//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Wolf") { meshAndTree ("Wol_Body.asc" DONT_USE_MESH) registerMesh ("Wol_Body.ASC") registerMesh ("Warg_Body.ASC") registerMesh ("Warg_Body2.ASC") registerMesh ("SnoWol_Body.ASC") aniEnum { modelTag ("DEF_HIT_LIMB" "BIP01 PONYTAIL1") ////////////////////////// // BEWEGUNGEN ////////////////////////// ////////////////// // RUN ////////////////// // Ambient ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Wol_Ambient_KS01.asc" F 1 49) { *eventSFX (2 "WOL_AMBIENT" EMPTY_SLOT ) } // Start Running ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Wol_RunLoop_Jue04_fr9_23.ASC" F 1 8) // Run-Cycle ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Wol_RunLoop_Jue04_fr9_23.ASC" F 9 23) { *eventSFX (10 "WOL_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (11 "Run" ) *eventSFXGrnd (13 "Run" ) *eventSFXGrnd (16 "Run" ) *eventSFXGrnd (18 "Run" ) } // End Running ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Wol_RunLoop_Jue04_fr9_23.ASC" F 24 42) { *eventSFXGrnd (28 "Run" ) *eventSFXGrnd (34 "Run" ) } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.0) // Backwards // ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Wol_RunLoop_KS01.asc" R 36 54) // { // *eventSFXGrnd (48 "Run" ) // *eventSFXGrnd (53 "Run" EMPTY_SLOT) // } aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "t_StumbleB" ) // Turning ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.8 0.8 M. "Wol_TurnL_M01.asc" F 1 24) { *eventSFXGrnd (6 "Turn" ) *eventSFXGrnd (18 "Turn" ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.8 0.8 M. "Wol_TurnR_M01.asc" F 1 24) { *eventSFXGrnd (6 "Turn" ) *eventSFXGrnd (18 "Turn" ) } ////////////////// // WALK ////////////////// // Ambient ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Wol_WalkAmbient_A01.asc" F 1 49) { *eventSFX (2 "WOL_AMBIENT" EMPTY_SLOT ) } // Start Walking ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Wol_Walk_V01.asc" F 1 6) // Cycle ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Wol_Walk_V01.asc" F 7 36) { *eventSFX (8 "WOL_AMBIENT" EMPTY_SLOT ) *eventSFXGrnd (14 "Sneak" ) *eventSFXGrnd (22 "Sneak" ) *eventSFXGrnd (30 "Sneak" ) *eventSFXGrnd (35 "Sneak" ) } // End Walking ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Wol_Walk_V01.asc" F 37 51) { *eventSFXGrnd (44 "Run" ) *eventSFXGrnd (50 "Run" ) } aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.5 0.5) // Backward Walk 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" 0.2 0.2) // Turning aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.8 0.8 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.8 0.8 M. "t_FistRunTurnR" F) ///////////////// // TRANSITIONS MOVEMENT MODES /////////////////^ // Walk <-> Run aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1) ///////////////// // JUMP / STRAFING ////////////////// ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.1 M. "Wol_Jump_Jue01.asc" F 7 13) { *eventSFX (9 "WOL_AMBIENT_SHORT" EMPTY_SLOT ) } aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.0 M. "t_FistRunL_2_Jump" F) // Jump ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Wol_Jump_Jue01.asc" F 1 13) { *eventSFX (2 "WOL_AMBIENT_SHORT" EMPTY_SLOT ) } ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Wol_Jump_Jue01.asc" F 14 14) ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Wol_Jump_Jue01.asc" F 15 22) { *eventSFXGrnd (20 "Run" ) } // JumpUpLow ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.0 0.0 M. "Wol_JumpUpLow_KS01.asc" F 1 21) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Wol_JumpUpLow_KS01.asc" F 21 31) ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.0 MF "Wol_JumpUpLow_KS01.asc" F 31 45) { *eventSFX (32 "WOL_AMBIENT_SHORT" EMPTY_SLOT ) } // Strafing ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Wol_Jump_M01.asc" F 