sit" R) ani ("t_Sit_Roar" 1 "s_Sit" 0.0 0.0 M. "Sha_SitAmbient02_U01.asc" F 0 99 FPS:15) //--------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Sha_SitAndLie_M01.asc" F 1 139 FPS:12.5) ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sha_SitAndLie_M01.asc" F 140 214 FPS:15) { *eventSFX ( 150 "SHA_SNOREIN" EMPTY_SLOT ) *eventSFX ( 170 "SHA_SNOREOUT" EMPTY_SLOT ) } ani ("t_Sleep_2_Stand" 1 "" 0.0 0.1 M. "Sha_SitAndLie_M01.asc" F 215 250) //--------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Eat" 1 "s_Eat" 0.1 0.0 M. "Sha_Eat_A01.asc" F 1 38 FPS:15) ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Sha_Eat_A01.asc" F 39 99 FPS:15) ani ("t_Eat_2_Stand" 1 "" 0.0 0.1 M. "Sha_Eat_A01.asc" F 100 129 FPS:15) //--------------------------------------------------------------------------------------------------------------------- ani ("R_Scratch" 1 "" 0.0 0.0 M. "Sha_R_Scratch_M01.asc" F 0 62) { *eventSFX (1 "SHA_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFX ( 25 "SCRATCH" EMPTY_SLOT ) *eventSFX ( 35 "SCRATCH" EMPTY_SLOT ) *eventSFX ( 43 "SCRATCH" EMPTY_SLOT ) } ani ("R_Scratch2" 2 "" 0.1 0.1 M. "Sha_Scratch_Jue00.asc" F 1 61 FPS:12.5) { *eventSFX (1 "SHA_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFX (13 "SCRATCH" EMPTY_SLOT ) *eventSFX (18 "SCRATCH" EMPTY_SLOT ) *eventSFX (23 "SCRATCH" EMPTY_SLOT ) *eventSFX (28 "SCRATCH" EMPTY_SLOT ) *eventSFX (33 "SCRATCH" EMPTY_SLOT ) *eventSFX (35 "SHA_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFX (38 "SCRATCH" EMPTY_SLOT ) *eventSFX (43 "SCRATCH" EMPTY_SLOT ) *eventSFX (48 "SCRATCH" EMPTY_SLOT ) } ani ("R_ScratchFloor" 2 "" 0.1 0.1 M. "Sha_Scharr_Jue00.asc" F 1 111 FPS:12.5) ani ("R_Sniff" 2 "" 0.1 0.1 M. "Sha_Wittern_A03.asc" F 1 79) { *eventSFX (20 "SHA_SNOREIN" EMPTY_SLOT ) *eventSFX (50 "SHA_SNOREOUT" EMPTY_SLOT ) } ani ("R_Howl" 1 "" 0.1 0.1 M. "Sha_Threat_U01.asc" F 0 -1 FPS:12.5) // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "R_Scratch" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "R_Sniff" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "R_Scratch2" F) // REST aniAlias ("t_Stand_2_REST" 1 "s_REST" 0.2 0.2 M. "t_Stand_2_Sit" F) aniAlias ("s_REST" 1 "s_REST" 0.0 0.0 M. "s_Sit" F) aniAlias ("t_REST_2_Stand" 1 "" 0.2 0.2 M. "t_Stand_2_Sit" R) aniAlias ("t_Rest_Random_1" 2 "" 0.1 0.1 M. "t_Sit_Roar" F) ani ("t_Rest_Random_2" 2 "" 0.1 0.1 M. "Sha_Sit_Scratch_Jue01.asc" F 1 64) /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ... aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_Lightning_Victim" F) // Lightning, Chainlightning, Thunderbolt, Thunderball ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sha_VicLightning_M01.asc" F 0 7) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sha_VicLIghtning_M01.asc" F 7 67) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Sha_Stumble_M01.asc" F 0 3) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Sha_Stumble_M01.asc" F 4 4) // Whirlwind aniAlias ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "t_Stand_2_Freeze_Victim" F ) aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Freeze_Victim" F ) // Sleep Victim aniAlias ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "t_Stand_2_Sleep" F) aniAlias ("s_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.1 M. "s_Sleep" F) aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sleep" R) }