//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Crawler") { meshAndTree ("Crw_Body.asc" DONT_USE_MESH) registerMesh ("Crw_Body.ASC") registerMesh ("Cr2_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //----------------------------------------------------------------------------------------------------------------------- modelTag ("DEF_HIT_LIMB" "Bip01 L Front Claw") ////////////////////////// // FIST MOVEMENT ////////////////////////// ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "Crw_Ambient_A01.asc" F 0 30) { *eventSFX (2 "CRW_AMBIENT" EMPTY_SLOT ) } // Start Running ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Crw_Run_M02.asc" F 0 5) { *eventSFXGrnd (2 "Sneak" ) } // Cycle ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Crw_Run_M02.asc" F 5 15) { *eventSFXGrnd (5 "Sneak") *eventSFXGrnd (10 "Sneak") *eventSFX (6 "CRW_AMBIENT_SHORT" EMPTY_SLOT ) } // End Running ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Crw_Run_M02.asc" F 15 19) { *eventSFXGrnd (16 "Sneak" ) } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2) // Fist-Run Backwards Movement ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "Crw_JumpB_M01.asc" R 0 15) { *eventSFXGrnd (4 "Sneak" ) *eventSFXGrnd (8 "Sneak" ) *eventSFXGrnd (12 "Sneak" ) } // Fist-WALK aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "s_FistRun" F) ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Crw_Walk_M01.asc" F 1 9) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Crw_Walk_M01.asc" F 10 29) { *eventSFXGrnd (10 "Sneak") *eventSFXGrnd (20 "Sneak") } ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Crw_Walk_M01.asc" F 30 39) { *eventSFXGrnd (38 "Sneak" ) } // Backward aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R) // Water-WALK aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F) aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F) aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F) aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.2 0.2) aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R) aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R) aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.2 0.2) ///////////////////// // FIST TURNING ///////////////////// // Turning ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.0 0.0 M. "Crw_Turn_M01.asc" F 1 24 FPS:15) { *eventSFXGrnd (4 "Sneak" ) *eventSFXGrnd (8 "Sneak" ) *eventSFXGrnd (12 "Sneak" ) *eventSFXGrnd (16 "Sneak" ) *eventSFXGrnd (20 "Sneak" ) } aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.0 0.0 M. "t_FistRunTurnL" R) aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnL" R) aniAlias ("t_WalkWTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_WalkWTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnL" R) ///////////////////// // FIST STRAFING ///////////////////// // Strafing ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" R 1 11) { *eventSFX (10 "CRW_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (4 "Sneak" ) *eventSFXGrnd (8 "Sneak" ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" F 1 11) { *eventSFX (2 "CRW_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (4 "Sneak" ) *eventSFXGrnd (8 "Sneak" ) } 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_FistRunStrafeR" F) ani ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" R 1 11) { *eventSFX (10 "CRW_AMBIENT_SHORT" EMPTY_SLOT ) } ani ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" F 1 11) { *eventSFX (2 "CRW_AMBIENT_SHORT" EMPTY_SLOT ) } ///////////////////// // FIST TRANSITIONS ///////////////////// // Movement-Modes aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk") aniBlend ("t_FistWalk_2_FistRun" "s_FistRun") aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL") aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL") // Swim / WaterWalk aniAlias ("t_WalkWL_2_RunL" 1 "" 0.1 0.1 M. "s_FistWalkL" F) ///////////////// // FALL / FALLDN / SLIDE ///////////////// ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Crw_Fall_M01.asc" F 19 19) ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Crw_FallDn_M01.asc" F 1 20) { *eventSFXGrnd (1 "Run" ) *eventSFXGrnd (10 "Run" ) *eventSFX (11 "M_FALL_SMALL" EMPTY_SLOT ) } aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.1) aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.1) ani ("s_Fall" 1 "s_Fall" 0.2 0.0 MF "Crw_Fall_M01.asc" F 1 19) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Crw_Fall_M01.asc" F 20 37) { *eventSFXGrnd (27 "Run" ) *eventSFXGrnd (37 "Run" ) *eventSFX (28 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Crw_Fall_M01.asc" F 38 38) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Crw_Fall_M01.asc" F 39 64) { *eventSFXGrnd (46 "Sneak" ) *eventSFXGrnd (53 "Sneak" ) *eventSFXGrnd (59 "Sneak" ) *eventSFXGrnd (64 "Sneak" ) } aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_Fall" F) aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "t_Fall_2_Fallen" F) aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F) aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.1 M. "t_Fallen_2_Stand" F) // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Crw_Whirl.asc" F 1 19) // WhirlAround CW aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" R) aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ///////////////// // OOPS / STUMBLE ///////////////// ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Crw_Stumble_M01.asc" F 0 15) { *eventSFX (1 "CRW_HURT" EMPTY_SLOT ) } ani ("t_Stumble" 1 "" 0.1 0.1 M. "Crw_Stumble_M01.asc" R 15 30) { *eventSFX (29 "CRW_HURT" EMPTY_SLOT ) } ////////////////////////// // SWIM - DIVE ////////////////////////// // Trans ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Crw_Swim_M01.asc" F 0 9) aniAlias ("t_SwimF_2_WalkWL" 1 "" 0.1 0.1 M. "t_WalkWL_2_SwimF" R) ani ("s_Swim" 1 "s_Swim" 0.1 0.1 M. "Crw_Swim_M01.asc" F 10 30) aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.1 0.1) ani ("s_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Crw_Swim_M01.asc" F 30 50) aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.1 0.1) aniBlend ("t_Swim_2_Dive" "s_Dive" 0.1 0.1) aniBlend ("t_SwimF_2_Dive" "s_Dive" 0.1 0.1) aniBlend ("t_DiveF_2_Swim" "s_Swim" 0.2 0.2) aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.1 0.1) aniBlend ("t_Fall_2_Dive" "s_Dive" 0.5 0.5) aniBlend ("t_FallB_2_Dive" "s_Dive" 0.5 0.5) aniAlias ("s_Dive" 1 "s_Dive" 0.0 0.0 MF "s_Swim" F) aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1) aniAlias ("s_DiveF" 1 "s_DiveF" 0.0 0.0 MF "s_SwimF" F) aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.1 0.1) aniAlias ("t_Dive_2_Drowned" 1 "s_Drowned" 0.0 0.0 MF "t_Fall_2_Fallen" F) aniAlias ("s_Drowned" 1 "s_Drowned" 0.0 0.0 MF "s_Fallen" F) ////////////////////////// // DIE ////////////////////////// ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Crw_Dead_Jue00_fr140.asc" F 1 139 FPS:12.5) { *eventSFX (2 "CRW_DIE" EMPTY_SLOT ) *eventSFX (25 "M_FALL_SMALL" EMPTY_SLOT ) *eventSFX (50 "CRW_DIE_LAST" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Crw_Dead_Jue00_fr140.asc" F 140 140) ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Crw_Dead_C_Jue01.asc" F 1 139 FPS:12.5) { *eventSFX (2 "CRW_DIE" EMPTY_SLOT ) *eventSFX (25 "M_FALL_SMALL" EMPTY_SLOT ) *eventSFX (50 "CRW_DIE_LAST" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Crw_Dead_C_Jue01.asc" F 140 140) ////////////////////////// // UMSEHEN ////////////////////////// // LOOK Autoaiming ani ("c_look_1" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) ////////////////////////// // Kampf FIST / 1h ////////////////////////// ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Crw_Attack_Jue01.asc" F 0 20) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R CLAW2") *eventTag (0 "DEF_OPT_FRAME" "9") *eventTag (0 "DEF_HIT_END" "19") *eventTag (0 "DEF_WINDOW" "9 19") // *eventTag (0 "DEF_DIR" "O") *eventSFX (1 "CRW_ATTACK" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Crw_AttackMove_M01.ASC" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R CLAW2") *eventTag (0 "DEF_OPT_FRAME" "16") *eventSFX (2 "CRW_ATTACK" EMPTY_SLOT ) } // Parade ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Crw_Defend_jue00.asc" R 1 29) aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R) // aniAlias ("t_FistParade_U" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R) // aniAlias ("t_FistParade_L" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R) // aniAlias ("t_FistParade_R" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R) /////////////////////// // SCRIPT + RANDOM-ANIS /////////////////////// // Putzt die Beißer mit seinen Klauen ani ("R_Clean" 2 "" 0.0 0.0 M. "Crw_Clean_M01.asc" F 1 79 FPS:12.5) { *eventSFX (2 "CRW_CLEAN" EMPTY_SLOT ) } // Fressen ani ("t_Stand_2_Eat" 1 "s_Eat" 0.1 0.0 M. "Crw_Eat_M01.asc" F 1 12) ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Crw_Eat_M01.asc" F 13 72) aniAlias ("t_Eat_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Eat" R) // Perception ani ("t_Perception" 2 "" 0.1 0.1 M. "Crw_Perception_M01.asc" F 1 99 FPS:12.5) { *eventSFX (2 "CRW_PERCEPTION" EMPTY_SLOT ) } // Warn ani ("t_Warn" 1 "" 0.1 0.1 M. "Crw_Warn_Jue01.asc" F 1 39) { *eventSFX (2 "CRW_WARN" EMPTY_SLOT ) } // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "R_Clean" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "R_Clean" F) /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ... 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" 0.0 0.0 M. "Crw_VicLightning_M01.asc" F 0 8) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Crw_VicLightning_M01.asc" F 8 108 FPS:15) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Crw_Stumble_M01.asc" F 1 3) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Crw_Stumble_M01.asc" F 4 4) // Whirlwind ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Crw_Stumble_M01.asc" F 1 3) ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Crw_Stumble_M01.asc" F 4 4) // kein Sleep Victim }