//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Harpie") { meshAndTree ("Har_Body.asc" DONT_USE_MESH) registerMesh ("Har_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-RUN ani ("s_FistRun" 1 "s_FistRun" 0.1 0.0 M. "Harpie_v5_Stand.asc" F 0 29) { *eventSFX ( 15 "DEM_WINGFLAP" ) *eventSFX ( 5 "HAR_AMBIENT" ) } aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.2 0.2) ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Harpie_v5_fly.asc" F 1 20) { *eventSFX (8 "DEM_WingFlap" EMPTY_SLOT ) } aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.2 0.2) aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2) // aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.3 M. "s_FistRunL" R) ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.3 M. "Harpie_v5_parade.asc" F 1 15) // Fist-WALK ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Harpie_v5_sitDown.asc" F 40 99 FPS:5) aniAlias ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "t_FistRun_2_FistWalk" R) aniAlias ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "s_FistRunL" F) aniAlias ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistRun_2_FistWalk" F) aniAlias ("t_FistWalkR_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistRun_2_FistWalk" F) // Fist-Walk Backwards Movement aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.2 0.2) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistRunL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.2 0.2) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Harpie_v5_strafeL.asc" F 1 30) { *eventSFX ( 10 "DEM_WINGFLAP" ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Harpie_v5_strafeR.asc" F 1 30) { *eventSFX ( 10 "DEM_WINGFLAP" ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F) // Transitions ani ("t_FistRun_2_FistWalk" 1 "s_FistWalk" 0.1 0.0 M. "Harpie_v5_sitDown.asc" F 3 39) { *eventSFX ( 3 "DEM_WINGFLAP" ) } aniAlias ("t_FistWalk_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "t_FistRun_2_FistWalk" R) ///////////////////// // FIST TURNING ///////////////////// // sieht ohne Ani am besten aus! ///////////////// // SWIM ///////////////// // wird nicht mehr benötigt, da bei fliegenden Monstern Wasserpolys auch als "solide" gelten ///////////////////////////////// // JUMPUPLOW / JUMPUPMID / 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. "Harpie_v5_JumpUp.asc" F 2 4) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Harpie_v5_JumpUp.asc" F 5 15) { *eventSFX ( 9 "DEM_WINGFLAP" ) } ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Harpie_v5_JumpUp.asc" F 16 30) ani ("jumptest" 1 "" 0.0 0.1 MF "Harpie_v5_JumpUp.asc" F 1 30) ////////////////////////// // FALL ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // FALLDN // --------------------------------------------------------------------------------------------------------------------------------- // Freier Fall aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun") // ----------------------------------------------------------------------------------------------------------------------------- // Landung auf den Beinen ohne Schaden aniAlias ("t_FallDn_2_Stand" 1 "" 0.1 0.1 M. "s_FistRun" F) // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // STUMBLE /////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Vorwärts Stolpern ani ("t_Stumble" 1 "" 0.1 0.3 M. "Harpie_v5_hit.asc" F 1 10) { *eventSFX ( 2 "DEM_WINGFLAP" ) *eventSFX (3 "HAR_HURT" EMPTY_SLOT ) } // ----------------------------------------------------------------------------------------------------------------------------- // Rückwärts Stolpern aniAlias ("t_StumbleB" 1 "" 0.1 0.1 M. "t_Stumble" F) ////////////////////////// // DIE ////////////////////////// // --------------------------------------------------------------------------------------------------------------------------------- // DEAD ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Harpie_v5_death.asc" F 1 34) { *eventSFX ( 2 "DEM_WINGFLAP" ) *eventSFX (3 "HAR_DIE" EMPTY_SLOT ) *eventSFX (12 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Harpie_v5_death.asc" F 35 35) // --------------------------------------------------------------------------------------------------------------------------------- // DEADB aniAlias ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "t_Dead" F) aniAlias ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "s_Dead" F) // ------------------------------------------------------------------------------------------------------------------------------------- // WhirlAround // WhirlAround CCW // ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseL_A02.asc" F 1 22) // WhirlAround CW // ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseR_A02.asc" F 1 22) // Surprise aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ////////////////////////// // LOOK Autoaiming ////////////////////////// // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) ///////////////// // ATTACK ///////////////// ani ("s_FistAttack" 1 "" 0.1 0.2 M. "Harpie_v5_attack.asc" F 1 30) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "20") *eventTag (0 "DEF_HIT_END" "25") *eventTag (0 "DEF_WINDOW" "16 25") // *eventTag (0 "DEF_DIR" "O") *eventSFX (5 "HAR_ATTACK" EMPTY_SLOT ) } ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Harpie_v5_moveattack.asc" F 1 20) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "15") } // Paraden 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_Warn" 1 "" 0.1 0.2 M. "Harpie_v6_drohen.asc" F 1 29) { *eventSFX (2 "HAR_WARN" EMPTY_SLOT ) *eventSFX (15 "DEM_WINGFLAP" EMPTY_SLOT ) } // ani ("t_Perception" 2 "" 0.1 0.1 M. "Dem_Perception_M01.asc" F 1 74 FPS:12.5) // Eat ani ("t_Stand_2_Eat" 1 "s_Eat" 0.2 0.0 M. "Harpie_v5_sitDown.asc" F 101 124 FPS:12.5) ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Harpie_v5_sitDown.asc" F 125 174 FPS:12.5) { *eventSFX (130 "M_EAT" EMPTY_SLOT ) } ani ("t_Eat_2_Stand" 1 "" 0.0 0.3 M. "Harpie_v5_sitDown.asc" F 175 199 FPS:12.5) /////////////////////// // MAGIC VICTIMS /////////////////////// // kein Feuerschaden // Lightning, Chainlightning, Thunderbolt, Thunderball aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistRun" F) // IceCube, IceWave aniAlias ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "s_FistRun" F) // Whirlwind aniAlias ("s_Whirlwind_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "s_FistRun" F) // kein Sleep Victim } }