//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Keine JumpUps //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Swampshark") { meshAndTree ("Swa_Body.asc" DONT_USE_MESH) registerMesh ("Swa_Body.ASC") aniEnum { modelTag ("DEF_HIT_LIMB" "BIP01 HEAD") // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-Run ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.1 M. "Swa_RunAmbient_A01.asc" F 35 69) { *eventSFX (36 "SWA_AMBIENT" EMPTY_SLOT ) } aniBlend ("t_FistWalk_2_FistWalkL" "s_FistWalkL" 0.2 0.2) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Swa_Run_Jue01.asc" F 35 54 FPS:15) { *eventSFX (35 "SWA_SLIDE" EMPTY_SLOT ) *eventSFX (40 "SWA_AMBIENT" EMPTY_SLOT ) } aniBlend ("t_FistWalkL_2_FistWalk" "s_FistWalkL" 0.2 0.2) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "s_FistRunL" R) // Fist-Walk ani ("s_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Swa_Walk_Ambient_Jue01.asc" F 0 -1 FPS:5) aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL") ani ("s_FistRunL" 1 "s_FistRunL" 0.2 0.2 M. "Swa_Walk_V01.asc" F 11 36) { *eventSFX (12 "SWA_SLIDE" EMPTY_SLOT ) *eventSFX (15 "SWA_AMBIENT" EMPTY_SLOT ) *eventSFX (25 "SWA_SLIDE" EMPTY_SLOT ) } aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.2 0.2) aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2) // Fist-Walk Backwards Movement aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk") aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk") ///////////////////// // FIST TURNING ///////////////////// ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Swa_Turn_L_Jue01.asc" F 0 24) ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Swa_Turn_R_Jue00.asc" F 0 24) ani ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "Swa_RunTurnL_A01.asc" F 0 24) ani ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "Swa_RunTurnR_A01.asc" F 0 24) ///////////////////// // FIST STRAFING ///////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // FISTRUN ani ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "Swa_RunStrafeL_A01.asc" F 1 24) { *eventSFX (2 "SWA_SLIDE" EMPTY_SLOT ) } aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" R) // ------------------------------------------------------------------------------------------------------------------------------------- // FISTWALK ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Swa_WalkStrafeL_Jue01.asc" F 1 19) { *eventSFX (2 "SWA_SLIDE" EMPTY_SLOT ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Swa_WalkStrafeR_Jue02.ASC" F 1 19) { *eventSFX (2 "SWA_SLIDE" EMPTY_SLOT ) } /////////////////// // TRANSITIONS /////////////////// // Movement-Modes ani ("t_FistWalk_2_FistRun" 1 "s_FistRun" 0.2 0.2 M. "Swa_RunAmbient_A01.asc" R 11 34) aniAlias ("t_FistRun_2_FistWalk" 1 "s_FistWalk" 0.2 0.2 M. "t_FistWalk_2_FistRun" F) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.3 0.3) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.3 0.3) ///////////////// // FALL / SLIDE ///////////////// ani ("t_Stumble" 1 "s_FistRun" 0.1 0.1 M. "Swa_Stumble.asc" R 0 20) { *eventSFX (10 "SWA_HURT" EMPTY_SLOT ) } aniAlias ("t_StumbleB" 1 "s_FistRun" 0.1 0.1 M. "t_Stumble" F) ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Swa_FallDn_M01.asc" F 0 0) ani ("t_FallDn_2_Stand" 1 "" 0.0 0.0 M. "Swa_FallDn_M01.asc" F 1 54) { *eventSFX (5 "M_FALL_HUGE" EMPTY_SLOT ) } // wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.2 0.2 M. "Swa_FallDn_M01.asc" F 1 4) aniAlias ("t_FallDn_2_FallB" 1 "s_FallB" 0.2 0.2 M. "t_FallDn_2_Fall" F) // Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft. // Bei s_Fallen + s_FallenB liegt der Spieler flach. Soll solange liegen bleiben bis eine CURSORTASTE gedrückt wird ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Swa_FallDn_M01.asc" F 5 5) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Swa_FallDn_M01.asc" F 6 24) { *eventSFX (10 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Swa_FallDn_M01.asc" F 25 25) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Swa_FallDn_M01.asc" F 26 54) aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_Fall" F) aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "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 - DIVE ////////////////////////// aniBlend ("t_Walk_2_WalkWL" "s_WalkWL" 0.1 0.1) aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistRunL" F) aniBlend ("t_WalkWL_2_Walk" "s_FistWalk" 0.1 0.1) ////////////////////////// // LOOK Autoaiming ////////////////////////// // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Swa_look.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Swa_look.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Swa_look.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Swa_look.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Swa_look.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Swa_look.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Swa_look.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Swa_look.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Swa_look.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. "Swa_Surprise_L_Jue00.asc" F 1 19) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Swa_Surprise_R_Jue00.asc" F 1 19) ani ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "Swa_Surprise_L_Jue00.asc" F 20 20) ////////////////////////// // DIE ////////////////////////// ani ("t_Dead" 1 "s_Dead" 0.5 0.0 M. "Swa_FallDn_M01.asc" F 4 24) { *eventSFX (5 "SWA_DIEB" EMPTY_SLOT ) *eventSFX (10 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Swa_FallDn_M01.asc" F 25 25) ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Swa_DeadB_Jue00_fr200.ASC" F 1 199 FPS:10) { *eventSFX (2 "SWA_DIEB" EMPTY_SLOT ) *eventSFX (25 "SWA_DIE" EMPTY_SLOT ) *eventSFX (115 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Swa_DeadB_Jue00_fr200.ASC" F 200 200) ////////////////////////// // Kampf FIST ////////////////////////// // Attacks ani ("s_FistAttack" 1 "" 0.1 0.1 M. "Swa_Attack_A01.asc" F 0 50) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD") *eventTag (0 "DEF_OPT_FRAME" "25") *eventTag (0 "DEF_HIT_END" "50") *eventTag (0 "DEF_WINDOW" "25 50") // *eventTag (0 "DEF_DIR" "O") *eventSFX (5 "SWA_ATTACK" EMPTY_SLOT ) } // ani ("s_FistSpecialAttack" 1 "" 0.0 0.0 M. "Swa_SAttack_M01.asc" F 41 94) // { // *eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD") // *eventTag (0 "DEF_OPT_FRAME" "85") // *eventSFX (42 "SWA_Attack" EMPTY_SLOT ) // } aniAlias ("t_FistParadeJumpB" 1 "s_FistRun" 0.1 0.1 M. "t_Stumble" F) aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_Stumble" F) // --------------------------------------------------------------------------------------------------------------------------------- // Angriff aus der Bewegung heraus (Angriff mit dem Schwanz, und nicht mit dem Kopf) aniAlias ("t_FistAttackMove" 2 "" 0.2 0.2 M. "s_FistAttack" F) ///////////////////////////// // Script Anis ///////////////////////////// // Wittern ani ("t_Perception" 2 "" 0.3 0.3 M. "Swa_Perception_Jue00.asc" F 1 99 FPS:10) // Drohen ani ("t_Warn" 1 "" 0.3 0.3 M. "Swa_Warn_Jue00.asc" F 1 42 FPS:10) { *eventSFX (18 "SWA_WARN_A1" EMPTY_SLOT ) *eventSFX (25 "SWA_WARN" EMPTY_SLOT ) } /////////////////////// // 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. "Swa_VicLightning_M01.asc" F 0 5) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.2 0.2 M. "Swa_VicLightning_M01.asc" F 5 60) // Whirlwind ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Swa_VicLightning_M01.asc" F 0 5) ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.2 0.2 M. "Swa_VicLightning_M01.asc" F 5 60) // IceCube, IceWave // Sumpfhai ist Immun // kein Sleep Victim } aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)