//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Demon") { meshAndTree ("Dem_Body.asc" DONT_USE_MESH) registerMesh ("Dem_Body.ASC") registerMesh ("Dem2_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-RUN ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Dem_Run_M01.asc" F 20 59) { *eventSFX ( 28 "DEM_WINGFLAP" ) *eventSFX (35 "DEM_AMBIENT" EMPTY_SLOT ) } ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Dem_Run_M01.asc" F 60 69) { *eventSFX ( 63 "DEM_WINGFLAP" ) } ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Dem_Run_M01.asc" F 70 89) { *eventSFX (84 "DEM_WINGFLAP" EMPTY_SLOT ) } ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Dem_Run_M01.asc" F 90 99) { *eventSFX (92 "DEM_WINGFLAP" EMPTY_SLOT ) } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2) ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.3 M. "Dem_JumpB_M01.asc" F 1 20) { *eventSFX (5 "DEM_WINGFLAP" EMPTY_SLOT ) } // Fist-WALK aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F) aniAlias ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F) aniAlias ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "s_FistRunL" F) aniAlias ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistRunL_2_FistRun" F) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Fist-Walk Backwards Movement aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistRunL_2_FistRun" R) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistRunL" R) aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistRun_2_FistRunL" R) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Dem_Strafe_M01.asc" R 1 14) { *eventSFX ( 7 "DEM_WINGFLAP" ) } aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" R) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" F) ///////////////////// // FIST TURNING ///////////////////// // sieht ohne Ani am besten aus! ///////////////// // SWIM ///////////////// // wird nicht mehr benötigt, da bei fliegenden Monstern Wasserpolys auch als "solide" gelten ///////////////////////////////// // 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. "Dem_JumpUpLow_A01.asc" F 1 15) { *eventSFX (14 "DEM_WINGFLAP" EMPTY_SLOT ) } ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Dem_JumpUpLow_A01.asc" F 15 24) ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Dem_JumpUpLow_A01.asc" F 24 29) ////////////////////////// // FALL ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // FALLDN // --------------------------------------------------------------------------------------------------------------------------------- // Freier Fall aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun") // ----------------------------------------------------------------------------------------------------------------------------- // Landung auf den Beinen ohne Schaden aniAlias ("t_FallDn_2_Stand" 1 "" 0.2 0.1 M. "t_FistRun_2_FistRunL" R) // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // STUMBLE /////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Vorwärts Stolpern ani ("t_Stumble" 1 "" 0.1 0.1 M. "Dem_Stumble_M01.asc" F 20 40) { *eventSFX ( 28 "DEM_WINGFLAP" ) *eventSFX ( 30 "DEM_HURT" EMPTY_SLOT ) } // ----------------------------------------------------------------------------------------------------------------------------- // Rückwärts Stolpern ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Dem_Stumble_M01.asc" F 0 20) { *eventSFX ( 2 "DEM_WINGFLAP" ) *eventSFX ( 3 "DEM_HURT" EMPTY_SLOT ) } ////////////////////////// // DIE ////////////////////////// // --------------------------------------------------------------------------------------------------------------------------------- // DEAD ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Dem_Dead_M01.asc" F 1 34) { *eventSFX ( 2 "DEM_WINGFLAP" ) *eventSFX ( 1 "DEM_DIE" EMPTY_SLOT ) *eventSFX (12 "M_FALL_HUGE" EMPTY_SLOT ) *eventPFX ( 33 "BFX_DEMON_DEAD" "BIP01" ATTACH ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Dem_Dead_M01.asc" F 35 35) // --------------------------------------------------------------------------------------------------------------------------------- // DEADB ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Dem_Dead_A10.asc" F 1 74 FPS:12.5) { *eventSFX ( 2 "DEM_WINGFLAP" ) *eventSFX (14 "M_FALL_HUGE" EMPTY_SLOT ) *eventSFX (25 "DEM_DIE" EMPTY_SLOT ) *eventSFX (43 "M_FALL_SMALL" EMPTY_SLOT ) *eventPFX (72 1 "BFX_DEMON_DEAD" "BIP01" "ATTACH" ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Dem_Dead_A10.asc" F 75 75) // ------------------------------------------------------------------------------------------------------------------------------------- // WhirlAround // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseL_A02.asc" F 1 22) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseR_A02.asc" F 1 22) // Surprise aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ////////////////////////// // LOOK Autoaiming ////////////////////////// // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) ///////////////// // ATTACK ///////////////// ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Dem_attack_M01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "11") *eventTag (0 "DEF_HIT_END" "29") *eventTag (0 "DEF_WINDOW" "11 29") // *eventTag (0 "DEF_DIR" "O") *eventSFX ( 1 "DEM_ATTACK" ) *eventPFX ( 2 1 "DEMON_ATTACK" "BIP01 R HAND" ATTACH ) *eventSFX ( 7 "DEM_WINGFLAP" ) } ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Dem_AttackMove_M01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "11") } ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Dem_JumpB_M01.asc" F 1 19) aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F) ///////////////// // SCRIPT ANIS ///////////////// ani ("t_Warn" 1 "" 0.1 0.1 M. "Dem_Warn_M01.asc" F 1 39) { *eventSFX ( 10 "DEM_WARN" EMPTY_SLOT ) *eventPFX ( 12 "DEMON_FLAMETHROWER" "BIP01 HEAD" ATTACH ) *eventSFX ( 4 "DEM_WINGFLAP" ) *eventSFX ( 23 "DEM_WINGFLAP" ) //*eventPFXStop (30 1 ) } ani ("t_Perception" 2 "" 0.1 0.1 M. "Dem_Perception_M01.asc" F 1 74 FPS:12.5) { *eventSFX ( 4 "DEM_WINGFLAP" ) *eventSFX ( 30 "DEM_WINGFLAP" ) *eventSFX ( 55 "DEM_WINGFLAP" ) } ani ("t_spawn" 1 "s_fistrun" 0.0 0.1 M. "Dem_Spawn_A01.asc" F 1 49) { *eventPFX (1 "SPAWN_DEMON" "BIP01" ATTACH ) } // ROAM ANI's aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F) /////////////////////// // MAGIC VICTIMS /////////////////////// // kein Feuerschaden // Lightning, Chainlightning, Thunderbolt, Thunderball ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.1 0.0 M. "Dem_VicLightning_M01.asc" F 0 14) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Dem_VicLightning_M01.asc" F 14 84) // Whirlwind ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Dem_VicLightning_M01.asc" F 0 14) ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Dem_VicLightning_M01.asc" F 14 84) // IceCube, IceWave // Demon ist immun gegen Freeze // kein Sleep Victim };