//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // HUMAN OVERLAY 2h-SCHWERTKAMPF TALENT 2 //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("HuS") { meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // 2h - WEAPON READY ani ("t_Run_2_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 1 4) ani ("s_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 5 5) ani ("t_2h_2_2hRun" 1 "s_2hRun" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 6 20) { *eventTag (6 "DEF_FIGHTMODE" "2h") *eventTag (6 "DEF_DRAWSOUND") } ani ("t_2hRun_2_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" R 6 20) { *eventTag (6 "DEF_FIGHTMODE" "") *eventTag (6 "DEF_UNDRAWSOUND") } aniAlias ("t_2h_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_2h" R) /////////////////////// // 2h MOVEMENT /////////////////////// // 2h-RUN ani ("s_2hRun" 1 "s_2hRun" 0.1 0.1 MI "Hum_2hAmbientT2.asc" F 0 49 FPS:10) ani ("t_2hRun_2_2hRunL" 1 "s_2hRunL" 0.1 0.0 M. "Hum_2hRunT2.asc" F 1 11) ani ("s_2hRunL" 1 "s_2hRunL" 0.0 0.0 M. "Hum_2hRunT2.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_2hRunL_2_2hRun" 1 "s_2hRun" 0.0 0.1 M. "Hum_2hRunT2.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_2hRunR_2_2hRun" "s_2hRun" 0.2 0.2) // 2h-Run Backwards Movement // 2h-WALK aniAlias ("s_2hWalk" 1 "s_2hWalk" 0.1 0.1 MI "s_2hRun" F) ani ("t_2hWalk_2_2hWalkL" 1 "s_2hWalkL" 0.1 0.0 M. "Hum_2hWalkT2.asc" F 1 18) { *eventSFXGrnd (15 "Run") } ani ("s_2hWalkL" 1 "s_2hWalkL" 0.0 0.0 M. "Hum_2hWalkT2.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_2hWalkL_2_2hWalk" 1 "s_2hWalk" 0.0 0.1 M. "Hum_2hWalkT2.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_2hWalkR_2_2hWalk" "s_2hWalk" 0.2 0.2) // 2h-Walk Backwards Movement aniAlias ("t_2hWalk_2_2hWalkBL" 1 "s_2hWalkBL" 0.1 0.0 M. "t_2hWalkL_2_2hWalk" R) aniAlias ("s_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "s_2hWalkL" R) aniAlias ("t_2hWalkBL_2_2hWalk" 1 "s_2hWalk" 0.0 0.1 M. "t_2hWalk_2_2hWalkL" R) aniBlend ("t_2hWalkBR_2_2hWalk" "s_2hWalk" 0.2 0.2) { *eventSFXGrnd (22 "Run") } /////////////////////// // 2h TURNING /////////////////////// ani ("t_2hRunTurnL" 20 "t_2hRunTurnL" 0.1 0.2 M. "Hum_2hTurnT2.asc" F 0 24) { *eventSFXGrnd (5 "Turn") *eventSFXGrnd (13 "Turn") *eventSFXGrnd (19 "Turn") } aniAlias ("t_2hRunTurnR" 20 "t_2hRunTurnR" 0.1 0.2 M. "t_2hRunTurnL" R) aniAlias ("t_2hWalkTurnL" 20 "t_2hWalkTurnL" 0.1 0.2 M. "t_2hRunTurnL" F) aniAlias ("t_2hWalkTurnR" 20 "t_2hWalkTurnR" 0.1 0.2 M. "t_2hRunTurnL" R) /////////////////////// // 2h STRAFING /////////////////////// ani ("t_2hRunStrafeL" 1 "t_2hRunStrafeL" 0.1 0.1 M. "Hum_2hStrafeLT2_M02.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_2hRunStrafeR" 1 "t_2hRunStrafeR" 0.1 0.1 M. "Hum_2hStrafeRT2_M02.