//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Golem") { meshAndTree ("Gol_Body.asc" DONT_USE_MESH) aniEnum { ////////////////////////// // NORMAL MOVEMENT (Für Icegolem) ////////////////////////// // RUN ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "golem_walkambient01_KP01.asc" F 0 89 FPS:12.5) { *eventPFX (20 "Icegolem_Glitter" "BIP01 L UpperArm" ATTACH ) *eventPFX (30 "Icegolem_Glitter" "BIP01 L UpperArm" ATTACH ) *eventPFX (35 "Icegolem_Glitter" "BIP01 L Foot" ATTACH ) *eventPFX (40 "Icegolem_Glitter" "BIP01 Head" ATTACH ) *eventPFX (50 "Icegolem_Glitter" "BIP01 L ForeArm" ATTACH ) *eventPFX (55 "Icegolem_Glitter" "BIP01 R Foot" ATTACH ) *eventPFX (60 "Icegolem_Glitter" "BIP01" ATTACH ) *eventPFX (70 "Icegolem_Glitter" "BIP01 R ForeArm" ATTACH ) } // ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 1 11) ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 12 31) { *eventSFX (12 "GOL_StepBoom" ) *eventPFX (12 1 "GolemDust" "BIP01 L Foot" ATTACH ) *eventSFX (22 "GOL_StepBoom" ) *eventPFX (22 2 "GolemDust" "BIP01 R Foot" ATTACH ) *eventPFX (25 "Icegolem_Glitter" "BIP01 L UpperArm" ATTACH ) *eventPFX (27 "Icegolem_Glitter" "BIP01 R UpperArm" ATTACH ) } // ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Golem_Run_M01.asc" F 32 38) ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Gol_JumpB_M01.asc" F 3 27) { *eventSFX (8 "GOL_StepBoom" ) *eventPFX (8 1 "GolemDust" "BIP01 L Foot" ATTACH ) *eventSFX (17 "GOL_StepBoom" ) *eventPFX (17 2 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (26 "GOL_StepBoom" ) *eventPFX (26 3 "GolemDust" "BIP01 L Foot" ATTACH ) } // Turning ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "golem_walkTurnL_A01.asc" R 1 24) { //*eventSFX (5 "GOL_StepBoom_Turn" ) //*eventSFX (18 "GOL_StepBoom_Turn" EMPTY_SLOT ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "golem_walkTurnR_A01.asc" F 1 24) { //*eventSFX (5 "GOL_StepBoom_Turn" ) //*eventSFX (18 "GOL_StepBoom_Turn" EMPTY_SLOT ) } // WALK aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "s_FistRun" F) // ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 1 9) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 10 49) { *eventSFX (22 "GOL_StepBoom" ) *eventPFX (22 1 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (42 "GOL_StepBoom" ) *eventPFX (42 2 "GolemDust" "Bip01 L Foot" ATTACH ) } // ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "golem_walk_03d.asc" F 50 64) // Walk Backwards Movement aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) // Turning aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F) // Strafing ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.2 M. "Gol_StrafeL_M02.asc" F 1 20) { *eventSFX (10 "GOL_StepBoom" ) *eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (19 "GOL_StepBoom" ) *eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.2 M. "Gol_StrafeR_M02.asc" F 1 20) { *eventSFX (10 "GOL_StepBoom" ) *eventPFX (10 2 "GolemDust" "BIP01 L Foot" ATTACH ) *eventSFX (19 "GOL_StepBoom" ) *eventPFX (19 2 "GolemDust" "BIP01 R Foot" ATTACH ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) ////////////////////////// // MAGIC MOVEMENT (Für Icegolem) ////////////////////////// // Mag-RUN aniAlias ("s_MagRun" 1 "s_MagRun" 0.0 0.0 M. "s_FistRun" F) // aniAlias ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F) aniAlias ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "s_FistRunL" F) // aniAlias ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "t_FistRunL_2_FistRun" F) aniBlend ("t_MagRunR_2_MagRun" "s_MagRun") aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F) // Mag-WALK aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.0 0.0 M "s_FistRun" F) // aniAlias ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F) aniAlias ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "s_FistWalkL" F) // aniAlias ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F) aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk") // Mag-Walk Backwards Movement aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.1 0.1) aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.1 0.1) aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.1 0.1) // Turning aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R) aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F) aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F) // Strafing aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) // MagRUN <-> MagWALK aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1) aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1) aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.1 0.1) aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.1 0.1) ///////////////////////// // DIE ////////////////////////// aniAlias ("t_Dead" 1 "s_Dead" 0.0 0.0 M. "t_DeadB" F) aniAlias ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" F) ani ("t_DeadB" 1 "s_DeadB" 0.4 0.0 M. "Gol_Dead2_M02.ASC" F 1 74) { *eventPFX (4 1 "GolemDust" "BIP01 R HAND") *eventSFX (1 "GOL_Falldown" EMPTY_SLOT ) *eventPFX (17 2 "GolemDust" "BIP01 R HAND") *eventPFX (45 6 "GolemDust" "BIP01 SPINE1") *eventPFX (58 8 "GolemDust" "BIP01 SPINE") *eventPFX (65 "Icegolem_Deadsmoke" "BIP01" ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Dead2_M02.asc" F 75 75) ///////////////////////// // ATTACK ////////////////////////// // ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 1 49) // { // *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") // *eventTag (0 "DEF_OPT_FRAME" "27") // *eventTag (0 "DEF_HIT_END" "49") // *eventTag (0 "DEF_WINDOW" "27 49") // *eventTag (0 "DEF_DIR" "O") // *eventSFX (1 "IGO_Attack" EMPTY_SLOT ) // } // ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Golem_AttackMove_A02.asc" F 1 31) ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 1 30) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" ) *eventTag (0 "DEF_OPT_FRAME" "13" ) *eventTag (0 "DEF_HIT_END" "30" ) *eventTag (0 "DEF_WINDOW" "13 30" ) // *eventTag (0 "DEF_DIR" "O" ) *eventSFX (1 "GOL_ATTACK" EMPTY_SLOT ) } ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Golem_AttackMove_A02.asc" F 1 20) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" ) *eventTag (0 "DEF_OPT_FRAME" "12" ) *eventSFX (12 "GOL_STEPBOOM" EMPTY_SLOT ) } ///////////////////////// // SCRIPT ////////////////////////// // Drohen ani ("t_Warn" 1 "" 0.1 0.1 M. "golem_drohen_a04.asc" F 1 34 FPS:12.5) { *eventSFX (1 "GOL_WARN" EMPTY_SLOT ) *eventSFX (15 "GOL_StepBoom" EMPTY_SLOT ) } } }