//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("StoneGuardian") { meshAndTree ("StG_Body.asc" DONT_USE_MESH) registerMesh ("StG_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-RUN ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "StG_Ambient_A01.asc" F 0 0) ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "StG_Run_A01.asc" F 5 9) ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "StG_Run_A01.asc" F 10 34) { *eventSFX (10 "AST_CRUMBLE" ) *eventSFX (11 "GOL_STEPBOOM" ) *eventCamTremor (11 1000 500 2 8 ) *eventSFX (21 "GOL_STEPBOOM" ) *eventCamTremor (22 1000 500 2 8 ) } ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Stg_Run_A01.asc" F 35 40) aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.1 0.1) // Fist-WALK ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "StG_Ambient_A01.asc" F 0 0) ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "StG_Run_A01.asc" F 5 9) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "StG_Run_A01.asc" F 10 34) { *eventSFX (10 "AST_CRUMBLE" ) *eventSFX (11 "GOL_STEPBOOM" ) *eventCamTremor (11 1000 500 2 8 ) *eventSFX (21 "GOL_STEPBOOM" ) *eventCamTremor (22 1000 500 2 8 ) } ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Stg_Run_A01.asc" F 35 40) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1) // --------------------------------------------------------------------------------------------------------------------------------- ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "StG_JumpBack_A01.asc" F 0 15) { *eventSFX (9 "GOL_STEPBOOM" ) *eventCamTremor (10 1000 500 2 8 ) } // ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" F 0 15) // ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" R 0 15) // ani ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" F 0 15) // ani ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" R 0 15) ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "StG_Turn_L_A01.asc" F 1 10) { *eventSFX (9 "GOL_STEPBOOM" ) *eventCamTremor (10 1000 500 2 8 ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "StG_Turn_R_A01.asc" F 1 10) { *eventSFX (7 "GOL_STEPBOOM" ) *eventCamTremor (10 1000 500 2 8 ) } ani ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "StG_Turn_L_A01.asc" F 1 10) { *eventSFX (8 "GOL_STEPBOOM" ) *eventCamTremor (10 1000 500 2 8 ) } ani ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "StG_Turn_R_A01.asc" F 1 10) { *eventSFX (5 "GOL_STEPBOOM" ) *eventCamTremor (10 1000 500 2 8 ) } // FISTRUN <-> FISTWALK aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1) //---------------------------------------------------- // DEAD ani ("t_Dead" 1 "s_Dead" 0.0 0.0 M. "StG_Dead_A01.asc" F 0 50) { *eventPFX (1 1 "STONEGUARDIANDIE" "BIP01" ) *eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT ) *eventPFXStop (25 1) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "StG_Dead_A01.asc" F 50 50) ani ("t_DeadB" 1 "s_DeadB" 0.0 0.0 M. "StG_Dead_A01.asc" F 0 50) { *eventPFX (1 1 "STONEGUARDIANDIE" "BIP01" ) *eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT ) *eventPFXStop (25 1) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "StG_Dead_A01.asc" F 50 50) //---------------------------------------------------- // STUMBLE ani ("t_StumbleB" 1 "" 0.05 0.1 M. "StG_Stumble_A01.asc" F 0 10) { *eventSFX (1 "AST_grind" EMPTY_SLOT ) } ani ("t_Stumble" 1 "" 0.05 0.1 M. "StG_Stumble_A01.asc" R 0 10) { *eventSFX (1 "AST_grind" EMPTY_SLOT ) } ani ("t_GotHit" 1 "" 0.05 0.1 M. "StG_Stumble_A01.asc" F 0 10) { *eventSFX (1 "AST_grind" EMPTY_SLOT ) } aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun" F) aniAlias ("t_FallDn_2_Stand" 1 "" 0.0 0.0 M. "s_FistRun" F) aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FistRun" F) //---------------------------------------------------- // ani ("t_warn" 1 "" 0.2 0.2 M. ".asc" F 0 32) //---------------------------------------------------- //---------------------------------------------------- // FIST ATTACK ani ("s_FistAttack" 1 "" 0.1 0.0 M. "StG_Attack_A01.asc" F 0 24) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R FINGER0" ) *eventTag (0 "DEF_OPT_FRAME" "8" ) *eventTag (0 "DEF_HIT_END" "24" ) *eventTag (0 "DEF_WINDOW" "15 24" ) *eventSFX (1 "AST_grind" ) *eventCamTremor (8 1000 500 2 8 ) *eventSFX (9 "GOL_STEPBOOM" ) } ani ("t_FistAttackMove" 2 "" 0.1 0.0 M. "StG_AttackMove_A01.ASC" F 1 15) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R FINGER0" ) *eventTag (0 "DEF_OPT_FRAME" "6" ) *eventSFX (1 "AST_grind" ) *eventSFX (9 "GOL_STEPBOOM" ) } ani ("t_FistParade_0" 1 "" 0.0 0.0 M. "StG_Parade_A01.asc" F 1 20) { *eventSFX (1 "AST_grind" ) } ani ("t_FistParadeJumpB" 1 "s_FistRun" 0.0 0.0 M. "StG_JumpBack_A01.asc" F 1 15) { *eventCamTremor (10 1000 500 2 8 ) *eventSFX (11 "GOL_STEPBOOM" ) } } }