//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // HUMAN OVERLAY 1H-SCHWERTKAMPF TALENT 2 //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("HuS") { MeshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // 1H - WEAPON READY ani ("t_Run_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT2.asc" F 1 3) ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT2.asc" F 4 4) ani ("t_1h_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hSDrawT2.asc" F 5 10) { *eventTag (5 "DEF_FIGHTMODE" "1H") *eventTag (5 "DEF_DRAWSOUND") } ani ("t_1hRun_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT2.asc" R 5 10) { *eventTag (5 "DEF_FIGHTMODE" "") *eventTag (5 "DEF_UNDRAWSOUND") } aniAlias ("t_1h_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_1h" R) /////////////////////// // 1H MOVEMENT /////////////////////// // 1h-RUN ani ("s_1hRun" 1 "s_1hRun" 0.1 0.1 MI "Hum_1hAmbientT2.asc" F 0 119 FPS:10) ani ("t_1hRun_2_1hRunL" 1 "s_1hRunL" 0.1 0.0 M. "Hum_1hRunT2.asc" F 1 11) ani ("s_1hRunL" 1 "s_1hRunL" 0.0 0.0 M. "Hum_1hRunT2.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_1hRunL_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hRunT2.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_1hRunR_2_1hRun" "s_1hRun" 0.2 0.2) // 1h-Run Backwards Movement ani ("t_1hJumpB" 1 "s_1hRun" 0.1 0.2 M. "Hum_1hParadeJumpT2.asc" F 1 14) { *eventTag (0 "DEF_WINDOW" "0 10") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) //*** FIXME Carsten *** } // 1h-WALK aniAlias ("s_1hWalk" 1 "s_1hWalk" 0.1 0.1 MI "s_1hRun" F) ani ("t_1hWalk_2_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 1 18) { *eventSFXGrnd (15 "Run") } ani ("s_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_1hWalkL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_1hWalkR_2_1hWalk" "s_1hWalk" 0.2 0.2) // 1h-Walk Backwards Movement aniAlias ("t_1hWalk_2_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "t_1hWalkL_2_1hWalk" R) aniAlias ("s_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "s_1hWalkL" R) aniAlias ("t_1hWalkBL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "t_1hWalk_2_1hWalkL" R) aniBlend ("t_1hWalkBR_2_1hWalk" "s_1hWalk" 0.2 0.2) { *eventSFXGrnd (22 "Run") } /////////////////////// // 1H TURNING /////////////////////// ani ("t_1hRunTurnL" 20 "t_1hRunTurnL" 0.1 0.2 M. "Hum_1hTurnLT2.asc" F 0 24) { *eventSFXGrnd (8 "Turn") *eventSFXGrnd (16 "Turn") *eventSFXGrnd (23 "Turn") } ani ("t_1hRunTurnR" 20 "t_1hRunTurnR" 0.1 0.2 M. "Hum_1hTurnRT2.asc" F 0 24) { *eventSFXGrnd (5 "Turn") *eventSFXGrnd (12 "Turn") *eventSFXGrnd (19 "Turn") } aniAlias ("t_1hWalkTurnL" 20 "t_1hWalkTurnL" 0.1 0.2 M. "t_1hRunTurnL" F) aniAlias ("t_1hWalkTurnR" 20 "t_1hWalkTurnR" 0.1 0.2 M. "t_1hRunTurnR" F) /////////////////////// // 1H STRAFING /////////////////////// ani ("t_1hRunStrafeL" 1 "t_1hRunStrafeL" 0.1 0.1 M. "Hum_1hStrafeLT2_M02.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_1hRunStrafeR" 1 "t_1hRunStrafeR" 0.1 0.1 M. "Hum_1hStrafeRT2_M02.