//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // HEADER //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Gobbo") { MeshAndTree ("Gob_Body.asc" DONT_USE_MESH) registerMesh ("Gob_Body.ASC") aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") ////////////////////////// // Fist MOVEMENT ////////////////////////// // Fist-RUN // ----------------------------------------------------------------------------------------------------------------------------- // Ambient ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Gob_1hRunAmbient_M01.asc" F 0 30 FPS:10) { *eventSFX (1 "GOB_AMBIENT" EMPTY_SLOT ) } // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Gob_1hRunLoop_M01.asc" F 1 6) // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.2 M. "Gob_1hRunLoop_M01.asc" F 6 22) { *eventSFXGrnd (10 "Run") *eventSFX (13 "GOB_AMBIENT" EMPTY_SLOT ) *eventSFXGrnd (18 "Run") } // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Gob_1hRunLoop_M01.asc" F 22 29) { *eventSFXGrnd (27 "Run" ) } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------------------------- // Backward ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Gob_JumpB_M01.asc" F 0 9) { *eventSFXGrnd (4 "Sneak" ) *eventSFXGrnd (8 "Sneak" ) } // Fist-WALK // ----------------------------------------------------------------------------------------------------------------------------- // Ambient aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "s_FistRun" F) // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Gob_1hWalkLoop_M01.asc" F 1 6) // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Gob_1hWalkLoop_M01.asc" F 6 26) { *eventSFXGrnd (6 "Run") *eventSFXGrnd (16 "Run") } // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Gob_1hWalkLoop_M01.asc" F 26 32) { *eventSFXGrnd (28 "Run" ) } aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------------------------- // Backward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R) // ----------------------------------------------------------------------------------------------------------------------------- // Loop aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient 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) ///////////////// // Fist SNEAK (ROLL) ///////////////// ani ("s_FistSneak" 1 "s_FistSneak" 0.1 0.0 M. "Gob_Roll_M01.asc" F 0 0) ani ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Gob_Roll_M01.asc" F 1 19) { *eventSFX (10 "GOB_AMBIENT" EMPTY_SLOT ) } // FistSneak-Loop ani ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Gob_Roll2_M01.asc" F 27 41) { *eventSFXGrnd (28 "Sneak") *eventSFXGrnd (38 "Sneak") } ani ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "Gob_Roll_M01.asc" F 21 39) { *eventSFXGrnd (35 "Sneak" ) } // Folgende Roll-Out Ani endet in s_Fallen. Geht das so ? ani ("t_FistSneakR_2_FistSneak" 1 "s_Fallen" 0.0 0.0 M. "Gob_Roll2_M01.asc" F 42 -1) ///////////////////// // Fist TURNING ///////////////////// // --------------------------------------------------------------------------------------------------------------------------------- // RUN ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Gob_1hTurnL_M01.asc" F 0 15) { *eventSFXGrnd (1 "Sneak" ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Gob_1hTurnR_M01.asc" F 0 15) { *eventSFXGrnd (1 "Sneak" ) } // --------------------------------------------------------------------------------------------------------------------------------- // WALK aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnR" F) ///////////////////// // Fist STRAFING ///////////////////// // RUN ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Gob_1hStrafeL_M01.asc" F 0 15) { *eventSFX (1 "GOB_AMBIENT" EMPTY_SLOT ) *eventSFXGrnd (8 "Sneak" ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Gob_1hStrafeR_M01.asc" F 0 15) { *eventSFX (1 "GOB_AMBIENT" EMPTY_SLOT ) *eventSFXGrnd (8 "Sneak" ) } // WALK 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) ///////////////////// // Fist TRANSITIONS ///////////////////// // --------------------------------------------------------------------------------------------------------------------------------- // RUN <-> WALK aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1) // --------------------------------------------------------------------------------------------------------------------------------- // RUN <-> SNEAK aniBlend ("t_FistRun_2_FistSneak" "s_FistSneak" 0.1 0.1) aniBlend ("t_FistSneak_2_FistRun" "s_FistRun" 0.1 0.1) aniBlend ("t_FistRunL_2_FistSneakL" "s_FistSneakL" 0.1 0.1) aniBlend ("t_FistSneakL_2_FistRunL" "s_FistRunL" 0.1 0.1) // --------------------------------------------------------------------------------------------------------------------------------- // RUN <-> JUMP ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.0 MF "Gob_Jump_M01.asc" F 0 12) aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.0 MF "t_FistRunL_2_Jump" F) aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2) ///////////////// // JUMP ///////////////// // JUMP // Ausholphase bis Abheben ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 MF "Gob_Jump_M01.asc" F 0 12) // Flugphase ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Gob_Jump_M01.asc" F 13 13) // Kontakt mit Boden und landen ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Gob_Jump_M01.asc" F 13 25) { *eventSFXGrnd (13 "Run") } // ------------------------------------------------------------------------------------------------------------------------------------- ///////////////////////////////// // 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. "Gob_JumpUpLow_M01.asc" F 0 8) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Gob_JumpUpLow_M01.asc" F 8 12) ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Gob_JumpUpLow_M01.asc" F 12 20) // ------------------------------------------------------------------------------------------------------------------------------------- // JUMPUPMID (Auf den Händen abgestützt in einem Satz nach oben. Höhe: 100-200cm) ani ("t_Stand_2_JumpUpMid" 1 "s_JumpUpMid" 0.1 0.0 M. "Gob_JumpUpMid_M01.asc" F 0 9) ani ("s_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.0 0.0 MF "Gob_JumpUpMid_M01.asc" F 9 13) ani ("t_JumpUpMid_2_Stand" 1 "" 0.0 0.1 MF "Gob_JumpUpMid_M01.asc" F 13 30) // --------------------------------------------------------------------------------------------------------------------------------- // Während Sprung nach vorn festhalten an Kante aniBlend ("t_Jump_2_Hang" "s_Hang" 0.1 0.1) // ------------------------------------------------------------------------------------------------------------------------------------- // JUMPUP, HANG (An Kante springen, und dann hochziehen) ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 0 10) ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 10 10) aniBlend ("t_JumpUp_2_Hang" "s_Hang" 0.1 0.1) ani ("s_Hang" 1 "s_Hang" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 11 41) // --------------------------------------------------------------------------------------------------------------------------------- // Climb up ani ("t_Hang_2_Stand" 1 "" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 41 68) // --------------------------------------------------------------------------------------------------------------------------------- // Climb Down aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R) // ------------------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FALL ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // FALLDN // Transitions in FALLDN // Hang aniBlend ("t_Hang_2_FallDn" "s_FallDn" 0.2 0.2) // JumpUp aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2) // Jump aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------------------------- // Freier Fall ani ("s_FallDn" 1 "s_FallDn" 0.0 0.1 MF "Gob_FallDn_M01.asc" F 0 40 FPS:5) // Landung auf den Beinen ohne Schaden ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Gob_FallDn_M01.asc" F 41 52) { *eventSFX (41 "M_FALL_SMALL" EMPTY_SLOT ) } // --------------------------------------------------------------------------------------------------------------------------------- // Transitions in FALL / FALLB 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) // --------------------------------------------------------------------------------------------------------------------------------- // FALL // ----------------------------------------------------------------------------------------------------------------------------- // freier Fall ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Gob_Fall_M01.asc" F 5 25) // Kontakt mit Boden ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Gob_Fall_M01.asc" F 25 40) { *eventSFX (30 "M_FALL_SMALL" ) } // auf dem Boden liegen ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Gob_Fall_M01.asc" F 40 60 FPS:5) // aufstehen ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Gob_Fall_M01.asc" F 60 100) // --------------------------------------------------------------------------------------------------------------------------------- // FALLB // freier Fall ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Gob_FallB_M01.asc" F 5 25) // Kontakt mit Boden ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Gob_FallB_M01.asc" F 25 40) { *eventSFXGrnd (27 "Run") *eventSFX (30 "M_FALL_SMALL" ) } // auf dem Boden liegen ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Gob_FallB_M01.asc" F 40 60 FPS:5) // aufstehen ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Gob_FallB_M01.asc" F 60 100) // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // STUMBLE /////////////////// ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Gob_Stumble_M01.asc" F 0 13) { *eventSFX (2 "GOB_HURT" EMPTY_SLOT ) } ani ("t_Stumble" 1 "" 0.1 0.1 M. "Gob_Stumble_M01.asc" F 13 26) { *eventSFX (15 "GOB_HURT" EMPTY_SLOT ) } // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // SLIDE /////////////////// ani ("s_Slide" 1 "s_Slide" 0.1 0.1 M. "Gob_Slide_M01.asc" F 0 0) ani ("s_SlideB" 1 "s_SlideB" 0.1 0.1 M. "Gob_SlideB_M01.asc" F 0 0) // ------------------------------------------------------------------------------------------------------------------------------------- ///////////////////////// // SWIM - DIVE - WWALK ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // WALKWATER // --------------------------------------------------------------------------------------------------------------------------------- // Forward // Ambient -> Loop aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F) // Loop aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F) // Loop -> Ambient aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.1 M. "t_FistWalkL_2_FistWalk" F) aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1) // --------------------------------------------------------------------------------------------------------------------------------- // Backward // Ambient -> Loop aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R) // Loop aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R) // Loop -> Ambient aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.1 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.2 0.2) // ------------------------------------------------------------------------------------------------------------------------------------- // SWIM // Ambient ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Gob_Swim_M02.asc" F 10 60 FPS:10) // Forward // Ambient -> Loop ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Gob_Swim_M02.asc" F 60 70) // Loop ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Gob_Swim_M02.asc" F 70 102) { *eventSFX (76 "Swim") *eventSFX (92 "Swim") } // Loop -> Ambient ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.0 M. "Gob_Swim_M02.asc" F 102 112) { *eventSFX (104 "Swim") } // --------------------------------------------------------------------------------------------------------------------------------- // Backward // Ambient -> Loop ani ("t_Swim_2_SwimB" 1 "s_SwimB" 0.1 0.0 M. "Gob_Swim_M02.asc" F 262 270) // Loop ani ("s_SwimB" 1 "s_swimB" 0.0 0.1 M. "Gob_Swim_M02.asc" F 270 291) { *eventSFX (278 "Swim") } // Loop -> Ambient ani ("t_SwimB_2_Swim" 1 "s_Swim" 0.1 0.0 M. "Gob_Swim_M02.asc" F 291 302) ////////////////////////// // DIVE ////////////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Ambient ani ("s_Dive" 1 "s_Dive" 0.0 0.1 MF "Gob_Swim_M02.asc" F 127 187 FPS:5) // Forward // Ambient -> Loop ani ("t_Dive_2_DiveF" 1 "s_DiveF" 0.1 0.1 MF "Gob_Swim_M02.asc" F 187 197) // Loop ani ("s_DiveF" 1 "s_DiveF" 0.0 0.1 MF "Gob_Swim_M02.asc" F 70 102) { *eventSFX (76 "Dive") *eventSFX (92 "Dive") } // Loop -> Ambient ani ("t_DiveF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Gob_Swim_M02.asc" F 197 207) /////////////////// // TURNING /////////////////// // SWIM ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Gob_Swim_M02.asc" F 222 242) ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Gob_Swim_M02.asc" F 242 262) // DIVE 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) // Turning /////////////////////////////////// // TRANSITIONS WATER MOVE MODES /////////////////////////////////// // SWIM -> HANG aniBlend ("t_Swim_2_Hang" "s_Hang" 0.2 0.2) // WALKW <-> SWIM ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Gob_Swim_M02.asc" F 0 10) aniAlias ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "t_WalkWL_2_SwimF" R) // WALKW <-> RUN / (STAND) aniAlias ("t_WalkWL_2_RunL" 1 "" 0.1 0.1 M. "s_FistWalkL" F) // FALLDN <-> DIVE aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.3 0.3) // SWIM <-> DIVE ani ("t_Swim_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Gob_Swim_M02.asc" F 112 127) { *eventSFX (112 "Swim2Dive") } aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "t_Swim_2_Dive" F) aniBlend ("t_DiveF_2_Swim" "s_Swim" 0.1 0.1) // ------------------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // DIE ////////////////////////// // --------------------------------------------------------------------------------------------------------------------------------- // DEAD ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Gob_Dead_M01.asc" F 0 57) { *eventSFX (1 "GOB_DIE") *eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Gob_Dead_M01.asc" F 58 58) // --------------------------------------------------------------------------------------------------------------------------------- // DEADB ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Gob_DeadB_M01.asc" F 0 29) { *eventSFX (3 "GOB_DIE") *eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Gob_DeadB_M01.asc" F 30 30) // --------------------------------------------------------------------------------------------------------------------------------- // DROWN ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Gob_SDive_M01.asc" F 76 149 FPS:10) { *eventSFX (85 "Drown") } ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Gob_SDive_M01.asc" F 150 150) ////////////////////////// // UMSEHEN / AUSRICHTUNG ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // Autoaiming ani ("c_look_1" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 3 3) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 4) // ------------------------------------------------------------------------------------------------------------------------------------- // WhirlAround // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Gob_Whirl.asc" F 1 14) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Gob_Whirl.asc" F 16 29) // Surprise aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ///////////////////// // Fist-FIGHTING (1h-Fake) ///////////////////// // normaler Angriff ani ("s_FistAttack" 1 "s_FistAttack" 0.1 0.1 M. "Gob_1hAttack_M01.asc" F 0 15) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "6") *eventTag (0 "DEF_HIT_END" "14") *eventTag (0 "DEF_WINDOW" "6 14") *eventSFX (3 "GOB_ATTACK" EMPTY_SLOT ) } // Angriff aus der Bewegung heraus ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Gob_1hAttackMove_M01.asc" F 2 15) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "8") *eventSFX (10 "GOB_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) //////////////////////// // SCRIPT / RANDOM //////////////////////// ani ("t_Perception" 2 "" 0.0 0.0 M. "Gob_Perception_M01.asc" F 0 100 FPS:15) ani ("t_Warn" 2 "" 0.1 0.1 M. "Gob_S_Alarm_M01.asc" F 0 30) { *eventSFX (1 "GOB_WARN" EMPTY_SLOT ) *eventSFXGrnd (15 "RUN" ) *eventSFXGrnd (20 "RUN" ) *eventSFXGrnd (25 "RUN" ) } //--------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Sit" 1 "s_Sit" 0.1 0.0 M. "Gob_SitDown_M01.asc" F 1 29) ani ("s_Sit" 1 "s_Sit" 0.0 0.0 M. "Gob_SitDown_M01.asc" F 30 99 FPS:5) aniAlias ("t_Sit_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Sit" R) ani ("t_Sit_Random_01" 2 "s_Sit" 0.0 0.0 M. "Gob_SitDown_M01.asc" F 100 159 FPS:15) //--------------------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Gob_Sleep_M01.asc" F 1 39) ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Gob_Sleep_M01.asc" F 40 99 FPS:5) aniAlias ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Sleep" R) //--------------------------------------------------------------------------------------------------------------------------------- ani ("r_Happy" 2 "" 0.1 0.1 M. "Gob_S_RndHappy_M01.asc" F 0 -1 FPS:15) { *eventSFX (0 "GOB_HAPPY" EMPTY_SLOT ) *eventSFXGrnd (0 "Run" ) *eventSFXGrnd (0 "Run" ) *eventSFXGrnd (0 "Run" ) } // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Happy" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_Happy" F) // *************************************************************************************** /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball ... 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" 0.3 0.3 M. "Gob_VicLightning_M01.asc" F 0 10) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gob_VicLightning_M01.asc" F 10 153 FPS:15) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Gob_Stumble_M01.asc" F 13 15) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Gob_Stumble_M01.asc" F 16 16) // IceCube, IceWave ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Gob_Stumble_M01.asc" F 13 15) ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Gob_Stumble_M01.asc" F 16 16) // 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 0.2 M. "t_Stand_2_Sleep" R) }