//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Giant_Bug") { MeshAndTree ("Giant_Bug_Body.asc" DONT_USE_MESH) registerMesh ("Giant_Bug_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-RUN // ----------------------------------------------------------------------------------------------------------------------------- // Ambient ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Bug_Ambient_A01.asc" F 0 50) { *eventSFX (2 "GB_AMBIENT" ) } // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.2 0.2) // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Bug_Run_A01.asc" F 10 24) { *eventSFX (11 "GB_Walk" ) } // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Bug_Run_A01.asc" F 24 24) aniAlias ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "t_FistRunL_2_FistRun" F) // Jump Back ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Bug_JumpB_A01.asc" F 1 10) { *eventSFX (2 "GB_Walk" ) } // Fist-WALK // ----------------------------------------------------------------------------------------------------------------------------- // Ambient aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F) // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Bug_Walk_A01.asc" F 1 10) // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Bug_Walk_A01.asc" F 10 30) { *eventSFX (11 "GB_Walk" ) } // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Bug_Walk_A01.asc" F 30 30) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Backward aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1) ///////////////////// // FIST TRANSITIONS ///////////////////// // Movement-Modes aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 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 TURNING ///////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // FIST-WALK ani ("t_FistWalkTurnL" 20 "" 0.2 0.2 M. "Bug_Turn_A01.asc" F 1 14) aniAlias ("t_FistWalkTurnR" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" R) // ------------------------------------------------------------------------------------------------------------------------------------- // FIST-RUN aniAlias ("t_FistRunTurnL" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" F) aniAlias ("t_FistRunTurnR" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" R) // Strafing ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Bug_StrafeL_A01.asc" R 0 10) aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.0 M. "t_FistRunStrafeL" R) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.0 M. "t_FistRunStrafeL" F) // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // STUMBLE /////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Vorwärts Stolpern ani ("t_Stumble" 1 "" 0.1 0.1 M. "Bug_Stumble_A01.asc" F 0 10) { *eventSFX (1 "GB_Hurt" ) } // ----------------------------------------------------------------------------------------------------------------------------- // Rückwärts Stolpern ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Bug_StumbleB_A01.asc" F 0 10) { *eventSFX (1 "GB_Hurt" ) } ///////////////// // FALL / FALLDN / SLIDE ///////////////// ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Bug_Fall_A01.asc" F 1 16) ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Bug_Fall_A01.asc" F 16 35) { *eventSFXGrnd (17 "Run" ) *eventSFXGrnd (27 "Run" ) *eventSFX (33 "M_FALL_SMALL" ) } ////////////////////////// // DIE ////////////////////////// ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Bug_Dead_A01.asc" F 0 75) { *eventSFX (1 "GB_DIE" ) *eventSFX (30 "M_FALL_SMALL" ) //*eventSFX (50 "CRW_DIE_LAST" ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Bug_Dead_A01.asc" F 75 75) ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Bug_DeadB_A01.asc" F 0 30) { *eventSFX (1 "GB_Die" ) *eventSFX (18 "M_FALL_SMALL" ) //*eventSFX (30 "CRW_DIE_LAST" ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Bug_DeadB_A01.asc" F 30 30) ///////////////////// // FIST FIGHTING ///////////////////// ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Bug_Attack_A01.asc" F 0 15) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD") *eventTag (0 "DEF_OPT_FRAME" "5") *eventTag (0 "DEF_HIT_END" "15") *eventTag (0 "DEF_WINDOW" "5 15") *eventSFX (4 "GB_Attack" ) } // --------------------------------------------------------------------------------------------------------------------------------- // Angriff aus der Bewegung heraus ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Bug_AttackMove_A01.asc" F 0 25) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD") *eventTag (0 "DEF_OPT_FRAME" "8") *eventSFX (4 "GB_Attack" ) } // --------------------------------------------------------------------------------------------------------------------------------- // Paraden ... aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F) ani ("t_Warn" 1 "" 0.1 0.1 M. "Bug_Warn_A01.asc" F 0 35) { *eventSFX (1 "GB_Warn" ) } ani ("t_Perception" 1 "" 0.1 0.1 M. "Bug_Perception_A01.asc" F 0 50) { *eventSFX (2 "GB_Perception" ) } // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** ani ("t_eat" 2 "" 0.1 0.1 M. "Bug_Eat_A01.asc" F 0 85) { *eventSFX (15 "GB_Perception" ) } aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_eat" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_eat" F) // *************************************************************************************** }