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_1hWalkStrafeL" 1 "t_1hWalkStrafeL" 0.1 0.1 M. "t_1hRunStrafeL" F) aniAlias ("t_1hWalkStrafeR" 1 "t_1hWalkStrafeR" 0.1 0.1 M. "t_1hRunStrafeR" F) /////////////////////// // 1H TRANSITIONS /////////////////////// // Movement-Modes aniBlend ("t_1hRun_2_1hWalk" "s_1hWalk" 0.0 0.2) aniBlend ("t_1hWalk_2_1hRun" "s_1hRun" 0.0 0.2) ani ("t_1hRun_2_1hSneak" 1 "s_1hSneak" 0.1 0.1 M. "Hum_1hRun_2_Sneak.asc" F 25 30) aniAlias ("t_1hSneak_2_1hRun" 1 "s_1hRun" 0.1 0.1 M. "t_1hRun_2_1hSneak" R) aniBlend ("t_1hRunL_2_1hWalkL" "s_1hWalkL" 0.2 0.2) aniBlend ("t_1hWalkL_2_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hSneakL_2_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hRunL_2_1hSneakL" "s_1hSneakL" 0.2 0.2) /////////////////////// // 1H SWORD FIGHTING /////////////////////// ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.0 M. "Hum_1hAttackComboT2_M05.asc" F 1 140) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "4 37 74 110") *eventTag (0 "DEF_HIT_END" "33 68 103 119") *eventTag (0 "DEF_WINDOW" "12 36 47 71 82 106") // 117 139") // *eventTag (0 "DEF_WINDOW" "12 36 47 71 82 106") org // *eventTag (0 "DEF_WINDOW" "12 33 47 68 82 103") *eventSFX (4 "Whoosh" EMPTY_SLOT ) *eventSFX (74 "WHOOSH" EMPTY_SLOT ) } // Auf Höhen schlagen // ani ("c_1hAttack_1" 1 "" 0.0 0.0 . "Hum_1hAttackUpT2.asc" F 0 19) // ani ("c_1hAttack_2" 1 "" 0.0 0.0 . "Hum_1hAttackMidT2.asc" F 0 19) // ani ("c_1hAttack_3" 1 "" 0.0 0.0 . "Hum_1hAttackDnT2.asc" F 0 19) // aniComb ("t_1hAttackC" 1 "" 0.0 0.0 M. "c_1hAttack_" 3) // { // *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") // *eventTag (0 "DEF_OPT_FRAME" "8") // } // Drehschläge L/R ani ("t_1hAttackL" 1 "" 0.0 0.2 M. "Hum_1hAttackT2_M05.asc" F 1 24) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "4") *eventTag (0 "DEF_HIT_END" "24") *eventTag (0 "DEF_WINDOW" "10 24") *eventSFX (4 "Whoosh" EMPTY_SLOT ) } ani ("t_1hAttackR" 1 "" 0.0 0.2 M. "Hum_1hAttackT2_M05.asc" F 26 50) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "4") *eventTag (0 "DEF_HIT_END" "24") *eventTag (0 "DEF_WINDOW" "10 24") *eventSFX (27 "Whoosh" EMPTY_SLOT ) } // Parade ani ("t_1hParade_0" 1 "" 0.1 0.0 M. "Hum_1hParadeT1_A01.asc" F 1 15) //alt: Hum_1hParadeT2_M01.asc { *eventTag (0 "DEF_WINDOW" "0 12") //MH: in allen Frames, die NICHT Parade-Frames sind, kann die Parade vorzeitig abgebrochen werden *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } ani ("t_1hParade_0_A2" 1 "" 0.1 0.0 M. "Hum_1hParadeT1_A01.asc" F 16 30) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (18 "D_PARADE" EMPTY_SLOT ) } ani ("t_1hParade_0_A3" 1 "" 0.1 0.0 M. "Hum_1hParadeT1_A01.asc" F 31 45) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (33 "D_PARADE" EMPTY_SLOT ) } // ani ("t_1hParade_U" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_M01.asc" F 1 29) // ani ("t_1hParade_L" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_M01.asc" F 1 29) // ani ("t_1hParade_R" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_M01.asc" F 1 29) ani ("t_1hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_1hParadeJumpT2.asc" F 1 14) { *eventTag (0 "DEF_WINDOW" "0 10") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } } }