//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Orc") { MeshAndTree ("Orc_Body.asc" DONT_USE_MESH) registerMesh ("Orc_BodyShaman.ASC") registerMesh ("Orc_BodyWarrior.ASC") registerMesh ("Orc_BodyElite.ASC") registerMesh ("UOW_Body.ASC") registerMesh ("Draconian_Body.ASC") aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // Bewegungs-Modi // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // --------------------------------------------------------------------------------------------------------------- // RUN-Mode ani ("s_Run" 1 "s_Run" 0.1 0.1 MI "Orc_RunAmbient_jue02.asc" F 0 50 ) { *eventSFX (1 "ORC_AMBIENT" EMPTY_SLOT ) } ani ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "Orc_RunLoop+JumpBack_jue02.asc" F 0 11 ) ani ("s_RunL" 1 "s_RunL" 0.0 0.1 M. "Orc_RunLoop+JumpBack_jue02.asc" F 12 31 ) { *eventSFX (13 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (12 "Run") *eventSFXGrnd (21 "Run") } ani ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "Orc_RunLoop+JumpBack_jue02.asc" F 33 38 ) aniBlend ("t_RunR_2_Run" "s_Run" 0.0 0.05) ani ("t_JumpB" 1 "s_Run" 0.0 0.0 M. "Orc_RunLoop+JumpBack_jue02.asc" F 40 54 ) { *eventSFXGrnd (49 "Run") *eventSFXGrnd (53 "Run") } // --------------------------------------------------------------------------------------------------------------- // WALK-Mode ani ("s_Walk" 1 "s_Walk" 0.1 0.1 MI "Orc_WalkAmbient_jue02.asc" F 0 50) { *eventSFX (1 "ORC_AMBIENT" EMPTY_SLOT ) } ani ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "Orc_WalkLoop_jue02.asc" F 1 9 ) ani ("s_WalkL" 1 "s_WalkL" 0.0 0.1 M. "Orc_WalkLoop_jue02.asc" F 10 32 ) { *eventSFXGrnd (10 "Run") *eventSFX (11 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (21 "Run") } ani ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Orc_WalkLoop_jue02.asc" F 33 40 ) { *eventSFXGrnd (40 "Run") } aniBlend ("t_WalkR_2_Walk" "s_Walk" 0.0 0.1) ani ("t_Walk_2_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "Orc_WalkLoop_B_jue02.asc" R 33 40 ) ani ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "Orc_WalkLoop_B_jue02.asc" R 9 32 ) ani ("t_WalkBL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Orc_WalkLoop_B_jue02.asc" R 1 8 ) aniBlend ("t_WalkBR_2_Walk" "s_Walk" 0.0 0.1) // --------------------------------------------------------------------------------------------------------------- // SNEAK-Mode ani ("s_Sneak" 1 "s_Sneak" 0.0 0.0 MI "Orc_SneakAmbient.asc" F 0 50 FPS:10) ani ("t_Sneak_2_SneakL" 1 "s_SneakL" 0.0 0.0 M. "Orc_SneakLoop.asc" F 1 52 ) ani ("s_SneakL" 1 "s_SneakL" 0.0 0.0 M. "Orc_SneakLoop.asc" F 53 104 ) ani ("t_SneakL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Orc_SneakLoop.asc" F 105 149 ) aniBlend ("t_SneakR_2_Sneak" "s_Sneak" 0.2 0.2) ani ("t_Sneak_2_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "Orc_SneakLoop_B.asc" R 105 149 ) ani ("s_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "Orc_SneakLoop_B.asc" R 53 104 ) ani ("t_SneakBL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Orc_SneakLoop_B.asc" R 1 52 ) aniBlend ("t_SneakBR_2_Sneak" "s_Sneak" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // TURNING ani ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "Orc_RunTurnL_A01.asc" F 1 24 ) { *eventSFXGrnd (8 "Turn") *eventSFXGrnd (18 "Turn") } ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Orc_RunTurnR_A01.asc" F 1 24 ) { *eventSFXGrnd (8 "Turn") *eventSFXGrnd (18 "Turn") } aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.2 0.2 M. "t_RunTurnL" F) aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.2 0.2 M. "t_RunTurnR" F) ani ("t_SneakTurnL" 20 "t_SneakTurnL" 0.2 0.2 M. "Orc_SneakTurnL_R.asc" F 1 59 ) ani ("t_SneakTurnR" 20 "t_SneakTurnL" 0.2 0.2 M. "Orc_SneakTurnL_R.asc" F 61 119 ) // --------------------------------------------------------------------------------------------------------------- // STRAFING ani ("t_RunStrafeL" 1 "s_Run" 0.1 0.1 M. "Orc_RunStrafeL_R_A01.asc" F 0 14 ) { *eventSFX (1 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (10 "Turn") *eventSFXGrnd (14 "Turn") } ani ("t_RunStrafeR" 1 "s_Run" 0.1 0.1 M. "Orc_RunStrafeL_R_A01.asc" F 16 30 ) { *eventSFX (16 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (25 "Turn") *eventSFXGrnd (29 "Turn") } ani ("t_WalkStrafeL" 1 "s_Walk" 0.2 0.2 M. "Orc_WalkStrafeL_R_A01.asc" F 0 15 ) { *eventSFX (1 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (10 "Turn") *eventSFXGrnd (14 "Turn") } ani ("t_WalkStrafeR" 1 "s_Walk" 0.2 0.2 M. "Orc_WalkStrafeL_R_A01.asc" F 15 30 ) { *eventSFX (16 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (25 "Turn) *eventSFXGrnd (29 "Turn") } ani ("t_SneakStrafeL" 1 "s_Sneak" 0.2 0.2 M. "Orc_SneakStrafeL_R.asc" F 1 44 ) ani ("t_SneakStrafeR" 1 "s_Sneak" 0.2 0.2 M. "Orc_SneakStrafeL_R.asc" F 46 99 ) // --------------------------------------------------------------------------------------------------------------- // TRANSITIONS ani ("t_Run_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Orc_Run2Walk_jue02.asc" F 0 12 ) aniAlias ("t_Walk_2_Run" 1 "s_Run" 0.1 0.1 M. "t_Run_2_Walk" R) aniBlend ("t_Run_2_Sneak" "s_Sneak" 0.2 0.2) aniBlend ("t_Sneak_2_Run" "s_Run" 0.2 0.2) aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.2 0.2) aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.2 0.2) aniBlend ("t_SneakL_2_RunL" "s_RunL" 0.2 0.2) aniBlend ("t_RunL_2_SneakL" "s_SneakL" 0.2 0.2) aniBlend ("t_Walk_2_Sneak" "s_Sneak" 0.2 0.2) aniBlend ("t_Sneak_2_Walk" "s_Walk" 0.2 0.2) aniBlend ("t_WalkL_2_SneakL" "s_SneakL" 0.2 0.2) aniBlend ("t_SneakL_2_WalkL" "s_WalkL" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // JUMP ani ("t_Stand_2_Jump" 1 "s_Jump" 0.1 0.0 M. "Orc_Jump_jue02.asc" F 0 24 ) ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Orc_Jump_jue02.asc" F 25 25 ) ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Orc_Jump_jue02.asc" F 26 41 ) { *eventSFXGrnd (31 "Run") *eventSFXGrnd (34 "Run") } // aus dem Rennen direkt Springen ani ("t_RunL_2_Jump" 1 "s_Jump" 0.0 0.1 MF "Orc_RunJump_jue02.asc" F 0 19 ) aniAlias ("t_RunR_2_Jump" 1 "s_Jump" 0.3 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_RunL" "s_RunL" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // JUMP UP, CLIMB // JumpUpLow (Ohne Benutzung der Hände, rechter Fuß setzt zuerst auf. Höhe: 50-100cm) // ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Orc_JumpUpLow_jue02.asc" F 1 10 ) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Orc_JumpUpLow_jue02.asc" F 10 14) ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Orc_JumpUpLow_jue02.asc" F 14 29 ) { *eventPFX (17 "ZMODELLANDDUST" "BIP01 L Foot") *eventSFXGrnd (17 "Run") *eventSFXGrnd (23 "Run") } // aus dem Rennen direkt Springen aniAlias ("t_RunL_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 M. "s_JumpUpLow" F) aniAlias ("t_RunR_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 M. "s_JumpUpLow" F) // JumpUpMid (Auf den Händen abgestützt in einem Satz nach oben. Höhe: 100-200cm) // ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante ani ("t_Stand_2_JumpUpMid" 1 "s_JumpUpMid" 0.1 0.0 M. "Orc_JumpUpMid_jue02.asc" F 1 10) ani ("s_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.0 0.0 MF "Orc_JumpUpMid_jue02.asc" F 10 12) ani ("t_JumpUpMid_2_Stand" 1 "" 0.0 0.1 MF "Orc_JumpUpMid_jue02.asc" F 12 35 ) { *eventPFX (12 "ZMODELLANDDUST" "BIP01 L Hand") *eventPFX (12 "ZMODELLANDDUST" "BIP01 R Hand") *eventSFXGrnd (25 "Run") *eventSFXGrnd (28 "Run") } // aus dem Rennen direkt Springen aniAlias ("t_RunL_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 M. "s_JumpUpMid" F) aniAlias ("t_RunR_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 M. "s_JumpUpMid" F) // Während Sprung nach vorn Festhalten an Kante aniBlend ("t_Jump_2_Hang" "s_Hang" 0.2 0.2) // Während Runterfallen Festhalten an Kante aniBlend ("t_FallDn_2_Hang" "s_Hang" 0.2 0.2) // JumpUp, Hang (An Kante springen, und dann hochziehen. Höhe: 200-350cm) // aus dem Rennen direkt Springen aniAlias ("t_RunL_2_JumpUp" 1 "s_JumpUp" 0.3 0.1 M. "t_Stand_2_JumpUp" F) aniAlias ("t_RunR_2_JumpUp" 1 "s_JumpUp" 0.3 0.1 M. "t_Stand_2_JumpUp" F) ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 M. "Orc_JumpUpClimb_jue02.asc" F 1 9) ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Orc_JumpUpClimb_jue02.asc" F 10 10) ani ("t_JumpUp_2_Hang" 1 "s_Hang" 0.2 0.2 MF "Orc_JumpUpClimb_jue02.asc" F 11 12) ani ("s_Hang" 1 "s_Hang" 0.0 0.0 MF "Orc_JumpUpClimb_jue02.asc" F 13 13) // Climb up ani ("t_Hang_2_Stand" 1 "" 0.0 0.0 MF "Orc_JumpUpClimb_jue02.asc" F 14 54) { *eventSFXGrnd (38 "Run") *eventSFXGrnd (47 "Run") } // Climb Down aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R) // --------------------------------------------------------------------------------------------------------------- // FALL // FallDn aniBlend ("t_Hang_2_FallDn" "s_FallDn" 0.0 0.2) aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.0 0.2) aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2) ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Orc_FallDn_jue02.asc" F 0 0) // Landen und stehenbleiben ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Orc_FallDn_jue02.asc" F 1 13 ) { *eventSFXGrnd (4 "Run") *eventSFXGrnd (6 "Run") } // Landen und direkt weiterrennen aniBlend ("t_FallDn_2_RunL" "s_RunL" 0.1 0.1) // wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.1 0.1 MF "Orc_Fall.asc" F 1 6 ) ani ("t_FallDn_2_FallB" 1 "s_FallB" 0.1 0.1 MF "Orc_Fall_B.asc" F 1 7 ) // Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft. // Bei s_Fallen + s_FallenB liegt der Spieler flach. Soll solange liegen bleiben bis eine CURSORTASTE gedrückt wird ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Orc_Fall.asc" F 7 7) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Orc_Fall.asc" F 8 19) ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Orc_Fall.asc" F 20 20) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Orc_KnockedOut_StandUp_jue02.asc" F 32 79) { *eventSFXGrnd (59 "Run") *eventSFXGrnd (74 "Run") } ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Orc_Fall_B.asc" F 8 8) ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Orc_Fall_B.asc" F 8 18 ) ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Orc_Fall_B.asc" F 19 19) ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Orc_Fall_B.asc" F 20 45 ) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (29 "Run") } /////////////////////////// // ITEM GET / DROP / THROW /////////////////////////// // Item auf verschiedenen Höhen aufnehmen ani ("c_Stand_2_IGet_1" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 1 12) ani ("c_Stand_2_IGet_2" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 25 36) ani ("c_Stand_2_IGet_3" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 51 62) aniComb ("t_Stand_2_IGet" 1 "s_IGet" 0.0 0.0 M. "c_Stand_2_IGet_" 3) ani ("c_IGet_1" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 13 13) ani ("c_IGet_2" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 37 37) ani ("c_IGet_3" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 63 63) aniComb ("s_IGet" 1 "s_IGet" 0.0 0.0 M. "c_IGet_" 3) ani ("c_IGet_2_Stand_1" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 14 25) ani ("c_IGet_2_Stand_2" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 38 49) ani ("c_IGet_2_Stand_3" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 64 75) aniComb ("t_IGet_2_Stand" 1 "" 0.0 0.1 M. "c_IGet_2_Stand_" 3) // Item ABLEGEN ani ("t_Stand_2_IDrop" 1 "s_IDrop" 0.1 0.0 M. "Orc_ItemThrow_jue02.asc" F 1 16) ani ("s_IDrop" 1 "s_IDrop" 0.0 0.0 M. "Orc_ItemThrow_jue02.asc" F 17 17) ani ("t_IDrop_2_Stand" 1 "" 0.0 0.1 M. "Orc_ItemThrow_jue02.asc" F 18 24) ////////////////////////// // WALK WATER ////////////////////////// ani ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Orc_WaterWalk_jue02.asc" F 1 11 ) // Water-Walk-Loop ani ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Orc_WaterWalk_jue02.asc" F 12 47 ) { *eventSFX (20 "Walk_Water") *eventSFX (40 "Walk_Water") } ani ("t_WalkWL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Orc_WaterWalk_jue02.asc" F 48 55 ) aniBlend ("t_WalkWR_2_Walk" "s_Walk" 0.2 0.2) // Walk Backwards Movement aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2) // Water-Walk-Loop backwards aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_WalkWL" R) aniBlend ("t_WalkWBL_2_Walk" "s_Walk" 0.2 0.2) aniBlend ("t_WalkWBR_2_Walk" "s_Walk" 0.2 0.2) ///////////////////////////// // WATER TURNING / STRAFING ///////////////////////////// // Turn / Strafe können doch nicht von "s_Walk" benutzt werden (Weil sie dann auch die selben SFX benutzen) :( ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "Orc_RunTurnL_110_jue02.asc" F 1 24 ) { *eventSFX (10 "Swim") } ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "Orc_RunTurnR_110_jue02.asc" R 1 24 ) { *eventSFX (10 "Swim") } ani ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.1 0.1 M. "Orc_WalkStrafeL_jue02.asc" F 1 24 ) { *eventSFX (6 "Swim") } ani ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.1 0.1 M. "Orc_WalkStrafeR_jue02.asc" F 1 24 ) { *eventSFX (21 "Swim") } // Transitions won Walkloops zu Walkloop im Wasser aniBlend ("t_SneakBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2) aniBlend ("t_WalkWBL_2_SneakBL" "s_SneakBL" 0.2 0.2) aniBlend ("t_WalkBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2) aniBlend ("t_WalkWBL_2_WalkBL" "s_WalkBL" 0.2 0.2) aniBlend ("t_SneakL_2_WalkWL" "s_WalkWL" 0.2 0.2) aniBlend ("t_WalkWL_2_SneakL" "s_SneakL" 0.2 0.2) aniBlend ("t_WalkL_2_WalkWL" "s_WalkWL" 0.2 0.2) aniBlend ("t_WalkWL_2_WalkL" "s_WalkL" 0.2 0.2) aniBlend ("t_RunL_2_WalkWL" "s_WalkWL" 0.2 0.2) aniBlend ("t_WalkWL_2_RunL" "s_RunL" 0.2 0.2) aniBlend ("t_WalkWBL_2_SwimB" "s_SwimB" 0.2 0.2) aniBlend ("t_SwimB_2_WalkWBL" "s_WalkWBL" 0.2 0.2) ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.2 0.2 MF "Orc_Walk2Swim_jue02.asc" F 0 10) { *eventSFX (5 "Swim") } aniAlias ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.2 0.2 MF "t_WalkWL_2_SwimF" R) ////////////////////////// // SWIM ////////////////////////// ani ("s_Swim" 1 "s_Swim" 0.1 0.1 MI "Orc_Swim_Ambient.asc" F 0 48 FPS:10) { *eventSFX (10 "SwimWaves") } // Kraulen ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.0 M. "Orc_Swim.asc" F 1 19 ) { *eventSFX (0 "SwimWaves") } ani ("s_SwimF" 1 "s_SwimF" 0.0 0.2 M. "Orc_Swim.asc" F 20 49 ) { *eventSFX (22 "Swim") *eventSFX (37 "Swim") } ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.1 M. "Orc_Swim.asc" F 50 69 ) { *eventSFX (52 "SwimWaves") } ani ("t_Swim_2_SwimB" 1 "s_SwimB" 0.0 0.0 M. "Orc_Swim_B.asc" F 1 16 ) ani ("s_SwimB" 1 "s_swimB" 0.0 0.0 M. "Orc_Swim_B.asc" F 17 54 ) { *eventSFX (30 "SwimBack") } ani ("t_SwimB_2_Swim" 1 "s_Swim" 0.0 0.0 M. "Orc_Swim_B.asc" F 55 69 ) // Turning ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Orc_SwimTurnL_R.asc" F 1 24) { *eventSFX (8 "SwimBack") } ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Orc_SwimTurnL_R.asc" F 26 49) { *eventSFX (34 "SwimBack") } ////////////////////////// // DIVE ////////////////////////// ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Orc_FallDn2Dive.asc" F 1 24 ) ani ("t_Swim_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Orc_Swim2Dive2Swim.asc" F 1 24 ) { *eventSFX (5 "Swim2Dive") } ani ("t_SwimF_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Orc_Swim2Dive2Swim.asc" F 26 49 ) { *eventSFX (31 "Swim2Dive") } ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Orc_Dive.asc" F 0 0) aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1) ani ("s_DiveF" 1 "s_DiveF" 0.4 0.4 MF "Orc_Dive.asc" F 1 37 ) { *eventSFX (1 "Dive") } aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.2 0.2) aniAlias ("t_DiveF_2_Swim" 1 "s_Swim" 0.3 0.0 MF "t_Swim_2_Dive" R) ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Orc_Drown.asc" F 1 24 ) { *eventSFX (24 "Drown") } ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Orc_Drown.asc" F 25 25) // Turning ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Orc_DiveTurnL_R.asc" F 1 24 ) { *eventSFX (10 "DiveWaves") } ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Orc_DiveTurnL_R.asc" F 26 49 ) { *eventSFX (36 "DiveWaves") } // --------------------------------------------------------------------------------------------------------------- // STUMBLE (für Treffer im Kampf) // !! AI: was ist mit Umfallen wenn zu hoher Schaden? Was mit den verschiedenen Stumbles? ani ("t_Stumble" 1 "" 0.1 0.1 M. "Orc_Stumble_jue02.asc" F 0 15 ) { *eventSFX (1 "ORC_HURT" EMPTY_SLOT ) *eventSFXGrnd (11 "Run") *eventSFXGrnd (14 "Run") } ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Orc_Stumble_B_jue02.asc" F 0 15 ) { *eventSFX (1 "ORC_HURT" EMPTY_SLOT ) *eventSFXGrnd (8 "Run") *eventSFXGrnd (14 "Run") } // --------------------------------------------------------------------------------------------------------------- // DIE ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Orc_Dead_jue02.asc" F 1 46) { *eventSFX (25 "M_FALL_HUGE" EMPTY_SLOT ) *eventSFX (2 "ORC_DIE" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Orc_Dead_jue02.asc" F 47 47) ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Orc_Dead_B_jue02.asc" F 0 38) { *eventSFX (1 "ORC_DIE" EMPTY_SLOT ) *eventSFX (32 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Orc_Dead_B_jue02.asc" F 39 39) ////////////////////////// // UMSEHEN / ZEIGEN ////////////////////////// // LOOK Autoaiming // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) // POINT AT Autoaiming // Seitenwinkel: +/- 90° Höhenwinkel: +/- 45° // Fehlt // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "Orc_WhirlAround_jue02.asc" F 0 15) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Orc_WhirlAround_jue02.asc" F 16 31) ani ("c_looksurprised_1" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 8 8) ani ("c_looksurprised_2" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 17 17) ani ("c_looksurprised_3" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 26 26) ani ("c_looksurprised_4" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 35 35) ani ("c_looksurprised_5" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 44 44) ani ("c_looksurprised_6" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 53 53) ani ("c_looksurprised_7" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 62 62) ani ("c_looksurprised_8" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 71 71) ani ("c_looksurprised_9" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 80 80) aniComb ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "c_looksurprised_" 9) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // KAMPF-MOVES // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ////////////////////////// // WEAPON CHOOSE ////////////////////////// // FIST ani ("t_Run_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Orc_DrawFist_jue02.asc" F 1 4) ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Orc_DrawFist_jue02.asc" F 5 5) ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Orc_DrawFist_jue02.asc" F 6 14) { *eventTag (6 "DEF_FIGHTMODE" "FIST") } ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Orc_DrawFist_jue02.asc" R 6 14) { *eventTag (6 "DEF_FIGHTMODE" "") } aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Fist" R) ani ("t_Move_2_FistMove" 2 "" 0.2 0.2 M. "Orc_DrawFist_Run_A01.asc" F 1 20) { *eventTag (5 "DEF_FIGHTMODE" "FIST") } ani ("t_FistMove_2_Move" 2 "" 0.2 0.2 M. "Orc_DrawFist_Run_A01.asc" R 1 20) { *eventTag (5 "DEF_FIGHTMODE" "") } // 2H - WEAPON ani ("t_Run_2_2h" 1 "s_2h" 0.1 0.0 M. "Orc_2hSDrawT2_A00.asc" F 1 5) ani ("s_2h" 1 "s_2h" 0.0 0.0 M. "Orc_2hSDrawT2_A00.asc" F 6 6) ani ("t_2h_2_2hRun" 1 "s_2hRun" 0.0 0.1 M. "Orc_2hSDrawT2_A00.asc" F 7 18) { *eventTag (7 "DEF_FIGHTMODE" "2h") *eventTag (7 "DEF_DRAWSOUND") } ani ("t_2hRun_2_2h" 1 "s_2h" 0.1 0.0 M. "Orc_2hSDrawT2_A00.asc" R 7 18) { *eventTag (7 "DEF_FIGHTMODE" "") *eventTag (7 "DEF_UNDRAWSOUND") } aniAlias ("t_2h_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_2h" R) ani ("t_Move_2_2hMove" 2 "" 0.2 0.2 M. "Orc_2hSDrawT2_Run_A00.asc" F 1 20) { *eventTag (7 "DEF_FIGHTMODE" "2H") *eventTag (7 "DEF_DRAWSOUND") } ani ("t_2hMove_2_Move" 2 "" 0.2 0.2 M. "Orc_2hSDrawT2_Run_A00.asc" R 1 20) { *eventTag (7 "DEF_UNDRAWSOUND") *eventTag (7 "DEF_FIGHTMODE" "") } // CBOW ani ("t_Run_2_CBow" 1 "s_CBow" 0.1 0.0 M. "Orc_CBow_jue02.asc" F 1 4) ani ("s_CBow" 1 "s_CBow" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 5 5) ani ("t_CBow_2_CBowRun" 1 "s_CBowRun" 0.0 0.1 M. "Orc_CBow_jue02.asc" F 6 40) { *eventTag (11 "DEF_FIGHTMODE" "CBOW") *eventMMStartAni (10 "S_SHOOT" "ZS_RIGHTHAND") *eventSFX (11 "Drawsound_Bow") *eventTag (24 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") } ani ("t_CBowRun_2_CBow" 1 "s_CBow" 0.1 0.0 M. "Orc_CBow_jue02.asc" R 6 40) { *eventTag (11 "DEF_FIGHTMODE" "") *eventSFX (12 "Drawsound_Bow") *eventTag (24 "DEF_REMOVE_MUNITION") } aniAlias ("t_CBow_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_CBow" R) ani ("t_Move_2_CBowMove" 2 "" 0.2 0.2 M. "Orc_CBow_Run_A01.asc" F 1 20) { *eventTag (7 "DEF_FIGHTMODE" "CBOW") *eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") } ani ("t_CBowMove_2_Move" 2 "" 0.2 0.2 M. "Orc_CBow_Run_A01.asc" R 1 20) { *eventTag (7 "DEF_FIGHTMODE" "") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_REMOVE_MUNITION") } // MAG ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Orc_Ready_Mag_M01.asc" F 1 8) ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Orc_Ready_Mag_M01.asc" F 8 8) ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Orc_Ready_Mag_M01.asc" F 8 20) { *eventTag (4 "DEF_FIGHTMODE" "MAG") } ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Orc_Ready_Mag_M01.asc" R 8 20) { *eventTag (4 "DEF_FIGHTMODE" "") } aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Mag" R) ani ("t_Move_2_MagMove" 2 "" 0.2 0.2 M. "Orc_Ready_Mag_Move_A01.asc" F 1 19) { *eventTag (10 "DEF_FIGHTMODE" "MAG") } ani ("t_MagMove_2_Move" 2 "" 0.2 0.2 M. "Orc_Ready_Mag_Move_A01.asc" R 1 19) { *eventTag (10 "DEF_FIGHTMODE" "") } // FIGHT MODE TRANSITIONS aniBlend ("t_Fist_2_CBow" "s_CBow" 0.2 0.2) aniBlend ("t_Fist_2_2h" "s_2h" 0.2 0.2) aniBlend ("t_Fist_2_Mag" "s_Mag" 0.2 0.2) aniBlend ("t_2h_2_Fist" "s_Fist" 0.2 0.2) aniBlend ("t_2h_2_CBow" "s_CBow" 0.2 0.2) aniBlend ("t_2h_2_Mag" "s_Mag" 0.2 0.2) aniBlend ("t_CBow_2_Fist" "s_Fist" 0.2 0.2) aniBlend ("t_CBow_2_2h" "s_2h" 0.2 0.2) aniBlend ("t_CBow_2_Mag" "s_Mag" 0.2 0.2) aniBlend ("t_Mag_2_Fist" "s_Fist" 0.2 0.2) aniBlend ("t_Mag_2_2h" "s_2h" 0.2 0.2) aniBlend ("t_Mag_2_CBow" "s_CBow" 0.2 0.2) /////////////////////// // Fist MOVEMENT /////////////////////// // Fist-RUN ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 MI "Orc_FistRun.asc" F 0 0) ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.1 0.0 M. "Orc_FistRun.asc" F 1 11) { *eventSFXGrnd (3 "Run") } ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Orc_FistRun.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFX (13 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (22 "Run") } ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Orc_FistRun.asc" F 32 41) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (36 "Run") *eventSFXGrnd (41 "Run") } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2) // Fist-Run Backwards Movement ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Orc_FistParade.asc" F 1 14) { *eventSFXGrnd (7 "Run") *eventSFXGrnd (10 "Run") } // Fist-WALK ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "Orc_FistWalk.asc" F 0 0) ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Orc_FistWalk.asc" F 1 9) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Orc_FistWalk.asc" F 10 29) { *eventSFXGrnd (10 "Run") *eventSFX (11 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (20 "Run") } ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Orc_FistWalk.asc" F 30 39) { *eventSFXGrnd (30 "Run") *eventSFXGrnd (39 "Run") } aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Fist-Walk Backwards Movement 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) /////////////////////// // Fist TURNING /////////////////////// ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Orc_FistTurn.asc" F 0 24) { *eventSFXGrnd (6 "Turn") *eventSFXGrnd (18 "Turn") } aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "t_FistRunTurnL" R) aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnL" R) /////////////////////// // Fist STRAFING /////////////////////// aniAlias ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F) aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "t_2hRunStrafeR" F) aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_2hRunStrafeR" F) /////////////////////// // Fist TRANSITIONS /////////////////////// // Movement-Modes aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.0 0.2) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.0 0.2) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2) /////////////////////// // FIST ATTACKS /////////////////////// ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.1 M. "Orc_FistAttack.asc" F 0 40) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HEAD") *eventTag (0 "DEF_OPT_FRAME" "8 28") *eventTag (0 "DEF_HIT_END" "19 39") *eventTag (0 "DEF_WINDOW" "8 19 28 39") *eventSFX (1 "ORC_ATTACK" EMPTY_SLOT ) *eventTag (20 "DEF_HIT_LIMB" "BIP01 L HAND") } ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Orc_FistRunAttack_A01.asc" F 1 25) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "15") *eventSFX (1 "ORC_ATTACK" EMPTY_SLOT ) } aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistJumpB" F) aniAlias ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "t_FistJumpB" F) /////////////////////// // 2h MOVEMENT /////////////////////// // 2h-RUN ani ("s_2hRun" 1 "s_2hRun" 0.1 0.1 MI "Orc_1hRunT2_jue02.asc" F 0 0) ani ("t_2hRun_2_2hRunL" 1 "s_2hRunL" 0.1 0.0 M. "Orc_1hRunT2_Jue02.asc" F 1 11) ani ("s_2hRunL" 1 "s_2hRunL" 0.0 0.0 M. "Orc_1hRunT2_Jue02.