// Overlay-MDS für Akrobatik-Talent // neue Jumps und Fall/Fallen Anis (eleganter) Model ("HuS") { meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { ///////////////// // JUMP ///////////////// // Sprung aus Stand ani ("t_Stand_2_Jump" 1 "s_Jump" 0.1 0.0 MF "Hum_Acrobatic_M02.asc" F 1 16) // Sprung aus Rennen ani ("t_RunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "Hum_Acrobatic_M02.asc" F 180 195) aniAlias ("t_RunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 17 17) // Landung ani ("t_Jump_2_Stand" 1 "" 0.0 0.4 M. "Hum_Acrobatic_M02.asc" F 18 35) // Landung und weiterrennen ani ("t_Jump_2_RunL" 1 "s_RunL" 0.0 0.1 M. "Hum_Acrobatic_M02.asc" F 198 213) ani ("t_Jump_2_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 81 86) // Herunterfallen ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 36 36) // sauber landen ani ("t_FallDn_2_Stand" 1 "" 0.0 0.2 M. "Hum_Acrobatic_M02.asc" F 112 129) // direkt weiterlaufen ani ("t_FallDn_2_RunL" 1 "s_RunL" 0.0 0.1 M. "Hum_Acrobatic_M02.asc" F 37 60) ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 71 75) ani ("s_Fall" 1 "s_Fall" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 75 75) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 75 80) ani ("t_FallDn_2_FallB" 1 "s_Fall" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 61 65) ani ("s_FallB" 1 "s_FallB" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 65 65) ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "Hum_Acrobatic_M02.asc" F 65 70) ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Hum_FallenB_A_M01.asc" F 0 0) ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Hum_FallenB_A_M01.asc" F 1 45) { *eventSFXGrnd (26 "Run") *eventSFXGrnd (27 "Run") *eventSFXGrnd (39 "Run") *eventSFXGrnd (44 "Run") } ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.0 0.0 MF "Hum_Acrobatic_M01.asc" F 88 109) ani ("t_Fall_2_Dive" 1 "s_Dive" 0.0 0.0 MF "Hum_Acrobatic_M01.asc" F 156 177) ani ("t_FallB_2_Dive" 1 "s_Dive" 0.0 0.0 MF "Hum_Acrobatic_M01.asc" F 132 153) } }