//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // HUMAN OVERLAY ARMBRUST TALENT 2 //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("HuS") { meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") // CROSSBOW ani ("t_Run_2_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDrawT2.asc" F 1 4) ani ("s_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDrawT2.asc" F 5 5) ani ("t_CBow_2_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "Hum_CBowDrawT2.asc" F 6 31) { *eventTag (7 "DEF_FIGHTMODE" "CBOW") *eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") } ani ("t_CBowRun_2_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDrawT2.asc" R 6 31) { *eventTag (7 "DEF_FIGHTMODE" "") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_REMOVE_MUNITION") } aniAlias ("t_CBow_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_CBow" R) ////////////////////////// // CROSSBOW FIGHTING ////////////////////////// // CROSSBOW Kampfanims ani ("t_CBowRun_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "Hum_CBowAimT2.asc" F 1 6) 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. "Hum_CBowAimT2.asc" F 6 6) { *eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND") *eventSFX (6 "CrossbowShoot" ) } ani ("t_CBowReload" 1 "s_CBowAim" 0.0 0.0 M. "Hum_CBowAimT2.asc" F 6 29) { *eventSFX (14 "BowReload") *eventTag (14 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") *eventMMStartAni (7 "S_RELAX" "ZS_RIGHTHAND") *eventMMStartAni (23 "S_READY" "ZS_RIGHTHAND") } // aniAlias ("t_CBowReload1" 1 "s_CBowAim" 0.1 0.1 M. "t_CBowReload" F) // aniAlias ("t_CBowReload2" 1 "s_CBowAim" 0.1 0.1 M. "t_CBowReload" F) // aniAlias ("t_CBowReload3" 1 "s_CBowAim" 0.1 0.1 M. "t_CBowReload" F) // Autoaiming 9 Posen ani ("c_Cbow_1" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 0 0) ani ("c_Cbow_2" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 1 1) ani ("c_Cbow_3" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 2 2) ani ("c_Cbow_4" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 3 3) ani ("c_Cbow_5" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 4 4) ani ("c_Cbow_6" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 5 5) ani ("c_Cbow_7" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 6 6) ani ("c_Cbow_8" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 7 7) ani ("c_Cbow_9" 4 "" 0.0 0.0 .. "Hum_CBowAutoAimT2.asc" F 8 8) aniComb ("s_CBowAim" 1 "s_CBowAim" 0.3 0.3 M. "c_Cbow_" 9) } }