//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // HUMAN OVERLAY BOGENSCHIESSEN TALENT 1 //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("HuS") { meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") // BOW ani ("t_Run_2_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDrawT1.asc" F 1 5) ani ("s_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDrawT1.asc" F 6 6) ani ("t_Bow_2_BowRun" 1 "s_BowRun" 0.0 0.0 M. "Hum_BowDrawT1.asc" F 7 17) { *eventTag (7 "DEF_FIGHTMODE" "BOW") *eventSFX (7 "Drawsound_Bow") *eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND") } ani ("t_BowRun_2_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDrawT1.asc" R 7 17) { *eventTag (7 "DEF_FIGHTMODE" "") *eventSFX (7 "Drawsound_Bow") *eventTag (9 "DEF_REMOVE_MUNITION") } aniAlias ("t_Bow_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Bow" R) ////////////////////////// // BOW FIGHTING ////////////////////////// ani ("t_BowRun_2_BowAim" 1 "s_BowAim" 0.0 0.0 M. "Hum_BowAimT1.asc" F 1 11) { *eventMMStartAni (1 "S_SHOOT" "ZS_LEFTHAND") *eventMMStartAni (10 "S_READY" "ZS_LEFTHAND") } aniAlias ("t_BowWalk_2_BowAim" 1 "s_BowAim" 0.0 0.0 M. "t_BowRun_2_BowAim" F) // Seitenwinkel: +/- 30° Höhenwinkel: +/- 45° ani ("c_bow_1" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 0 0) ani ("c_bow_2" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 1 1) ani ("c_bow_3" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 2 2) ani ("c_bow_4" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 3 3) ani ("c_bow_5" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 4 4) ani ("c_bow_6" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 5 5) ani ("c_bow_7" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 6 6) ani ("c_bow_8" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 7 7) ani ("c_bow_9" 4 "" 0.0 0.0 .. "Hum_BowAutoAimT1.asc" F 8 8) aniComb ("s_BowAim" 1 "s_BowAim" 0.0 0.0 M. "c_bow_" 9) // Shoot + Reload aniBlend ("t_BowAim_2_BowShoot" "s_BowShoot") ani ("s_BowShoot" 1 "s_BowShoot" 0.0 0.0 M. "Hum_BowAimT1.asc" F 12 12) { *eventSFX (12 "BowShoot") } ani ("t_BowReload" 1 "s_BowAim" 0.0 0.0 M. "Hum_BowAimT1.asc" F 13 39) { *eventMMStartAni (13 "S_RELAX" "ZS_LEFTHAND") *eventSFX (22 "BowReload") *eventTag (22 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND") *eventMMStartAni (38 "S_READY" "ZS_LEFTHAND") } ani ("t_BowAim_2_BowRun" 1 "" 0.0 0.0 M. "Hum_BowAim.asc" F 1 11) { *eventMMStartAni (11 "S_NORMAL" "ZS_LEFTHAND") } aniAlias ("t_BowAim_2_BowWalk" 1 "" 0.0 0.0 M. "t_BowAim_2_BowRun" R) } }