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFX (13 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (22 "Run") } ani ("t_2hRunL_2_2hRun" 1 "s_2hRun" 0.0 0.0 M. "Orc_1hRunT2_Jue02.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_2hRunR_2_2hRun" "s_2hRun" 0.2 0.2) // 2h-Run Backwards Movement ani ("t_2hJumpB" 1 "s_2hRun" 0.1 0.1 M. "Orc_1hParadeJumpT2_Jue02.asc" F 1 14) // 2h-WALK ani ("s_2hWalk" 1 "s_2hWalk" 0.0 0.0 MI "Orc_1hWalkT2_Jue02.asc" F 0 0) ani ("t_2hWalk_2_2hWalkL" 1 "s_2hWalkL" 0.0 0.0 M. "Orc_1hWalkT2_Jue02.asc" F 1 14) { *eventSFXGrnd (12 "Run") } ani ("s_2hWalkL" 1 "s_2hWalkL" 0.0 0.0 M. "Orc_1hWalkT2_Jue02.asc" F 15 33) { *eventSFX (16 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (23 "Run") *eventSFXGrnd (29 "Run") } ani ("t_2hWalkL_2_2hWalk" 1 "s_2hWalk" 0.0 0.0 M. "Orc_1hWalkT2_Jue02.asc" F 34 45) { *eventSFXGrnd (37 "Run") *eventSFXGrnd (44 "Run") } aniBlend ("t_2hWalkR_2_2hWalk" "s_2hWalk" 0.2 0.2) // 2h-Walk Backwards Movement aniAlias ("t_2hWalk_2_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "t_2hWalkL_2_2hWalk" R) aniAlias ("s_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "s_2hWalkL" R) aniAlias ("t_2hWalkBL_2_2hWalk" 1 "s_2hWalk" 0.0 0.0 M. "t_2hWalk_2_2hWalkL" R) aniBlend ("t_2hWalkBR_2_2hWalk" "s_2hWalk" 0.2 0.2) { *eventSFXGrnd (22 "Run") } /////////////////////// // 2h TURNING /////////////////////// ani ("t_2hRunTurnL" 20 "t_2hRunTurnL" 0.2 0.2 M. "Orc_1hTurnL110_Jue02.asc" F 0 24) { *eventSFXGrnd (6 "Turn") *eventSFXGrnd (18 "Turn") } ani ("t_2hRunTurnR" 20 "t_2hRunTurnR" 0.2 0.2 M. "Orc_1hTurnR110_Jue02.asc" F 0 24) { *eventSFXGrnd (6 "Turn") *eventSFXGrnd (18 "Turn") } aniAlias ("t_2hWalkTurnL" 20 "t_2hWalkTurnL" 0.2 0.2 M. "t_2hRunTurnL" F) aniAlias ("t_2hWalkTurnR" 20 "t_2hWalkTurnR" 0.2 0.2 M. "t_2hRunTurnR" F) /////////////////////// // 2h STRAFING /////////////////////// ani ("t_2hRunStrafeL" 1 "t_2hRunStrafeL" 0.1 0.1 M. "Orc_2hStrafeL_M01.asc" F 0 16) { *eventSFX (2 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (2 "Turn") *eventSFXGrnd (10 "Turn") } ani ("t_2hRunStrafeR" 1 "t_2hRunStrafeR" 0.1 0.1 M. "Orc_2hStrafeR_M01.asc" F 0 16) { *eventSFXGrnd (2 "Turn") *eventSFX (3 "ORC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (10 "Turn") } aniAlias ("t_2hWalkStrafeL" 1 "t_2hWalkStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F) aniAlias ("t_2hWalkStrafeR" 1 "t_2hWalkStrafeR" 0.1 0.1 M. "t_2hRunStrafeR" F) /////////////////////// // 2h TRANSITIONS /////////////////////// // Movement-Modes aniBlend ("t_2hRun_2_2hWalk" "s_2hWalk" 0.0 0.2) aniBlend ("t_2hWalk_2_2hRun" "s_2hRun" 0.0 0.2) aniBlend ("t_2hRunL_2_2hWalkL" "s_2hWalkL" 0.2 0.2) aniBlend ("t_2hWalkL_2_2hRunL" "s_2hRunL" 0.2 0.2) /////////////////////// // 2h SWORD FIGHTING /////////////////////// ani ("s_2hAttack" 1 "s_2hAttack" 0.0 0.1 M. "Orc_2hAttack_M01.asc" F 0 70) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "6 45") *eventTag (0 "DEF_HIT_END" "24 63") *eventTag (0 "DEF_WINDOW" "11 24 55 63") //18 39 55 65 *eventSFX (1 "ORC_ATTACK" EMPTY_SLOT ) *eventSFX (6 "Whoosh" EMPTY_SLOT ) *eventSFX (45 "Whoosh" EMPTY_SLOT ) } ani ("t_2hAttackMove" 2 "" 0.2 0.2 M. "Orc_1hRunAttackT2_A01.asc" F 1 19) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "13") *eventSFX (2 "ORC_ATTACK" EMPTY_SLOT ) *eventSFX (8 "Whoosh" EMPTY_SLOT ) } // Parade ani ("t_2hParade_0" 1 "s_2hRun" 0.0 0.0 M. "Orc_2hParade_M01.asc" F 0 30) { *eventTag (0 "DEF_WINDOW" "1 28") } ani ("t_2hParadeJumpB" 1 "s_2hRun" 0.0 0.0 M. "Orc_1hParadeJumpT2_Jue02.asc" F 1 14) { *eventTag (0 "DEF_WINDOW" "1 12") } // Drehschläge 360° ani ("t_2hAttackL" 1 "s_2hRun" 0.1 0.1 M. "Orc_2hAttackLR_M01.asc" F 0 24) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "3") *eventTag (0 "DEF_HIT_END" "24") *eventTag (0 "DEF_WINDOW" "8 24") *eventSFX (1 "ORC_ATTACK" EMPTY_SLOT ) *eventSFX (3 "Whoosh" EMPTY_SLOT ) } ani ("t_2hAttackR" 1 "s_2hRun" 0.1 0.1 M. "Orc_2hAttackLR_M01.asc" F 24 48) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "3") *eventTag (0 "DEF_HIT_END" "24") *eventTag (0 "DEF_WINDOW" "8 24") *eventSFX (25 "ORC_ATTACK" EMPTY_SLOT ) *eventSFX (28 "Whoosh" EMPTY_SLOT ) } ///////////////////// // CBOW MOVES ///////////////////// // CBowRun aniAlias ("s_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "s_Run" F) aniAlias ("t_CBowRun_2_CBowRunL" 1 "s_CBowRunL" 0.0 0.0 M. "t_Run_2_RunL" F) aniAlias ("s_CBowRunL" 1 "s_CBowRunL" 0.0 0.0 M. "s_RunL" F) aniAlias ("t_CBowRunL_2_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "t_RunL_2_Run" F) aniBlend ("t_CBowRunR_2_CBowRun" "s_CBowRun" 0.3 0.1) aniAlias ("t_CBowJumpB" 1 "s_CBowRun" 0.0 0.0 M. "t_JumpB" F) // CBowWalk aniAlias ("s_CBowWalk" 1 "s_CBowWalk" 0.0 0.0 M. "s_Walk" F) aniAlias ("t_CBowWalk_2_CBowWalkL" 1 "s_CBowWalkL" 0.0 0.0 M. "t_Walk_2_WalkL" F) aniAlias ("s_CBowWalkL" 1 "s_CBowWalkL" 0.0 0.0 M. "s_WalkL" F) aniAlias ("t_CBowWalkL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.0 M. "t_WalkL_2_Walk" F) aniBlend ("t_CBowWalkR_2_CBowWalk" "s_CBowWalk" 0.3 0.1) aniAlias ("t_CBowWalk_2_CBowWalkBL" 1 "s_CBowWalkBL" 0.0 0.0 M. "t_WalkL_2_Walk" R) aniAlias ("s_CBowWalkBL" 1 "s_CBowWalkBL" 0.0 0.0 M. "s_WalkL" R) aniAlias ("t_CBowWalkBL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.0 M. "t_WalkL_2_Walk" R) aniBlend ("t_CBowWalkBR_2_CBowWalk" "s_CBowWalk" 0.3 0.1) // Turning aniAlias ("t_CBowRunTurnL" 20 "t_CBowRunTurnL" 0.2 0.2 M. "t_RunTurnL" F) aniAlias ("t_CBowRunTurnR" 20 "t_CBowRunTurnR" 0.2 0.2 M. "t_RunTurnR" F) aniAlias ("t_CBowWalkTurnL" 20 "t_CBowWalkTurnL" 0.2 0.2 M. "t_RunTurnL" F) aniAlias ("t_CBowWalkTurnR" 20 "t_CBowWalkTurnR" 0.2 0.2 M. "t_RunTurnR" F) // Strafe aniAlias ("t_CBowRunStrafeL" 1 "" 0.2 0.2 M. "t_RunStrafeL" F) aniAlias ("t_CBowRunStrafeR" 1 "" 0.2 0.2 M. "t_RunStrafeR" F) aniAlias ("t_CBowWalkStrafeL" 1 "" 0.2 0.2 M. "t_RunStrafeL" F) aniAlias ("t_CBowWalkStrafeR" 1 "" 0.2 0.2 M. "t_RunStrafeR" F) ///////////////////// // CBOW SHOOTING ///////////////////// // CROSSBOW Kampfanims ani ("t_CBowRun_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 41 52) aniAlias ("t_CBowAim_2_CBowRun" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R) aniAlias ("t_CBowWalk_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "t_CBowRun_2_CBowAim" F) aniAlias ("t_CBowAim_2_CBowWalk" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R) // Shoot + Reload aniBlend ("t_CBowAim_2_CBowShoot" "s_CbowShoot") ani ("s_CBowShoot" 1 "s_CBowShoot" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 53 53) { *eventMMStartAni (53 "S_SHOOT" "ZS_RIGHTHAND") } ani ("t_CBowReload" 1 "s_CBowAim" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 54 74) { *eventSFX (72 "BowReload") *eventTag (72 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") *eventMMStartAni (54 "S_RELAX" "ZS_RIGHTHAND") *eventMMStartAni (72 "S_READY" "ZS_RIGHTHAND") } // Autoaiming 9 Posen ani ("c_Cbow_1" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 0 0) ani ("c_Cbow_2" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 1 1) ani ("c_Cbow_3" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 2 2) ani ("c_Cbow_4" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 3 3) ani ("c_Cbow_5" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 4 4) ani ("c_Cbow_6" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 5 5) ani ("c_Cbow_7" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 6 6) ani ("c_Cbow_8" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 7 7) ani ("c_Cbow_9" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 8 8) aniComb ("s_CBowAim" 1 "s_CBowAim" 0.3 0.3 M. "c_Cbow_" 9) ///////////////////////// // MAGIC MOVEMENT ////////////////////////// // Mag-RUN ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 MI "Orc_Amb_MagRun_M01.asc" F 0 50 FPS:10) ani ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Orc_MagRun_M01.asc" F 1 12) // Mag-Run-Loop ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Orc_MagRun_M01.asc" F 12 32) ani ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Orc_MagRun_M01.asc" F 32 39) aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.3 0.3) aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_JumpB" F) // Mag-WALK aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.1 0.1 M. "s_MagRun" F) ani ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Orc_MagWalk_M01.asc" F 0 9) // Mag-Walk-Loop ani ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Orc_MagWalk_M01.asc" F 9 33) ani ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "Orc_MagWalk_M01.asc" F 33 39) aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk" 0.2 0.2) // Mag-Walk Backwards Movement aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.2 0.2) // Mag-Walk-Loop backwards aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_MagWalkL" R) aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.2 0.2) aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.2 0.2) // Mag-SNEAK // ani ("s_MagSneak" 1 "s_MagSneak" 0.3 0.3 MI "Orc_Amb_MagSneak_M01.asc" F 0 70 FPS:10) // ani ("t_MagSneak_2_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "Orc_MagSneak_M01.asc" F 5 53 FPS:15) // Mag-Sneak-Loop // ani ("s_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "Orc_MagSneak_M01.asc" F 53 105 FPS:15) // ani ("t_MagSneakL_2_MagSneak" 1 "s_MagSneak" 0.0 0.0 M. "Orc_MagSneak_M01.asc" F 105 150 FPS:15) // aniBlend ("t_MagSneakR_2_MagSneak" "s_MagSneak" 0.2 0.2) // Mag-Sneak Backwards Movement // aniAlias ("t_MagSneak_2_MagSneakBL" 1 "s_MagSneakBL" 0.1 0.1 M. "t_MagSneakL_2_MagSneak" R) // Mag-Sneak-Loop backwards // aniAlias ("s_MagSneakBL" 1 "s_MagSneakBL" 0.0 0.0 M. "s_MagSneakL" R) // aniAlias ("t_MagSneakBL_2_MagSneak" 1 "s_MagSneak" 0.1 0.1 M. "t_MagSneak_2_MagSneakL" R) // aniBlend ("t_MagSneakBR_2_MagSneak" "s_MagSneak" 0.2 0.2) ///////////////////// // MAGIC TURNING ///////////////////// ani ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.2 0.2 M. "Orc_MagTurnL_M01.asc" F 0 25) { *eventSFXGrnd (6 "Turn") *eventSFXGrnd (18 "Turn") } ani ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.2 0.2 M. "Orc_MagTurnR_M01.asc" R 0 25) { *eventSFXGrnd (6 "Turn") *eventSFXGrnd (18 "Turn") } aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.2 0.2 M. "t_MagRunTurnL" F) aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.2 0.2 M. "t_MagRunTurnR" F) // ani ("t_MagSneakTurnL" 20 "t_MagSneakTurnL" 0.2 0.2 M. "Orc_MagSneakTurnL_M01.asc" F 0 25) // ani ("t_MagSneakTurnR" 20 "t_MagSneakTurnR" 0.2 0.2 M. "Orc_MagSneakTurnR_M01.asc" F 0 25) ///////////////////// // MAGIC STRAFING ///////////////////// ani ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "Orc_MagStrafeL_M01.asc" F 0 20) ani ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "Orc_MagStrafeR_M01.asc" F 0 20) aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_MagRunStrafeL" F) aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_MagRunStrafeR" F) // ani ("t_MagSneakStrafeL" 1 "t_MagSneakStrafeL" 0.1 0.1 M. "Orc_MagSneakStrafeL_M01.asc" F 0 17) // aniAlias ("t_MagSneakStrafeR" 1 "t_MagSneakStrafeR" 0.1 0.1 M. "t_MagSneakStrafeL" R) ////////////////////// // MAGIC TRANSITIONS ////////////////////// // Movement-Modes aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1) aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1) // ani ("t_MagRun_2_MagSneak" 1 "s_MagSneak" 0.1 0.1 M. "Orc_MagSneak_M01.asc" F 0 5) // aniAlias ("t_MagSneak_2_MagRun" 1 "s_MagRun" 0.1 0.1 M. "t_MagRun_2_MagSneak" R) aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.2 0.2) aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.2 0.2) // aniBlend ("t_MagSneakL_2_MagRunL" "s_MagRunL" 0.2 0.2) // aniBlend ("t_MagRunL_2_MagSneakL" "s_MagSneakL" 0.2 0.2) // Stand // aus dem Rennen direkt Springen aniAlias ("t_MagRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) aniAlias ("t_MagRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_MagRunL" "s_MagRunL" 0.2 0.1) ////////////////////// // MAGIC ATTACKS ////////////////////// // Fireball, Thunderball, ani ("t_MagRun_2_FiBCast" 1 "s_FiBCast" 0.1 0.0 M. "Orc_MagCast_A02.asc" F 1 8) ani ("s_FiBCast" 1 "s_FiBCast" 0.0 0.1 M. "Orc_MagCast_A02.asc" F 9 34) aniAlias ("t_FibCast_2_Stand" 1 "" 0.1 0.1 M. "t_MagRun_2_FiBCast" R) ani ("t_FiBCast_2_FiBShoot" 1 "s_FiBShoot" 0.1 0.0 M. "Orc_MagCast_A02.asc" F 35 39) ani ("s_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "Orc_MagCast_A02.asc" F 40 40) ani ("t_FiBShoot_2_Stand" 1 "" 0.0 0.1 M. "Orc_MagCast_A02.asc" F 41 49) // Summon Demon/Skeleton/... aniAlias ("t_MagRun_2_SumShoot" 1 "s_SumShoot" 0.1 0.0 M. "t_MagRun_2_FiBCast" F) aniAlias ("s_SumShoot" 1 "s_SumShoot" 0.0 0.1 M. "s_FiBCast" F) aniAlias ("t_SumShoot_2_Stand" 1 "" 0.0 0.1 M. "t_MagRun_2_FiBCast" R) // Firebolt (Magic Missile), Thunderbolt,... aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FiBShoot" F) aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // Windfist, Stormfist aniAlias ("t_MagRun_2_WndCast" 1 "s_WndCast" 0.1 0.0 M. "t_MagRun_2_FiBCast" F) aniAlias ("s_WndCast" 1 "s_WndCast" 0.0 0.0 M. "s_FiBCast" F) aniBlend ("t_WndCast_2_Stand" "" 0.2 0.2) aniAlias ("t_WndCast_2_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "s_FiBShoot" F) aniAlias ("t_WndShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // Heal, Teleport, aniAlias ("t_MagRun_2_HeaShoot" 1 "s_HeaShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_HeaShoot" 1 "s_HeaShoot" 0.0 0.1 M. "s_FiBShoot" F) aniAlias ("t_HeaShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // Chain-Lightning aniAlias ("t_MagRun_2_LinShoot" 1 "s_LinShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_LinShoot" 1 "s_LinShoot" 0.0 0.1 M. "s_FiBShoot" F) aniAlias ("t_LinShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // Pyrokinesis aniAlias ("t_MagRun_2_PyrShoot" 1 "s_PyrShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_PyrShoot" 1 "s_PyrShoot" 0.0 0.0 M. "s_FiBShoot" F) aniAlias ("t_PyrShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // IceCube aniAlias ("t_MagRun_2_FrzShoot" 1 "s_FrzShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_FrzShoot" 1 "s_FrzShoot" 0.0 0.0 M. "s_FiBShoot" F) aniAlias ("t_FrzShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // Light, Charm, Sleep, Berzerk,... aniAlias ("t_MagRun_2_SleShoot" 1 "s_SleShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_SleShoot" 1 "s_SleShoot" 0.0 0.0 M. "s_FiBShoot" F) aniAlias ("t_SleShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // ITEM_INTERAKTION // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // --------------------------------------------------------------------------------------------------------------- // Trinken (Potion, Wine, etc.) ani ("t_Potion_Stand_2_S0" 1 "s_Potion_S0" 0.1 0.0 M. "Orc_Potion_jue02.asc" F 1 19) { *eventTag (10 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_Potion_S0" 1 "s_Potion_S0" 0.0 0.0 M. "Orc_Potion_jue02.asc" F 20 20) ani ("t_Potion_S0_2_Stand" 1 "" 0.0 0.1 M. "Orc_Potion_jue02.asc" F 21 99) { *eventSFX (22 "DrinkBottle") *eventTag (86 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // POTIONFAST (für schnelle Benutzung von Heiltränken!) aniAlias ("t_potionfast_Stand_2_S0" 1 "s_potionfast_S0" 0.1 0.0 M. "t_Potion_Stand_2_S0" F) aniAlias ("s_potionfast_S0" 1 "s_potionfast_S0" 0.0 0.0 M. "s_Potion_S0" F) aniAlias ("t_potionfast_S0_2_Stand" 1 "" 0.0 0.1 M. "t_Potion_S0_2_Stand" F) // --------------------------------------------------------------------------------------------------------------- // ALARMHORN (Item) ani ("t_HORN_Stand_2_S0" 1 "s_HORN_S0" 0.2 0.0 M. "Orc_Alarmhorn_jue02.asc" F 0 5) { *eventTag (0 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_HORN_S0" 1 "s_HORN_S0" 0.0 0.0 M. "Orc_Alarmhorn_Jue02.asc" F 6 6) ani ("t_HORN_S0_2_Stand" 1 "" 0.0 0.2 M. "Orc_Alarmhorn_Jue02.asc" R 0 5) { *eventTag (0 "DEF_REMOVE_ITEM") } ani ("t_HORN_S0_2_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Orc_Alarmhorn_Jue02.asc" F 7 78) { *eventSFX (18 "Inst_Alarm" EMPTY_SLOT ) } ani ("s_HORN_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Orc_Alarmhorn_Jue02.asc" F 79 79) ani ("t_HORN_S1_2_Stand" 1 "" 0.0 0.2 M. "Orc_Alarmhorn_Jue02.asc" F 80 90) { *eventTag (89 "DEF_REMOVE_ITEM") } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // OBJEKT-Interaktionen // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Die Semantik der Interaktions-'STATES' ist (bei 2 States): // "S0": closed, off, inactive, empty // "S1": open, on, active, occupied // --------------------------------------------------------------------------------------------------------------- // DRUM (Mobsi) ani ("t_ORCDRUM_Stand_2_S0" 1 "s_ORCDRUM_S0" 0.1 0.0 M. "Orc_Drum_jue02.asc" F 1 5) ani ("s_ORCDRUM_S0" 1 "s_ORCDRUM_S0" 0.0 0.0 M. "Orc_Drum_jue02.asc" F 6 6) aniAlias ("t_ORCDRUM_S0_2_Stand" 1 "" 0.0 0.1 M. "t_ORCDRUM_Stand_2_S0" R) ani ("t_ORCDRUM_S0_2_S1" 1 "s_ORCDRUM_S1" 0.0 0.0 M. "Orc_Drum_jue02.asc" F 7 30) ani ("s_ORCDRUM_S1" 1 "s_ORCDRUM_S1" 0.0 0.0 M. "Orc_Drum_jue02.asc" F 30 30) aniAlias ("t_ORCDRUM_S1_2_S0" 1 "s_ORCDRUM_S1" 0.0 0.0 M. "t_ORCDRUM_S0_2_S1" R) // Randoms ani ("t_ORCDRUM_Random_1" 2 "" 0.1 0.1 M. "Orc_DrumNoMove_jue02.asc" F 30 73) { *eventSFX (56 "Inst_Conga01" EMPTY_SLOT ) *eventSFX (64 "Inst_Conga01" EMPTY_SLOT ) } ani ("t_ORCDRUM_Random_2" 2 "" 0.1 0.1 M. "Orc_DrumNoMove_jue02.asc" F 73 116) { *eventSFX (89 "Inst_Conga01" EMPTY_SLOT ) *eventSFX (94 "Inst_Conga01" EMPTY_SLOT ) *eventSFX (107 "Inst_Conga01" EMPTY_SLOT ) } ani ("t_ORCDRUM_Random_3" 2 "" 0.1 0.1 M. "Orc_DrumNoMove_jue02.asc" F 116 164) { *eventSFX (128 "Inst_Conga01" EMPTY_SLOT ) *eventSFX (140 "Inst_Conga01" EMPTY_SLOT ) *eventSFX (152 "Inst_Conga01" EMPTY_SLOT ) *eventSFX (164 "Inst_Conga01" EMPTY_SLOT ) } // --------------------------------------------------------------------------------------------------------------- // Leiter hochklettern ani ("t_Ladder_Stand_2_S0" 1 "s_Ladder_S0" 0.1 0.0 M. "Orc_Ladder_Y+10_jue02.asc" F 1 14) ani ("s_Ladder_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "Orc_Ladder_Y+10_jue02.asc" F 14 14) aniAlias ("t_Ladder_S0_2_Stand" 1 "" 0.0 0.0 MF "t_Ladder_Stand_2_S0" R) ani ("t_Ladder_S0_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "Orc_Ladder_Y+10_jue02.asc" F 15 45) { *eventSFX (16 "Ladder_Step" EMTPY_SLOT ) *eventSFX (31 "Ladder_Step" EMTPY_SLOT ) } // 2m Leiter aniAlias ("s_Ladder_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "s_Ladder_S0" F) ani ("t_Ladder_S1_2_Stand" 1 "" 0.0 0.2 MF "Orc_Ladder_Y+10_jue02.asc" F 46 64) { *eventSFXGrnd (57 "Sneak" ) *eventSFXGrnd (63 "Sneak" ) } ani ("t_Ladder_Stand_2_S1" 1 "s_Ladder_S1" 0.2 0.0 MF "Orc_Ladder_Y+10_jue02.asc" F 67 95) { *eventSFX (85 "Ladder_Step" EMTPY_SLOT ) *eventSFX (90 "Ladder_Step" EMTPY_SLOT ) } aniAlias ("t_Ladder_S1_2_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S1_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 3m Leiter aniAlias ("s_Ladder_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S2_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S2" 1 "s_Ladder_S2" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S2_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S2_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 4m Leiter aniAlias ("s_Ladder_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S3_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S3" 1 "s_Ladder_S3" 0.1 0.0 MF "t_Ladder_S1_2_Stand" R) aniAlias ("t_Ladder_S3_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S3_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 5m Leiter aniAlias ("s_Ladder_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S4_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S4" 1 "s_Ladder_S4" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S4_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S4_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 6m Leiter aniAlias ("s_Ladder_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S5_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S5" 1 "s_Ladder_S5" 0.2 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S5_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S5_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 7m Leiter aniAlias ("s_Ladder_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S6_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S6" 1 "s_Ladder_S6" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S6_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S6_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 8m Leiter aniAlias ("s_Ladder_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S7_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S7" 1 "s_Ladder_S7" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S7_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S7_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 9m Leiter aniAlias ("s_Ladder_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S8_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S8" 1 "s_Ladder_S8" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S8_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S8_2_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 10m Leiter aniAlias ("s_Ladder_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S9_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S9" 1 "s_Ladder_S9" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S9_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // Script-gesteuerte States (alternative Steh- und Sitzposen) // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // --------------------------------------------------------------------------------------------------------------- // Sleeping Guard // Auf Boden setzen und einpennen ani ("t_Stand_2_GuardSleep" 1 "s_GuardSleep" 0.2 0.0 M. "Orc_SleepingGuard_jue02.asc" F 1 149 ) // Schlafen Loop ani ("s_GuardSleep" 1 "s_GuardSleep" 0.0 0.0 M. "Orc_SleepingGuard_jue02.asc" F 150 199 ) // Aufwachen und aufstehen ani ("t_GuardSleep_2_Stand" 1 "" 0.0 0.2 M. "Orc_SleepingGuard_jue02.asc" F 200 259) // --------------------------------------------------------------------------------------------------------------- // DANCE (Script) ani ("t_Stand_2_Dance" 1 "t_Dance" 0.2 0.0 M. "Orc_WarDance_jue02.asc" F 1 9) ani ("t_Dance" 1 "" 0.1 0.1 M. "Orc_WarDance_jue02.asc" F 10 89 ) ani ("t_Dance_Random_1" 1 "" 0.0 0.0 MR "Orc_WarDance_jue02.asc" F 90 139 ) aniAlias ("t_Dance_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Dance" R) ////////////////////////// // SCRIPT-ANIS ////////////////////////// // Umschauen, wittern, etwas hören ani ("t_Perception" 2 "" 0.1 0.1 M. "Orc_Perception_A01.asc" F 0 85) ani ("t_Warn" 1 "" 0.2 0.2 M. "Orc_1hRunT2_Warn_Jue02.asc" F 1 34) { *eventSFX (2 "ORC_WARN" EMPTY_SLOT ) } /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ... aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_FallDn" F) // Lightning, Chainlightning, Thunderbolt, Thunderball aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F) aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Orc_Stumble_B_jue02.asc" F 1 3) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Orc_Stumble_B_jue02.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_GuardSleep" F) aniAlias ("s_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.1 M. "s_GuardSleep" F) aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_GuardSleep_2_Stand" F) ///////////////////// /// DIALOG GESTEN ///////////////////// ani ("T_DIALOGGESTURE_01" 2 "" 0.2 0.2 M. "Orc_Dialog_01_A01.asc" F 1 -1 FPS:15) ani ("t_DIALOGGESTURE_02" 2 "" 0.2 0.2 M. "Orc_Dialog_02_A01.asc" F 1 -1 FPS:15) ani ("t_DIALOGGESTURE_03" 2 "" 0.2 0.2 M. "Orc_Dialog_03_A01.asc" F 1 -1 FPS:15) ani ("t_DIALOGGESTURE_04" 2 "" 0.2 0.2 M. "Orc_Dialog_04_A01.asc" F 1 -1 FPS:15) ani ("t_DIALOGGESTURE_05" 2 "" 0.2 0.2 M. "Orc_Dialog_05_A01.asc" F 1 -1 FPS:15) ani ("t_DIALOGGESTURE_06" 2 "" 0.2 0.2 M. "Orc_Dialog_06_A01.asc" F 1 -1 FPS:15) ani ("t_DIALOGGESTURE_07" 2 "" 0.2 0.2 M. "Orc_Dialog_07_A01.asc" F 1 -1 FPS:15) ani ("t_DIALOGGESTURE_08" 2 "" 0.2 0.2 M. "Orc_Dialog_08_A01.ASC" F 1 -1 FPS:15) // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** ani ("r_Roam1" 2 "" 0.0 0.0 M. "Orc_Roam01_A01.asc" F 0 50) ani ("r_Roam2" 2 "" 0.0 0.0 M. "Orc_Roam02_A01.asc" F 0 65) aniAlias ("r_Roam3" 2 "" 0.0 0.0 M. "t_Perception" F) // *************************************************************************************** } }