// ZOMBIE.MDS //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: // 14.09.00 Keine JumpUps //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("SwampZombie") { MeshAndTree ("Zom_Body.ASC" DONT_USE_MESH) registerMesh ("Zom_Body.ASC") aniEnum { //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // Bewegungs-Modi // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // --------------------------------------------------------------------------------------------------------------- // RUN-Mode ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 MI. "Zom_Ambient_A01.asc" F 0 49) ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Zom_Run_A01.asc" F 1 24 ) { *eventSFXGrnd (10 "Run" ) *eventSFXGrnd (15 "Run" ) } ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.1 M. "Zom_Run_A01.asc" F 25 45 ) { *eventSFX (26 "ZOM_AMBIENT" EMPTY_SLOT ) *eventSFXGrnd (33 "Run" ) *eventSFXGrnd (45 "Run" ) } ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Zom_Run_A01.asc" F 46 54 ) { *eventSFXGrnd (53 "Run" ) } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2) ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Zom_JumpB_M01.asc" F 1 29 ) // --------------------------------------------------------------------------------------------------------------- // WALK-Mode ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI. "Zom_Ambient_A01.asc" F 0 49) { *eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT ) } ani ("t_FistWalk_2_FistWalkl" 1 "s_FistWalkL" 0.0 0.0 M. "Zom_Walk_A01.asc" F 1 24 ) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Zom_Walk_A01.asc" F 25 46 ) { *eventSFX (26 "ZOM_AMBIENT" EMPTY_SLOT ) *eventSFXGrnd (30 "Run" ) *eventSFXGrnd (42 "Run" ) } ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Zom_Walk_A01.asc" F 47 54 ) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R) aniAlias ("s_FistWalKBL" 1 "s_FistWalkBL" 0.1 0.1 M. "s_FistWalkL" R) aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.1 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // TURNING ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "Zom_TurnL_M01.asc" F 0 24) { *eventSFXGrnd (6 "Turn") // *eventSFXGrnd (12 "Run") *eventSFXGrnd (18 "Turn") // *eventSFXGrnd (24 "Run") } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "Zom_TurnR_M01.asc" F 0 24) { *eventSFXGrnd (6 "Turn") // *eventSFXGrnd (12 "Run") *eventSFXGrnd (18 "Turn") // *eventSFXGrnd (24 "Run") } aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "t_FistRunTurnR" F) // --------------------------------------------------------------------------------------------------------------- // STRAFING ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Zom_StrafeL_M01.asc" F 0 45) { // *eventSFXGrnd (5 "Run") // *eventSFXGrnd (13 "Run") *eventSFXGrnd (22 "Turn") // *eventSFXGrnd (26 "Run") *eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "Zom_StrafeR_M01.asc" F 0 45) { // *eventSFXGrnd (5 "Run") // *eventSFXGrnd (13 "Run") *eventSFXGrnd (22 "Turn") // *eventSFXGrnd (26 "Run") *eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.0 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.0 M. "t_FistRunStrafeR" F) // --------------------------------------------------------------------------------------------------------------- // TRANSITIONS 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) ////////////////////////// // STUMBLE ////////////////////////// ani ("t_Stumble" 1 "" 0.1 0.1 M. "Zom_Stumble_M01.asc" F 0 25) { *eventSFX (1 "ZOM_HURT" EMPTY_SLOT ) } ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Zom_StumbleB_M01.asc" F 0 25) { *eventSFX (1 "ZOM_HURT" EMPTY_SLOT ) } // --------------------------------------------------------------------------------------------------------------- // JUMP ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Zom_JumpUpLow_M01.asc" F 1 8) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.3 0.3 MF "Zom_JumpUpLow_M01.asc" F 8 10) ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Zom_JumpUpLow_M01.asc" F 10 69) // --------------------------------------------------------------------------------------------------------------- // FALL ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Zom_FallDn_M01.asc" F 0 0) ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Zom_FallDn_M01.asc" F 1 46) { *eventSFX (5 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.1 0.1 MF "Zom_Fallen_M01.asc" F 1 7) ani ("s_Fall" 1 "s_Fall" 0.0 0.0 