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_2hWalkStrafeL" 1 "t_2hWalkStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F) aniAlias ("t_2hWalkStrafeR" 1 "t_2hWalkStrafeR" 0.1 0.1 M. "t_2hRunStrafeR" F) /////////////////////// // 2h TRANSITIONS /////////////////////// // Movement-Modes aniBlend ("t_2hRun_2_2hWalk" "s_2hWalk" 0.0 0.2) aniBlend ("t_2hWalk_2_2hRun" "s_2hRun" 0.0 0.2) ani ("t_2hRun_2_2hSneak" 1 "s_2hSneak" 0.1 0.1 M. "Hum_2hRunT2Sneak.asc" F 1 9) aniAlias ("t_2hSneak_2_2hRun" 1 "s_2hRun" 0.1 0.1 M. "t_2hRun_2_2hSneak" R) aniBlend ("t_2hRunL_2_2hWalkL" "s_2hWalkL" 0.2 0.2) aniBlend ("t_2hWalkL_2_2hRunL" "s_2hRunL" 0.2 0.2) aniBlend ("t_2hSneakL_2_2hRunL" "s_2hRunL" 0.2 0.2) aniBlend ("t_2hRunL_2_2hSneakL" "s_2hSneakL" 0.2 0.2) /////////////////////// // 2H FIGHTING /////////////////////// // Kampf Talent1 // Attacks ani ("s_2hAttack" 1 "s_2hAttack" 0.0 0.2 M. "Hum_2hAttackComboT2_M03.asc" F 1 116) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "6 46 86") *eventTag (0 "DEF_HIT_END" "35 75 100") // *eventTag (0 "DEF_WINDOW" "16 41 56 81 96 115") org *eventTag (0 "DEF_WINDOW" "16 40 56 80 96 100") *eventSFX (6 "Whoosh" EMPTY_SLOT ) *eventSFX (86 "BACK" EMPTY_SLOT ) } // Drehschläge L/R ani ("t_2hAttackL" 1 "" 0.0 0.2 M. "Hum_2hAttackT2_M03.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "5") *eventTag (0 "DEF_HIT_END" "29") *eventTag (0 "DEF_WINDOW" "14 29") *eventSFX (5 "Whoosh" EMPTY_SLOT ) } ani ("t_2hAttackR" 1 "" 0.0 0.2 M. "Hum_2hAttackT2_M03.asc" F 31 60) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "5") *eventTag (0 "DEF_HIT_END" "29") *eventTag (0 "DEF_WINDOW" "14 29") *eventSFX (32 "Whoosh" EMPTY_SLOT ) } // Parade ani ("t_2hParade_0" 1 "" 0.1 0.0 M. "Hum_2hParadeT1_A01.asc" F 1 15) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } ani ("t_2hParade_0_A2" 1 "" 0.1 0.0 M. "Hum_2hParadeT1_A01.asc" F 16 30) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (18 "D_PARADE" EMPTY_SLOT ) } ani ("t_2hParade_0_A3" 1 "" 0.1 0.0 M. "Hum_2hParadeT1_A01.asc" F 31 45) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (33 "D_PARADE" EMPTY_SLOT ) } // ani ("t_2hParade_U" 1 "" 0.0 0.0 M. "Hum_2hParadeT2.asc" F 1 29) // ani ("t_2hParade_L" 1 "" 0.0 0.0 M. "Hum_2hParadeT2.asc" F 1 29) // ani ("t_2hParade_R" 1 "" 0.0 0.0 M. "Hum_2hParadeT2.asc" F 1 29) ani ("t_2hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_2hParadeJumpT1_A01.asc" F 1 24) { *eventTag (0 "DEF_WINDOW" "1 20") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } ////////////////////// // RANDOM ANIS ////////////////////// // ani ("t_2hRandom_01" 2 "" 0.1 0.1 M. "Hum_2hRandomT2.asc" F 1 49) // ani ("t_2hRandom_02" 2 "" 0.1 0.1 M. "Hum_2hRandomT2.asc" F 51 99) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ } }