//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Scavenger") { meshAndTree ("Sca_Body.asc" DONT_USE_MESH) registerMesh ("Sca_Body.ASC") RegisterMesh ("Sc2_Body.ASC") aniEnum { modelTag ("DEF_HIT_LIMB" "BIP01 PONYTAIL1") ////////////////////////// // BEWEGUNGEN ////////////////////////// ////////////////// // RUN ////////////////// // Ambient ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sca_Ambient_KS_01.asc" F 0 30) { *eventSFX (2 "GSC_AMBIENT_SHORT" EMPTY_SLOT ) } // Start Running ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.1 0.0 M. "Sca_Run_KS_01.asc" F 1 8) // Cycle ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sca_Run_KS_01.asc" F 9 34) { *eventSFX (10 "GSC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (20 "Run" ) *eventSFXGrnd (33 "Run" ) } // End Running ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Sca_Run_KS_01.asc" F 35 64 ) { *eventSFXGrnd (36 "Run" ) *eventSFXGrnd (48 "Sneak" ) } ani ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sca_Run_KS_01.asc" F 47 64 ) { *eventSFXGrnd (48 "Run" ) } // Backwards ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "sca_jumpB_hor_01.asc" F 0 18 FPS:25) { *eventSFXGrnd (10 "Run" ) *eventSFXGrnd (15 "Sneak" ) //*eventTag (0 "DEF_PAR_FRAME" "1 23") // Parade Frames } // Turning ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "Sca_Turn_Jue00.ASC" F 0 24) { *eventSFXGrnd (6 "Turn" ) *eventSFXGrnd (18 "Turn" ) } ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "Sca_Turn_Jue00.ASC" F 25 49) { *eventSFXGrnd (30 "Turn" ) *eventSFXGrnd (42 "Turn" ) } ////////////////// // WALK ////////////////// // Ambient aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F) // Start Walking ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Sca_Walk_KS_01.asc" F 1 12) // Walk-Cycle ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sca_Walk_KS_01.asc" F 13 65 FPS:15) { *eventSFXGrnd (19 "Run" ) *eventSFXGrnd (46 "Run" ) } // End Walking ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Sca_Walk_KS_01.asc" F 66 108 FPS:15) { *eventSFXGrnd (76 "Run" ) *eventSFXGrnd (96 "Sneak" ) } aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Backward Walk aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.2 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" 0.2 0.2 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Turning aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "t_FistRunTurnL" ) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "t_FistRunTurnR" ) ///////////////// // TRANSITIONS MOVEMENT MODES ///////////////// // Walk <-> Run aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk") aniBlend ("t_FistWalk_2_FistRun" "s_FistRun") aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1) ani ("t_FistRunL_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Sca_RunToWalk_KS_01.asc" F 1 24) { *eventSFXGrnd (10 "Run" ) *eventSFXGrnd (17 "Sneak" ) } ///////////////// // JUMP / STRAFING ////////////////// // Jump ani ("t_Stand_2_Jump" 1 "s_Jump" 0.1 0.0 M. "Sca_JumpForward_KS_01.asc" F 1 20) ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Sca_JumpForward_KS_01.asc" F 21 21) ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Sca_JumpForward_KS_01.asc" F 22 35) { *eventSFXGrnd (23 "Run" ) *eventSFXGrnd (26 "Sneak" ) } ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.2 0.1 M. "Sca_RunToJump_KS_01.asc" F 9 23) aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.2 0.0 M. "t_FistRunL_2_Jump" F) aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2) // JumpUpLow ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Sca_JumpUpLow_M01.asc" F 1 8) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Sca_JumpUpLow_M01.asc" F 8 12) ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Sca_JumpUpLow_M01.asc" F 12 30) { *eventSFXGrnd (14 "Run" ) *eventSFXGrnd (16 "Sneak" ) } // Strafing ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.1 M. "sca_strafel_hor.ASC" F 0 19) { *eventSFX (1 "GSC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (14 "Turn" ) // *eventSFXGrnd (16 "Turn" ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.1 M. "sca_strafer_hor.ASC" F 0 19) { *eventSFX (1 "GSC_AMBIENT_SHORT" EMPTY_SLOT ) *eventSFXGrnd (14 "Turn" ) // *eventSFXGrnd (16 "Turn" ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.1 M. "t_FistRunStrafeR" F) aniAlias ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.0 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.0 0.1 M. "t_FistRunStrafeR" F) ////////////////////////// // FALL ////////////////////////// // FallDn aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2) ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Sca_FallDn_M01.asc" F 7 7) // Landen und stehenbleiben ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Sca_FallDn_M01.asc" F 8 29) { *eventSFXGrnd (9 "Run" ) *eventSFX (15 "M_FALL_SMALL" EMPTY_SLOT ) } // wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.5 0.5) aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.5 0.5) // 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 "Sca_Fallen_M01.asc" F 0 0) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Sca_Fallen_M01.asc" F 1 29) { *eventSFX (7 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Sca_Fallen_M01.asc" F 30 30) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Sca_Fallen_M01.asc" F 31 46) 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) ////////////////////////// // UMSEHEN / ZEIGEN ////////////////////////// // LOOK Autoaiming // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Sca_Look_KS_01.