//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // 14.09.00 Andre Keine JumpUps //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Troll") { MeshAndTree ("Tro_Body.asc" DONT_USE_MESH) registerMesh ("Tro_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //----------------------------------------------------------------------------------------------------------------------- modelTag ("DEF_HIT_LIMB" "BIP01 R HAND") ////////////////// // FIST MOVEMENT ////////////////// // Fist-RUN ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Tro_Ambient_M01.asc" F 0 74 FPS:12.5) { *eventSFX (25 "TRO_AMBIENT" EMPTY_SLOT ) } aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL") // Fist-Run-Loop ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Tro_RunLoop_M01.asc" F 0 24) { *eventSFX (14 "TRO_STEPBOOM" EMPTY_SLOT ) *eventPFX (14 "GolemDust" "BIP01 R Foot" ATTACH ) *eventCamTremor (14 1000 700 2 5 ) *eventPFX (17 "GolemDust" "BIP01 L Foot" ATTACH ) *eventSFX (17 "TRO_STEPBOOM" EMPTY_SLOT ) } aniBlend ("t_FistRunL_2_FistRun" "s_FistRun") aniBlend ("t_FistRunR_2_FistRun" "s_FistRun") // Fist-Run Backwards Movement aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "s_FistRunL" R) // Fist-WALK aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F) ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Tro_WalkLoop_M01.asc" F 1 12) // Fist-Walk-Loop ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Tro_WalkLoop_M01.asc" F 13 62) { *eventSFX (20 "TRO_STEPLIGHT" EMPTY_SLOT ) *eventPFX (20 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (44 "TRO_STEPLIGHT" EMPTY_SLOT ) *eventPFX (44 "GolemDust" "BIP01 L Foot" ATTACH ) } ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Tro_WalkLoop_M01.asc" F 63 74) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.3 0.3) // Fist-Walk Backwards Movement 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) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.3 0.3) ///////////////////// // FIST TURNING ///////////////////// ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.0 M. "Tro_TurnL_M01.asc" F 1 34) { *eventSFX (8 "TRO_STEPLIGHT" EMPTY_SLOT ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.0 M. "Tro_TurnR_M01.asc" F 1 34) { *eventSFX (8 "TRO_STEPLIGHT" EMPTY_SLOT ) } aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.0 M. "t_FistRunTurnL" R) ///////////////////// // FIST STRAFING ///////////////////// ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Tro_StrafeL_M01.asc" F 1 34) { // *eventSFX (18 "TRO_STEPBOOM" EMPTY_SLOT ) *eventSFX (25 "TRO_STEPLIGHT" EMPTY_SLOT ) } // aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "t_FistRunStrafeL" R) 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_FistRunStrafeL" R) ///////////////////// // FIST TRANSITIONS ///////////////////// // Movement-Modes aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.0 0.0) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.0 0.0) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.0 0.0) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.0 0.0) ////////////////////////// // FALL ////////////////////////// // FallDn ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Tro_FallDn_M01.asc" F 0 0) ani ("t_FallDn_2_Stand" 1 "" 0.0 0.2 M. "Tro_FallDn_M01.asc" F 1 44 FPS:12.5) { *eventSFX (1 "TRO_GROWL" EMPTY_SLOT ) *eventSFX (3 "TRO_STEPBOOM" EMPTY_SLOT ) *eventSFX (8 "TRO_STEPLIGHT" EMPTY_SLOT ) } // 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) aniAlias ("s_Fall" 1 "s_Fall" 0.0 0.0 MF "s_FallDn" F) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Tro_FallDn_M01.asc" F 1 19) { *eventSFX (1 "TRO_STEPBOOM" EMPTY_SLOT ) *eventSFX (10 "TRO_STEPLIGHT" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Tro_FallDn_M01.asc" F 20 20) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.0 M. "Tro_FallDn_M01.asc" F 21 44) { *eventSFX (21 "TRO_GROWL" EMPTY_SLOT ) } aniAlias ("s_FallB" 1 "s_FallB" 0.0 0.0 MF "s_FallDn" 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 0.0 M. "t_Fallen_2_Stand" F) // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // STUMBLE /////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Vorwärts Stolpern ani ("t_Stumble" 1 "" 0.1 0.1 M. "Tro_StumbleB_A01.asc" F 0 