//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // HUMAN OVERLAY 1H-SCHWERTKAMPF TALENT 3 //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("HuS") { meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // 1H - WEAPON READY ani ("t_Run_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT3.asc" F 1 1) ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT3.asc" F 2 2) ani ("t_1h_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hSDrawT3.asc" F 3 10) { *eventTag (3 "DEF_FIGHTMODE" "1H") *eventTag (3 "DEF_DRAWSOUND") } ani ("t_1hRun_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT3.asc" R 3 10) { *eventTag (3 "DEF_FIGHTMODE" "") *eventTag (3 "DEF_UNDRAWSOUND") } aniAlias ("t_1h_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_1h" R) /////////////////////// // 1H MOVEMENT /////////////////////// // 1h-RUN ani ("s_1hRun" 1 "s_1hRun" 0.1 0.1 MI "Hum_Amb_1hRunT3_M01.asc" F 0 50 FPS:10) ani ("t_1hRun_2_1hRunL" 1 "s_1hRunL" 0.0 0.1 M. "Hum_1hRunT3.asc" F 1 11) ani ("s_1hRunL" 1 "s_1hRunL" 0.0 0.0 M. "Hum_1hRunT3.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_1hRunL_2_1hRun" 1 "s_1hRun" 0.0 0.1 M. "Hum_1hRunT3.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_1hRunR_2_1hRun" "s_1hRun" 0.2 0.2) // 1h-Run Backwards Movement ani ("t_1hJumpB" 1 "s_1hRun" 0.1 0.2 M. "Hum_1hParadeJumpT3.asc" F 1 14) // 1h-WALK aniAlias ("s_1hWalk" 1 "s_1hWalk" 0.1 0.1 MI "s_1hRun" F) ani ("t_1hWalk_2_1hWalkL" 1 "s_1hWalkL" 0.0 0.1 M. "Hum_1hWalkT3.asc" F 1 18) { *eventSFXGrnd (15 "Run") } ani ("s_1hWalkL" 1 "s_1hWalkL" 0.0 0.1 M. "Hum_1hWalkT3.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_1hWalkL_2_1hWalk" 1 "s_1hWalk" 0.0 0.1 M. "Hum_1hWalkT3.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_1hWalkR_2_1hWalk" "s_1hWalk" 0.2 0.2) // 1h-Walk Backwards Movement aniAlias ("t_1hWalk_2_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.1 M. "t_1hWalkL_2_1hWalk" R) aniAlias ("s_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "s_1hWalkL" R) aniAlias ("t_1hWalkBL_2_1hWalk" 1 "s_1hWalk" 0.0 0.1 M. "t_1hWalk_2_1hWalkL" R) aniBlend ("t_1hWalkBR_2_1hWalk" "s_1hWalk" 0.2 0.2) { *eventSFXGrnd (22 "Run") } /////////////////////// // 1H TURNING /////////////////////// ani ("t_1hRunTurnL" 20 "t_1hRunTurnL" 0.1 0.2 M. "Hum_1hTurnT3.asc" F 1 24) { *eventSFXGrnd (5 "Turn") *eventSFXGrnd (13 "Turn") *eventSFXGrnd (19 "Turn") } ani ("t_1hRunTurnR" 20 "t_1hRunTurnR" 0.1 0.2 M. "Hum_1hTurnT3.asc" F 26 49) { *eventSFXGrnd (32 "Turn") *eventSFXGrnd (42 "Turn") *eventSFXGrnd (48 "Turn") } aniAlias ("t_1hWalkTurnL" 20 "t_1hWalkTurnL" 0.1 0.2 M. "t_1hRunTurnL" F) aniAlias ("t_1hWalkTurnR" 20 "t_1hWalkTurnR" 0.1 0.2 M. "t_1hRunTurnR" F) /////////////////////// // 1H STRAFING /////////////////////// ani ("t_1hRunStrafeL" 1 "t_1hRunStrafeL" 0.1 0.2 M. "Hum_1hStrafeLT2_M02.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_1hRunStrafeR" 1 "t_1hRunStrafeR" 0.1 0.1 M. "Hum_1hStrafeRT2_M02.