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" 0.2 0.2 M. "Sca_Whirl.asc" F 1 14) { } // WhirlAround CW aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" R) aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ////////////////////////// // STUMBLE / SLIDE / FALL ////////////////////////// // Stumble ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Sca_StumbleB_KS01.asc" F 1 11) { *eventSFX (1 "GSC_HURT" EMPTY_SLOT ) *eventSFXGrnd (8 "Run" ) *eventSFXGrnd (10 "Sneak" ) } ani ("t_Stumble" 1 "" 0.1 0.1 M. "Sca_Stumbleforeward_KS_01.asc" F 0 15) { *eventSFX (1 "GSC_HURT" EMPTY_SLOT ) *eventSFXGrnd (9 "Run" ) *eventSFXGrnd (11 "Sneak" ) } ////////////////////////// // SWIM - DIVE - WWALK ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // WALKWATER // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F) // ----------------------------------------------------------------------------------------------------------------------------- // Loop aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F) // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient 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) // --------------------------------------------------------------------------------------------------------------------------------- // Backward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R) // ----------------------------------------------------------------------------------------------------------------------------- // Loop aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R) // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient 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) // ------------------------------------------------------------------------------------------------------------------------------------- // SWIM // ----------------------------------------------------------------------------------------------------------------------------- // Ambient ani ("s_Swim" 1 "s_Swim" 0.0 0.0 M. "Sca_SwimAmbient_A01.asc" F 1 39 FPS:10) // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop aniBlend ("t_Swim_2_SwimF" "s_SwimF") // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Sca_Swim_Jue01.asc" F 6 23) // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient aniBlend ("t_SwimF_2_Swim" "s_Swim") // --------------------------------------------------------------------------------------------------------------------------------- // Backward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop aniBlend ("t_Swim_2_SwimB" "s_SwimB") // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_SwimB" 1 "s_SwimB" 0.0 0.0 M. "Sca_Swim_Jue01.asc" R 6 23) // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient aniBlend ("t_SwimB_2_Swim" "s_Swim") /////////////////////////////////// // TRANSITIONS WATER MOVE MODES /////////////////////////////////// aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F) ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Sca_Walk2Swim_M01.asc" F 1 4) ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "Sca_Walk2Swim_M01.asc" F 6 9) ////////////////////////// // DIVE ////////////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Ambient ani ("s_Dive" 1 "s_Dive" 0.0 0.0 MF "Sca_DiveAmbient_KS_01.asc" F 0 39 FPS:10) // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop aniBlend ("t_Dive_2_DiveF" "s_DiveF" ) // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_DiveF" 1 "s_DiveF" 0.0 0.1 MF "Sca_Dive_A01.asc" F 1 39) // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient aniBlend ("t_DiveF_2_Dive" "s_Dive" ) ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.0 0.0 M. "Sca_Drown_M01.asc" F 1 29) ani ("t_Swim_2_Dive" 1 "s_Dive" 0.0 0.0 M. "Sca_SwimToDiveToSwim_KS_01.asc" F 1 19) aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "t_Swim_2_Dive" F) /////////////////// // TURNING /////////////////// // WALKWATER aniAlias ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.0 0.0 M. "t_FistRunTurnR" F) // SWIM ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Sca_SwimTurn_L_Jue00_fr24.ASC" F 1 23) ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Sca_SwimTurn_R_Jue00_fr24.ASC" F 1 23) // DIVE ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Sca_DiveTurnL_A01.asc" F 1 24) ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Sca_DiveTurnR_A01.asc" F 1 24) ////////////////////////// // DIE / DIE_B / DROWN ////////////////////////// // --------------------------------------------------------------------------------------------------------------------------------- // DEAD ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Sca_dieback_KS_01.asc" F 1 39) { *eventSFX (1 "GSC_DIE" EMPTY_SLOT ) *eventPFX (5 1 "BFX_Scavenger_Dead" "BIP01" ATTACH ) *eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Sca_dieback_KS_01.asc" F 40 40) // --------------------------------------------------------------------------------------------------------------------------------- // DEADB ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Sca_DeadB_M03.asc" F 1 32) { *eventSFX (1 "GSC_DIE" EMPTY_SLOT ) *eventPFX (5 1 "BFX_Scavenger_Dead" "BIP01" ATTACH ) *eventSFX (23 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Sca_DeadB_M03.asc" F 33 33) // --------------------------------------------------------------------------------------------------------------------------------- // DROWN ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sca_Drown_KS_01.asc" F 1 59) ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sca_Drown_KS_01.asc" F 60 60) ////////////////////////// // Kampf / Zuschnappen ////////////////////////// ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Sca_Attack_M01.asc" F 1 19) { *eventTag (0 "DEF_HIT_LIMB" "Bip01 PONYTAIL1") *eventTag (0 "DEF_OPT_FRAME" "12") *eventTag (0 "DEF_HIT_END" "19") *eventTag (0 "DEF_WINDOW" "12 19") // *eventTag (0 "DEF_DIR" "O") *eventSFX (2 "GSC_ATTACK" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Sca_AttackMove_M01.asc" F 1 23) { *eventTag (0 "DEF_HIT_LIMB" "Bip01 PONYTAIL1") *eventTag (0 "DEF_OPT_FRAME" "15") *eventSFX (2 "GSC_ATTACK" EMPTY_SLOT ) } // Paraden aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F) aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F) // aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F) // aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_FistJumpB" F) // aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F) ////////////////////////// // SCRIPT / RANDOM ////////////////////////// ani ("t_Perception" 2 "" 0.0 0.0 M. "Sca_Perception_M01.asc" F 1 74 FPS:15) { *eventSFX (5 "GSC_SHAKEHEAD" EMPTY_SLOT ) *eventSFXGrnd (18 "Sneak" ) *eventSFXGrnd (73 "Sneak" ) } ani ("t_Warn" 2 "" 0.1 0.1 M. "Sca_Warn_M01.asc" F 0 50 FPS:15) { *eventSFX (1 "GSC_WARN" EMPTY_SLOT ) } //--------------------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 1 39 FPS:15) ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 40 76 FPS:5) ani ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 77 109 FPS:15) //--------------------------------------------------------------------------------------------------------------------------------- ani ("t_Stand_2_Eat" 1 "s_Eat" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 1 44 FPS:15) ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 45 144 FPS:15) { *eventSFX (67 "CS_IHL_ST_SA" EMPTY_SLOT ) *eventSFX (76 "CS_IHL_ST_SA" EMPTY_SLOT ) *eventSFX (88 "CS_IHL_ST_SA" EMPTY_SLOT ) *eventSFX (97 "GSC_SLURPDOWN" EMPTY_SLOT ) } ani ("t_Eat_2_Stand" 1 "" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 145 158 FPS:15) //--------------------------------------------------------------------------------------------------------------------------------- ani ("r_lookcurious" 2 "" 0.2 0.2 M. "Sca_attackstandrandom_KS_01.asc" F 0 30 FPS:15) ani ("r_shakehead" 2 "" 0.3 0.3 M. "Sca_stumblebackrandom_KS_01.asc" F 0 50 ) { *eventSFX (4 "GSC_SHAKEHEAD" EMPTY_SLOT ) } ani ("r_pickfly" 2 "" 0.2 0.2 M. "Sca_Pick_KS_01.asc" F 1 51 ) { *eventSFX (18 "SCA_FLY" EMPTY_SLOT ) *eventSFX (35 "GSC_SLURPDOWN" EMPTY_SLOT ) } ani ("r_scratch" 2 "" 0.2 0.2 M. "Sca_Scratch_KS_01.asc" F 1 33 FPS:15) { *eventSFX (9 "SCRATCH" EMPTY_SLOT ) *eventSFX (22 "SCRATCH" EMPTY_SLOT ) } ani ("r_Happy" 2 "" 0.1 0.1 M. "Sca_Happy_KS_01.asc" F 1 51 FPS:15) { *eventSFX (2 "GSC_GACKER" EMPTY_SLOT ) } // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Happy" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_shakehead" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_pickfly" F) // *************************************************************************************** /////////////////////// // 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. "Sca_VicLightning_M02.asc" F 0 7) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sca_VicLightning_M02.asc" F 7 45) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Sca_StumbleB_KS01.asc" F 1 3) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Sca_StumbleB_KS01.asc" F 4 4) // 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 ) // 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_Sleep_2_Stand" F) }