//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // HUMAN OVERLAY Sterbe-Animationen Dummy //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("HuS") { MeshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") // DIE //Hinfallen ani ("t_Dead" 1 "s_Wounded" 0.2 0.1 M. "Hum_KnockedOut_M01.asc" F 1 49 FPS:10 CVS:0.1) //Am Boden liegen ani ("s_Dead" 1 "s_Wounded" 0.1 0.1 M. "Hum_Wounded_Try_A01.asc" F 1 45 CVS:0.1) //HinfallenB ani ("t_DeadB" 1 "s_WoundedB" 0.2 0.1 M. "Hum_WoundedB_M01.asc" F 1 34 FPS:10 CVS:0.1) //Am Boden liegen B ani ("s_DeadB" 1 "s_WoundedB" 0.1 0.1 M. "HUM_WOUNDEDBAMBIENT_A01.ASC" F 1 40 CVS:0.1) //Sterben durch Todestoß ani ("t_Wounded_2_Dead" 1 "s_Wounded" 0.1 0.1 M. "Hum_Wounded_Try_A01.ASC" F 1 45 CVS:0.1) //Sterben durch Todestoß B ani ("t_WoundedB_2_DeadB" 1 "s_WoundedB" 0.1 0.1 M. "HUM_WOUNDEDBAMBIENT_A01.ASC" F 1 40 CVS:0.1) } }