20) { *eventSFX (1 "TRO_HURT" EMPTY_SLOT ) } // ----------------------------------------------------------------------------------------------------------------------------- // Rückwärts Stolpern ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Tro_Stumble_A01.asc" F 0 20) { *eventSFX (1 "TRO_HURT" EMPTY_SLOT ) } ////////////////////////// // DIE ////////////////////////// // hier werden später noch einige "spezielle" Todesanims dazukommen ani ("t_Dead" 1 "s_Dead" 0.4 0.0 M. "Tro_Dead_M01.asc" F 1 214 FPS:12.5) { *eventSFX (1 "TRO_DIE" EMPTY_SLOT ) // *eventSFX (140 "TRO_Stepboom" EMPTY_SLOT ) //*eventPFX (145 1 "GolemDust" ) *eventSFX (200 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Tro_Dead_M01.asc" F 215 215) ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Tro_Dead2_A02.asc" F 1 130 FPS:12.5) { *eventSFX (1 "TRO_DIE" EMPTY_SLOT ) // *eventSFX (125 "TRO_Stepboom" EMPTY_SLOT ) //*eventPFX (130 1 "GolemDust" ) *eventSFX (75 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Tro_Dead2_A02.asc" F 131 131) // DROWN ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Tro_Drown_A01.asc" F 1 30 FPS:12.5) ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Tro_Drown_A01.asc" F 30 30) ////////////////////////// // Kampf FIST ////////////////////////// // FIST Kampfanims // Attacks ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "Tro_Attack_M01.asc" F 1 40) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "25") *eventTag (0 "DEF_HIT_END" "39") *eventTag (0 "DEF_WINDOW" "25 39") // *eventTag (0 "DEF_DIR" "O") *eventSFX (9 "TRO_FISTWOOSH" EMPTY_SLOT ) *eventSFX (20 "TRO_ATTACK" EMPTY_SLOT ) } ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Tro_AttackMove_A01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "15") *eventTag (0 "DEF_HIT_END" "28") *eventTag (0 "DEF_WINDOW" "20 28") // *eventTag (0 "DEF_DIR" "O") *eventSFX (10 "TRO_FISTWOOSH" EMPTY_SLOT ) *eventSFX (15 "TRO_ATTACK" EMPTY_SLOT ) } aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "s_FistRunL" R) aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "s_FistRunL" R) // Stein werfen // Fixme: kann das noch benutzt werden? // ani ("t_StoneThrow" 1 "s_FistRun" 0.0 0.0 M. "Tro_StoneThrow_M01.asc" F 1 159 FPS:12.5) // Bei 20f Insert Item ItAmTrollStone // Bei 122f Stein fliegen lassen ////////////////////////// // LOOK ////////////////////////// // LOOK Autoaiming // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) /////////////// // SCRIPT-ANIS /////////////// // Schlafen ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Tro_Sleep_M01.asc" F 1 64 FPS:12.5) ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Tro_Sleep_M01.asc" F 65 124 FPS:5) { *eventSFX (70 "TRO_SNORE" EMPTY_SLOT ) } aniAlias ("t_Sleep_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_Sleep" R) // Warn & Perception ani ("t_Warn" 1 "" 0.0 0.0 M. "Tro_Angry_M01.asc" F 0 85 FPS:12.5) { *eventSFX (1 "TRO_WARN" EMPTY_SLOT ) } ani ("t_Perception" 2 "" 0.0 0.0 M. "Tro_Perception_M01.asc" F 0 160 FPS:12.5) { *eventSFX (1 "TRO_PERCEPTION" EMPTY_SLOT ) } // Randoms ani ("r_ScratchBelly" 2 "" 0.0 0.0 M. "Tro_Random_M01.asc" F 0 80 FPS:12.5) { *eventSFX (1 "TRO_AMBIENT" EMPTY_SLOT ) *eventSFX (33 "SCRATCH" EMPTY_SLOT ) *eventSFX (15 "SCRATCH" EMPTY_SLOT ) *eventSFX (44 "SCRATCH" EMPTY_SLOT ) *eventSFX (53 "SCRATCH" EMPTY_SLOT ) } ani ("r_ScratchLeg" 2 "" 0.0 0.0 M. "Tro_Random_M01.asc" F 80 140 FPS:12.5) { *eventSFX (81 "TRO_AMBIENT" EMPTY_SLOT ) *eventSFX (97 "SCRATCH" EMPTY_SLOT ) *eventSFX (106 "SCRATCH" EMPTY_SLOT ) *eventSFX (116 "SCRATCH" EMPTY_SLOT ) } // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_ScratchBelly" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_ScratchLeg" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" 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. "Tro_VicLightning_M01.asc" F 0 5) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Tro_VicLightning_M01.asc" F 5 150 FPS:10) // IceCube, IceWave // Troll ist Immun! // 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) // Whirlwind aniAlias ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "t_Stand_2_Lightning_Victim" F ) aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Lightning_Victim" F ) } }