//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // 21.09.00 Alex: die meisten SFX entfernt. die Viecher waren gesprächiger als die meisten Knackis! //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Meatbug") { meshAndTree ("Mbg_Body.asc" DONT_USE_MESH) registerMesh ("Mbg_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //----------------------------------------------------------------------------------------------------------------------- ////////////////////////// // MOVEMENT ////////////////////////// // Ambient aniAlias ("s_Run" 1 "s_Run" 0.0 0.0 MI "s_FistRun" F) aniBlend ("t_Run_2_RunL" "s_RunL" 0.1 0.1) // Loop aniAlias ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "s_FistRunL" F) aniBlend ("t_RunL_2_Run" "s_Run" 0.0 0.1) aniBlend ("t_RunR_2_Run" "s_Run" 0.0 0.1) // Backward "Jump" aniAlias ("t_JumpB" 1 "s_Run" 0.1 0.0 M. "t_FistJumpB" R) // Fist-WALK aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 M. "s_FistRun" F) aniBlend ("t_Walk_2_WalkL" "s_WalkL" 0.1 0.1) // Loop aniAlias ("s_WalkL" 1 "s_WalkL" 0.0 0.0 M. "s_FistRunL" F) aniBlend ("t_WalkL_2_Walk" "s_Walk" 0.0 0.1) aniBlend ("t_WalkR_2_Walk" "s_Walk" 0.0 0.1) // Fist-Walk Backwards Movement aniBlend ("t_Walk_2_WalkBL" "s_WalkBL" 0.0 0.0) // Loop aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_FistRunL" R) aniBlend ("t_WalkBL_2_Walk" "s_Walk" 0.0 0.1) aniBlend ("t_WalkBR_2_Walk" "s_Walk" 0.1 0.1) ///////////////////// // TURNING ///////////////////// aniAlias ("t_RunTurnL" 20 "t_RunTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_RunTurnR" 20 "t_RunTurnR" 0.0 0.0 M. "t_FistRunTurnL" R) aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.0 0.0 M. "t_FistRunTurnL" R) ////////////////////////// // FIST MOVEMENT ////////////////////////// // Ambient ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "Mbg_Amb_M01.asc" F 0 -1) { *eventSFX (0 "MEA_AMBIENT" EMPTY_SLOT ) } aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.1 0.1) // Loop ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Mbg_Run_M02.asc" F 1 19) { *eventSFX (1 "MEA_AMBIENT" EMPTY_SLOT ) } aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.0 0.1) aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.1) // Backward "Jump" ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.0 M. "Mbg_Run_M02.asc" R 1 19) // Fist-WALK aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "s_FistRun" F) aniBlend ("t_FistWalk_2_FistWalkL" "s_FistWalkL" 0.1 0.1) // Loop aniAlias ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "s_FistRunL" F) aniBlend ("t_FistWalkL_2_FistWalk" "s_FistWalk" 0.0 0.1) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.0 0.1) // Fist-Walk Backwards Movement aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.0 0.0) // Loop aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistRunL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.0 0.1) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1) ///////////////////// // FIST TURNING ///////////////////// ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.0 0.0 M. "Mbg_Turn_M01.asc" F 1 13) aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.0 0.0 M. "t_FistRunTurnL" R) 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_FistRunTurnL" R) ////////////////// // Transitions Movement Modes ////////////////// aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1) // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // STUMBLE /////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Vorwärts Stolpern aniAlias ("t_Stumble" 1 "" 0.1 0.1 M. "t_FistJumpB" F) // ----------------------------------------------------------------------------------------------------------------------------- // Rückwärts Stolpern aniAlias ("t_StumbleB" 1 "" 0.1 0.1 M. "t_FistJumpB" R) ///////////////// // FALLDN ///////////////// ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Mbg_Fall_M01.asc" F 3 3) ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Mbg_Fall_M01.asc" R 0 3) // 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) ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Mbg_Fall_M01.asc" F 3 3) aniBlend ("t_Fall_2_Fallen" "s_Fallen" 0.0 0.0) ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Mbg_Fall_M01.asc" F 0 0) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.1 M. "Mbg_Fall_M01.asc" F 1 3) ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Mbg_Fall_M01.asc" F 3 3) aniBlend ("t_FallB_2_FallenB" "s_FallenB" 0.0 0.0) ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Mbg_Fall_M01.asc" F 0 0) ani ("t_FallenB_2_Stand" 1 "" 0.0 0.1 M. "Mbg_Fall_M01.asc" F 1 3) ////////////////////////// // SWIM - DIVE ////////////////////////// // Transitions won FistWalk (im Wasser) zum Schwimmen aniBlend ("t_FistWalkBL_2_SwimB" "s_SwimB") aniBlend ("t_SwimB_2_FistWalkBL" "s_FistWalkBL") aniBlend ("t_FistWalkL_2_SwimF" "s_SwimF") aniBlend ("t_SwimF_2_FistWalkL" "s_FistWalkL") // SWIM aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.1 0.1) ani ("s_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Mbg_Drown_M01.asc" F 0 24 FPS:10) aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.1 0.1) ani ("s_Swim" 1 "s_Swim" 0.1 0.1 M. "Mbg_Swim_M01.asc" F 0 -1 FPS:10) aniBlend ("t_Swim_2_SwimB" "s_SwimB" 0.1 0.1) aniAlias ("s_SwimB" 1 "s_Swim" 0.1 0.1 M. "s_SwimF" R) aniBlend ("t_SwimB_2_Swim" "s_Swim" 0.1 0.1) // DIVE aniBlend ("t_FallDn_2_Dive" "s_Dive") ani ("t_Swim_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Mbg_Drown_M01.asc" F 25 34 FPS:10) aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "t_swim_2_dive" F) ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Mbg_Drown_M01.asc" F 35 35) aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1) aniAlias ("s_DiveF" 1 "s_DiveF" 0.1 0.1 MF "s_Dive" F) aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.1 0.1) // DROWN ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Mbg_Drown_M01.asc" F 36 74 FPS:10) ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 MF "Mbg_Drown_M01.asc" F 75 75 FPS:10) ////////////////////////// // DIE ////////////////////////// ani ("t_Dead" 1 "s_Dead" 0.0 0.0 M. "Mbg_Dead_A02.asc" F 0 14) { // *eventSFX (1 "MEA_Squeak" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Mbg_Dead_A02.asc" F 15 15) aniAlias ("t_DeadB" 1 "s_DeadB" 0.0 0.0 M. "t_Dead" F) aniAlias ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "s_Dead" F) // whirl Around ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Mbg_Turn_M01.asc" F 1 13) aniAlias ("t_surprise_CWW" 1 "s_surprise" 0.0 0.0 M. "t_FistRunTurnL" R) aniAlias ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "s_FistRun" F) ////////////////////////// // Kampf FIST / 1h ////////////////////////// // Attacks // ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "Mbg_Attack_M01.asc" F 34 47) // { // *eventSFX (35 "MEA_Attack" EMPTY_SLOT ) // *eventPFX (38 1 "Acid" "BIP01 R HAND" ATTACH) // *eventPFXStop (47 1) // *eventTag (0 "DEF_OPT_FRAME" "6") // *eventTag (0 "DEF_HIT_END" "13") // *eventTag (0 "DEF_WINDOW" "6 13") // *eventTag (0 "DEF_DIR" "O") // } /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ... // aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_FistRun" F) // Lightning, Chainlightning, Thunderbolt, Thunderball aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistRun" F) aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistRun" F) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Mbg_Run_M02.asc" R 2 4) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Mbg_Run_M02.asc" R 1 1) // IceCube, IceWave ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Mbg_Run_M02.asc" R 2 4) ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Mbg_Run_M02.asc" R 1 1) // kein Sleep Victim }