MF "Zom_Fallen_M01.asc" F 8 8) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Zom_Fallen_M01.asc" F 9 34) { *eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Zom_Fallen_M01.asc" F 35 35) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.1 M. "Zom_Fallen_M01.asc" F 36 194 FPS:15) ani ("t_FallBDn_2_FallB" 1 "s_FallB" 0.1 0.1 MF "Zom_FallenB_M01.asc" F 1 7) ani ("s_FallB" 1 "s_FallB" 0.0 0.0 MF "Zom_FallenB_M01.asc" F 8 8) ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Zom_FallenB_M01.asc" F 9 24) ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Zom_FallenB_M01.asc" F 25 25) ani ("t_FallenB_2_Stand" 1 "" 0.0 0.1 M. "Zom_FallenB_M01.asc" F 26 84 FPS:15) // --------------------------------------------------------------------------------------------------------------- // DIE ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Zom_Dead_A01.asc" F 1 109 FPS:15) { *eventSFX (1 "ZOM_DIE" EMPTY_SLOT ) *eventPFX (1 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH ) *eventPFX (10 2 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Hand" ATTACH ) *eventPFX (15 3 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Hand" ATTACH ) *eventPFX (20 4 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Foot" ATTACH ) *eventPFX (25 5 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Foot" ATTACH ) *eventPFX (30 6 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 Head" ATTACH ) *eventPFX (35 7 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L UpperArm" ATTACH ) *eventSFX (33 "M_FALL_SMALL" EMPTY_SLOT ) *eventPFX (40 8 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R UpperArm" ATTACH ) *eventPFX (45 9 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01" ATTACH ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Zom_Dead_A01.asc" F 110 110) ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Zom_DeadB_M01.asc" F 1 159 FPS:15) { *eventSFX (2 "ZOM_DIE" EMPTY_SLOT ) *eventPFX (1 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH ) *eventPFX (10 2 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Hand" ATTACH ) *eventPFX (20 3 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Hand" ATTACH ) *eventPFX (30 4 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Foot" ATTACH ) *eventSFX (34 "M_FALL_SMALL" EMPTY_SLOT ) *eventPFX (40 5 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Foot" ATTACH ) *eventPFX (50 6 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 Head" ATTACH ) *eventPFX (60 7 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L UpperArm" ATTACH ) *eventPFX (70 8 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R UpperArm" ATTACH ) *eventPFX (80 9 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01" ATTACH ) *eventPFX (120 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Zom_DeadB_M01.asc" F 160 160) ////////////////////////// // LOOK / WHIRL ////////////////////////// // LOOK Autoaiming // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Zom_Look_A01.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. "Zom_WhirlL_M01.asc" F 1 20) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Zom_WhirlR_M01.asc" F 1 20) // Surprise aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ////////////////////////// // ATTACK ////////////////////////// ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Zom_Attack_Jue01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "18") *eventTag (0 "DEF_HIT_END" "29") *eventTag (0 "DEF_WINDOW" "18 29") // *eventTag (0 "DEF_DIR" "O") *eventSFX (10 "ZOM_ATTACK" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Zom_AttackMove_M01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "18") *eventSFX (10 "ZOM_ATTACK" EMPTY_SLOT ) } // 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) ////////////////////////// // SCRIPTS ////////////////////////// ani ("t_Perception" 2 "" 0.1 0.1 M. "Zom_Perception_M01.asc" F 1 100 FPS:15) ani ("t_Warn" 1 "" 0.1 0.1 M. "Zom_Warn_M01.asc" F 1 50 FPS:15) { *eventSFX (1 "ZOM_WARN" EMPTY_SLOT ) } aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F) /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball ... // 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" 0.0 0.0 M. "Zom_StumbleB_M01.asc" F 1 3) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Zom_StumbleB_M01.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 ) // kein Sleep Victim //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ }