//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // 14.09.00 Keine JumpUps //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Waran") { MeshAndTree ("War_Body.asc" DONT_USE_MESH) registerMesh ("War_Body.ASC") registerMesh ("War_Fire_Body.ASC") aniEnum { ////////////////////////// // BEWEGUNGEN ////////////////////////// ////////////////// // RUN ////////////////// // Ambient aniAlias ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "s_FistWalk" F) // Start Running ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "waran_run_KM01.asc" F 1 8) { *eventSFXGrnd ( 5 "Sneak" ) } // Run-Cycle ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "waran_run_KM01.asc" F 9 18) { *eventSFX (10 "WAR_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd ( 9 "Sneak" ) *eventSFXGrnd ( 15 "Sneak" ) } // End Running ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "waran_run_KM01.asc" F 19 34) { *eventSFXGrnd ( 27 "Sneak" ) *eventSFXGrnd ( 34 "Sneak" ) } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.0) // Backwards ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "waran_JumpB_Jue01.asc" F 1 14) { *eventSFXGrnd ( 10 "Run" ) *eventSFXGrnd ( 13 "Sneak" ) } // Turning ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "waran_turnL_m01.asc" F 0 24) { *eventSFXGrnd ( 6 "Sneak" ) *eventSFXGrnd ( 18 "Sneak" ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "waran_turnR_m01.asc" F 0 24) { *eventSFXGrnd ( 6 "Sneak" ) *eventSFXGrnd ( 18 "Sneak" ) } ////////////////// // WALK ////////////////// // Ambient ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "waran_WalkAmbient_KM01.asc" F 0 59 FPS:10) { *eventSFX (1 "WAR_AMBIENT" EMPTY_SLOT ) } // Start Walking ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "waran_walk_KM01.asc" F 1 19) { *eventSFXGrnd ( 10 "Sneak" ) } // Cycle ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "waran_walk_KM01.asc" F 20 59) { *eventSFXGrnd ( 20 "Sneak" ) *eventSFX (21 "WAR_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd ( 38 "Sneak" ) } // End Walking ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "waran_walk_KM01.asc" F 60 89) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.4 0.1) // 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_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F) ///////////////// // TRANSITIONS MOVEMENT MODES /////////////////^ // Walk <-> Run aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1) ///////////////// // JUMP / STRAFING ////////////////// // Strafing aniAlias ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "t_FistWalkStrafeL" F) aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "t_FistWalkStrafeR" F) ani ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "Waran_StrafeL_A01.asc" F 0 20) { *eventSFXGrnd ( 10 "Sneak" ) } ani ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "Waran_StrafeR_A01.asc" F 0 20) { *eventSFXGrnd ( 10 "Sneak" ) } aniAlias ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.1 0.1 M. "t_FistWalkStrafeL" F) aniAlias ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.1 0.1 M. "t_FistWalkStrafeR" F) ////////////////////////// // STUMBLE / SLIDE / FALL ////////////////////////// // Stumble/Oops ani ("t_Stumble" 1 "" 0.1 0.1 M. "waran_StumbleB_KM01.asc" F 0 15) { *eventSFX ( 1 "WAR_HURT" EMPTY_SLOT ) *eventSFXGrnd ( 14 "Run" ) } ani ("t_StumbleB" 1 "" 0.1 0.1 M. "waran_Stumble_KM01.asc" F 0 15) { *eventSFX ( 1 "WAR_HURT" EMPTY_SLOT ) *eventSFXGrnd ( 5 "Sneak" ) *eventSFXGrnd ( 10 "Sneak" ) *eventSFXGrnd ( 14 "Sneak" ) } ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "waran_FallDn_KM01.asc" F 4 4) ani ("t_FallDn_2_Stand" 1 "" 0.1 0.2 M. "waran_FallDn_KM01.asc" F 5 24) { *eventSFX (6 "M_FALL_SMALL" EMPTY_SLOT ) *eventSFXGrnd ( 10 "Run" ) } aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2) aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2) // wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.2) aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.2) aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FallDn" F) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "waran_Fall_KM01.asc" F 0 29) { *eventSFX (10 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "waran_Fall_KM01.asc" F 30 40) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "waran_Fall_KM01.asc" F 41 59) 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 - DIVE ////////////////////////// // Transitions won FistWalk (im Wasser) zum Schwimmen // aniBlend ("t_FistWalkL_2_SwimF" "s_SwimF" 0.3 0.3) // aniBlend ("t_SwimF_2_FistWalkL" "s_FistWalkL" 0.3 0.3) 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) // Turning ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "waran_turnL_m01.asc" F 0 24) { *eventSFX ( 5 "SWIM" EMPTY_SLOT ) } ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "waran_turnR_m01.asc" F 0 24) { *eventSFX ( 5 "SWIM" EMPTY_SLOT ) } aniAlias ("t_WalkWL_2_RunL" 1 "" 0.1 0.1 M. "s_FistWalkL" F) ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.2 0.2 MF "waran_run2Swim.asc" F 1 19) ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.2 0.2 MF "waran_run2Swim.asc" F 21 44) ////////////////////////// // SWIM ////////////////////////// ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "waran_swimAmbient_A01.asc" F 1 49) ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.0 0.0 M. "waran_swim_KM01.asc" F 1 19) { *eventSFX ( 1 "SWIM" EMPTY_SLOT ) *eventSFX ( 10 "SWIM" EMPTY_SLOT ) } ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "waran_swim_KM01.asc" F 20 39) { *eventSFX ( 20 "SWIM" EMPTY_SLOT ) *eventSFX ( 30 "SWIM" EMPTY_SLOT ) } ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.0 M. "waran_swim_KM01.asc" F 40 59) { *eventSFX ( 40 "SWIM" EMPTY_SLOT ) *eventSFX ( 50 "SWIM" EMPTY_SLOT ) } aniBlend ("t_SwimF_2_DiveF" "s_DiveF" 0.2 0.2) aniBlend ("t_Swim_2_Dive" "s_Dive" 0.2 0.2) aniAlias ("s_Dive" 1 "s_Dive" 0.0 0.0 MF "s_Swim" F) aniAlias ("t_Dive_2_DiveF" 1 "s_DiveF" 0.0 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 0.0 MF "t_SwimF_2_Swim" F) aniBlend ("t_DiveF_2_SwimF" "s_SwimF" 0.2 0.2) aniBlend ("t_Dive_2_Swim" "s_Swim" 0.2 0.2) // Turning ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "waran_SwimTurnL_KM01.asc" F 1 24) ani ("t_SwimTurnR" 20 "t_SwimTurnL" 0.1 0.1 M. "waran_SwimTurnR_KM01.asc" F 1 24) aniAlias ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 MF "t_SwimTurnL" F) aniAlias ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 MF "t_SwimTurnR" F) ////////////////////////// // DIVE ////////////////////////// ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.1 0.1 M. "waran_Drown_KM01.asc" F 1 9) { *eventSFX ( 2 "FALLINTOWATER" EMPTY_SLOT ) } // DROWN ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "waran_Drown_KM01.asc" F 11 69 FPS:10) ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "waran_Drown_KM01.asc" F 70 70) ////////////////////////// // DIE ////////////////////////// ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "waran_dead_Jue01.asc" F 1 39) { *eventSFX (2 "WAR_DIE" EMPTY_SLOT ) *eventSFX (15 "M_Fall_SMALL" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "waran_dead_Jue01.asc" F 40 40) ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "waran_dead_Hor101.asc" F 1 29) { *eventSFX (2 "WAR_DIE" EMPTY_SLOT ) *eventSFX (18 "M_Fall_SMALL" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "waran_dead_Hor101.asc" F 30 30) ////////////////////////// // UMSEHEN ////////////////////////// // Autoaiming ani ("c_look_1" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "waran_WhirlAroundL_KM01.asc" F 1 39) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "waran_WhirlAroundR_KM01.asc" F 1 39) aniAlias ("s_Surprise" 1 "s_Surprise" 0.1 0.1 M. "s_FistWalk" F) ///////////////////// // FIST FIGHTING ///////////////////// // FIST Kampfanims // Attacks ani ("s_FistAttack" 1 "" 0.1 0.1 M. "waran_attack_M01.asc" F 1 15) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 TONGUE04") *eventTag (0 "DEF_OPT_FRAME" "8") *eventTag (0 "DEF_HIT_END" "15") *eventTag (0 "DEF_WINDOW" "8 15") // *eventTag (0 "DEF_DIR" "O") *eventSFXGrnd ( 3 "Sneak" ) *eventSFX ( 7 "WAR_ATTACK" EMPTY_SLOT ) *eventSFXGrnd ( 11 "Sneak" ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Waran_FistAttackMove_M01.asc" F 0 12) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 TONGUE04") *eventTag (0 "DEF_OPT_FRAME" "7") *eventSFX (2 "WAR_ATTACK" EMPTY_SLOT ) } 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) //////////////////// // SCRIPT ANIS //////////////////// ani ("t_Stand_2_Eat" 1 "s_Eat" 0.0 0.0 M. "waran_Eat_KM01.asc" F 1 9) ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "waran_Eat_KM01.asc" F 10 66) { *eventSFX (22 "M_EAT" EMPTY_SLOT ) } ani ("t_Eat_2_Stand" 1 "" 0.0 0.0 M. "waran_Eat_KM01.asc" F 67 89) ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "waran_Sleep_A01.asc" F 1 19) ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "waran_Sleep_A01.asc" F 20 40) ani ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "waran_Sleep_A01.asc" F 41 59) ani ("r_Agressive" 2 "" 0.0 0.0 M. "waran_Agressive_KM01.asc" F 1 29) // Wittern ani ("t_Perception" 1 "" 0.0 0.0 M. "waran_lookfar_KM01.asc" F 1 39) ani ("t_Warn" 2 "" 0.0 0.0 M. "waran_Wittern_A01.asc" F 0 45) { *eventSFX (1 "WAR_WARN" EMPTY_SLOT ) } // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_Agressive" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F) /////////////////////// // 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. "War_VicLightning_M01.asc" F 0 5) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "War_VicLightning_M01.asc" F 5 60) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "waran_StumbleB_KM01.asc" F 1 3) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "waran_StumbleB_KM01.asc" F 4 4) // 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" 0.0 0.0 M. "s_Sleep" F) aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.1 M. "t_Sleep_2_Stand" F) // 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 ) } }