61 77) { *eventSFX (62 "WOL_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (72 "Turn ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Wol_Jump_M01.asc" F 81 97) { *eventSFX (82 "WOL_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (96 "Turn" ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F) ///////////////// // TRANSITIONS ///////////////// aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.1 0.1) ////////////////////////// // STUMBLE / SLIDE / FALL ////////////////////////// // Stumble/Oops ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Wol_Stumble_Back_Jue01.asc" F 8 22) { *eventSFX (8 "WOL_HURT" EMPTY_SLOT ) } ani ("t_Stumble" 1 "" 0.1 0.1 M. "Wol_Stumble_Forwrd_Jue01.asc" F 0 20) { *eventSFX (1 "WOL_HURT" EMPTY_SLOT ) } ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Wol_FallDn_M01.asc" F 19 19) ani ("t_FallDn_2_Stand" 1 "" 0.1 0.2 M. "Wol_FallDn_M01.asc" F 20 44) { *eventSFX (20 "WOL_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (22 "Run" ) *eventSFXGrnd (25 "Run" ) } aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2) aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2) // 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" 0.1 0.0 MF "s_FallDn" F) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Wol_Fallen_M01.asc" F 1 17) { *eventSFX (1 "WOL_HURT" EMPTY_SLOT ) *eventSFX (11 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Wol_Fallen_M01.asc" F 18 18) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Wol_Fallen_M01.asc" F 19 56) aniAlias ("s_FallB" 1 "s_FallB" 0.1 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 0.2 M. "t_Fallen_2_Stand" F) ////////////////////////// // SWIM ////////////////////////// // Transitions won FistWalk (im Wasser) zum Schwimmen aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 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" 0.1 0.1) aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 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" 0.1 0.1) aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F) // Transitions ins Wasser ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Wol_Walk2Swim_M01.asc" F 1 4) ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "Wol_Walk2Swim_M01.asc" F 6 9) ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Wol_SwimmAmbient_KS01.asc" F 0 49) ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.2 M. "Wol_Swimm_KS01.asc" F 1 19) ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Wol_Swimm_KS01.asc" F 21 39) ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.2 0.1 M. "Wol_Swimm_KS01.asc" F 40 64) // Turning ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Wol_SwimTurnL_KS01.asc" F 1 29) ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Wol_SwimTurnR_KS01.asc" F 1 29) ////////////////////////// // DIVE ////////////////////////// aniBlend ("t_Swim_2_Dive" "s_Dive" 0.1 0.1) aniBlend ("t_SwimF_2_Dive" "s_Dive" 0.1 0.1) ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.3 0.0 MF "Wol_F2Dive_M01.asc" F 1 9) ani ("s_Dive" 1 "s_Dive" 0.0 0.1 MF "Wol_F2Dive_M01.asc" F 10 10) aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1) ani ("s_DiveF" 1 "s_DiveF" 0.0 0.1 MF "Wol_F2Dive_M01.asc" F 11 19) aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.1 0.1) aniBlend ("t_DiveF_2_Swim" "s_Swim" 0.1 0.1) // DROWN ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Wol_Drown_M01.asc" F 1 19) ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Wol_Drown_M01.asc" F 20 20) ////////////////////////// // DIE ////////////////////////// ani ("t_Dead" 1 "s_Dead" 0.4 0.0 M. "Wol_DeadB_KS01.asc" F 1 22) { *eventSFX (1 "WOL_DIE" EMPTY_SLOT ) *eventSFX (10 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Wol_DeadB_KS01.asc" F 23 23) ani ("t_DeadB" 1 "s_DeadB" 0.4 0.0 M. "Wol_Dead_Jue01.asc" F 1 38) { *eventSFX (5 "WOL_DIE" EMPTY_SLOT ) *eventSFX (22 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Wol_Dead_Jue01.asc" F 40 40) ////////////////////////// // UMSEHEN ////////////////////////// // Autoaiming ani ("c_look_1" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "Wol_WhirlAroundL_KS01.asc" R 1 19) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Wol_WhirlAroundL_KS01.asc" F 1 19) ani ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "Wol_WhirlAroundL_KS01.asc" F 20 20) ///////////////////// // FIST FIGHTING ///////////////////// ani ("s_FistAttack" 1 "" 0.1 0.1 M. "Wol_Attack_Jue00.asc" F 1 20) { *eventTag (0 "DEF_OPT_FRAME" "9") *eventTag (0 "DEF_HIT_END" "20") *eventTag (0 "DEF_WINDOW" "9 20") *eventSFX (2 "WOL_ATTACK" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.3 0.5 M. "Wol_SpecAttack1_KS01.ASC" F 7 24) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD") *eventTag (0 "DEF_OPT_FRAME" "10") *eventSFX (13 "WOL_ATTACK" EMPTY_SLOT ) } // Paraden aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_StumbleB" F) aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_StumbleB" F) // aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_StumbleB" F) // aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_StumbleB" F) // aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_StumbleB" F) //////////////////////// // SCRIPT / RANDOM //////////////////////// ani ("t_Perception" 2 "" 0.0 0.0 M. "Wol_Wittern_A01.asc" F 0 40) ani ("t_Warn" 1 "" 0.0 0.0 M. "Wol_Bark_KS01.asc" F 0 42) { *eventSFX (2 "WOL_WARN" EMPTY_SLOT ) } //--------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Sit" 1 "s_Sit" 0.1 0.0 M. "Wol_SitDown_Jue00.asc" F 1 34 FPS:15) ani ("s_Sit" 1 "s_Sit" 0.0 0.0 M. "Wol_SitDown_Jue00.asc" F 35 74 FPS:15) ani ("t_Sit_2_Stand" 1 "" 0.0 0.2 M. "Wol_SitDown_Jue00.asc" F 75 109 FPS:15) //--------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Wol_Sleep_M01.asc" F 1 59 FPS:15) ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Wol_Sleep_M01.asc" F 60 60) aniAlias ("t_Sleep_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sleep" R) //--------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Eat" 1 "s_Eat" 0.1 0.0 M. "Wol_EatPrey_KS01.asc" F 1 9) ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Wol_EatPrey_KS01.asc" F 10 59 FPS:15) ani ("t_Eat_2_Stand" 1 "" 0.0 0.2 M. "Wol_EatPrey_KS01.asc" F 60 69) //--------------------------------------------------------------------------------------------------------------------- ani ("r_growl" 2 "" 0.0 0.0 M. "Wol_Growl_KS01.asc" F 0 50) { *eventSFX (1 "WOL_GROWL" EMPTY_SLOT ) } ani ("r_scratch" 2 "" 0.0 0.0 M. "Wol_Scratch_KS01.asc" F 0 70) { *eventSFX (1 "WOL_AMBIENT" EMPTY_SLOT ) *eventSFX (21 "SCRATCH_SMALL" EMPTY_SLOT ) *eventSFX (36 "SCRATCH_SMALL" EMPTY_SLOT ) *eventSFX (54 "SCRATCH_SMALL" EMPTY_SLOT ) } ani ("r_pee" 2 "" 0.0 0.0 M. "Wol_Pee_KS01.asc" F 0 70) ani ("r_Howl" 2 "" 0.2 0.2 M. "Wol_Howl_KS01.asc" F 35 84 FPS:15) // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** aniAlias ("r_Roam1" 2 "" 0.0 0.0 M. "r_Scratch" F) ani ("r_Roam2" 2 "" 0.0 0.0 M. "Wol_EatPrey_KS01.asc" F 0 70) ani ("r_Roam3" 2 "" 0.0 0.0 M. "Wol_Zeckezwick_A01.asc" F 0 120) /////////////////////// // 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. "Wol_VicLightning_M01.asc" F 0 5) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Wol_VicLightning_M01.asc" F 5 42) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Wol_Stumble_Back_Jue01.asc" F 8 10) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Wol_Stumble_Back_Jue01.asc" F 11 11) // 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_Freeze_Victim" F ) aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Freeze_Victim" F ) } }