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_1hWalkStrafeL" 1 "" 0.1 0.1 M. "t_1hRunStrafeL" F) aniAlias ("t_1hWalkStrafeR" 1 "" 0.1 0.1 M. "t_1hRunStrafeR" F) /////////////////////// // 1H TRANSITIONS /////////////////////// // Movement-Modes aniBlend ("t_1hRun_2_1hWalk" "s_1hWalk" 0.0 0.2) aniBlend ("t_1hWalk_2_1hRun" "s_1hRun" 0.0 0.2) ani ("t_1hRun_2_1hSneak" 1 "s_1hSneak" 0.1 0.1 M. "Hum_1hRun_2_Sneak.asc" F 17 23) aniAlias ("t_1hSneak_2_1hRun" 1 "s_1hRun" 0.1 0.1 M. "t_1hRun_2_1hSneak" R) aniBlend ("t_1hRunL_2_1hWalkL" "s_1hWalkL" 0.2 0.2) aniBlend ("t_1hWalkL_2_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hSneakL_2_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hRunL_2_1hSneakL" "s_1hSneakL" 0.2 0.2) /////////////////////// // 1H SWORD FIGHTING /////////////////////// ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.1 M. "Hum_1hAttackComboT3_M05.asc" F 1 114) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "4 36 73 107") *eventTag (0 "DEF_HIT_END" "28 60 92 113") *eventTag (0 "DEF_WINDOW" "10 33 42 65 78 97 110 113") *eventSFX (4 "Whoosh" EMPTY_SLOT ) *eventSFX (72 "BACK" EMPTY_SLOT ) } // Auf Höhen schlagen ???? // ani ("c_1hAttack_1" 1 "" 0.0 0.0 . "Hum_1hAttackUpT3.asc" F 0 19) // ani ("c_1hAttack_2" 1 "" 0.0 0.0 . "Hum_1hAttackMidT3.asc" F 0 19) // ani ("c_1hAttack_3" 1 "" 0.0 0.0 . "Hum_1hAttackDnT3.asc" F 0 19) // aniComb ("t_1hAttackC" 1 "" 0.0 0.0 M. "c_1hAttack_" 3) // { // *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") // *eventTag (0 "DEF_OPT_FRAME" "7") // } // L/R-Schlag Loop ani ("t_1hAttackL" 1 "" 0.0 0.2 M. "Hum_1hAttackT3_M03.asc" F 1 19) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "3") *eventTag (0 "DEF_HIT_END" "19") *eventTag (0 "DEF_WINDOW" "8 19") *eventSFX (5 "Whoosh" EMPTY_SLOT ) } ani ("t_1hAttackR" 1 "" 0.0 0.1 M. "Hum_1hAttackT3_M03.asc" F 21 40) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "3") *eventTag (0 "DEF_HIT_END" "19") *eventTag (0 "DEF_WINDOW" "8 19") *eventSFX (25 "Whoosh" EMPTY_SLOT ) } // Parade ani ("t_1hParade_0" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_A01.asc" F 1 15) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } ani ("t_1hParade_0_A2" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_A01.asc" F 16 30) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (18 "D_PARADE" EMPTY_SLOT ) } ani ("t_1hParade_0_A3" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_A01.asc" F 31 45) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (33 "D_PARADE" EMPTY_SLOT ) } // ani ("t_1hParade_U" 1 "" 0.0 0.0 M. "Hum_1hParadeT3_M01.asc" F 1 29) // ani ("t_1hParade_L" 1 "" 0.0 0.0 M. "Hum_1hParadeT3_M01.asc" F 1 29) // ani ("t_1hParade_R" 1 "" 0.0 0.0 M. "Hum_1hParadeT3_M01.asc" F 1 29) ani ("t_1hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_1hParadeJumpT3.asc" F 1 14) { *eventTag (0 "DEF_WINDOW" "0 10") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ } }