Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts. Need to symlink files to a working directory.
382 lines
13 KiB
Text
382 lines
13 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("BlattCrawler")
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{
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meshAndTree ("BlattCrawler_Body.asc" DONT_USE_MESH)
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registerMesh ("BlattCrawler_Body.ASC")
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aniEnum
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{
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// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
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//-----------------------------------------------------------------------------------------------------------------------
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modelTag ("DEF_HIT_LIMB" "Bip01 L Front Claw")
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//////////////////////////
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// FIST MOVEMENT
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//////////////////////////
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "Crw_Ambient_A01.asc" F 0 30)
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{
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*eventSFX (1 "BCR_WALK" )
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*eventSFX (2 "BCR_AMBIENT" )
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}
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// Start Running
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Crw_Run_M02.asc" F 0 5)
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{
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*eventSFX (1 "BCR_WALK" )
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*eventSFXGrnd (2 "Sneak" )
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}
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// Cycle
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Crw_Run_M02.asc" F 5 15)
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{
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*eventSFX (5 "BCR_WALK" )
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*eventSFXGrnd (5 "Sneak" )
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*eventSFX (6 "BCR_AMBIENT" )
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*eventSFXGrnd (10 "Sneak" )
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}
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// End Running
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Crw_Run_M02.asc" F 15 19)
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{
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*eventSFXGrnd (16 "Sneak" )
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}
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
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// Fist-Run Backwards Movement
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ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "Crw_JumpB_M01.asc" R 0 15)
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{
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*eventSFXGrnd (4 "Sneak" )
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*eventSFX (7 "BCR_WALK" )
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*eventSFXGrnd (8 "Sneak" )
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*eventSFXGrnd (12 "Sneak" )
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}
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// Fist-WALK
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "s_FistRun" F)
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Crw_Walk_M01.asc" F 1 9)
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Crw_Walk_M01.asc" F 10 29)
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{
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*eventSFX (11 "BCR_WALK")
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*eventSFXGrnd (10 "Sneak")
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*eventSFXGrnd (20 "Sneak")
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}
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Crw_Walk_M01.asc" F 30 39)
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{
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*eventSFXGrnd (38 "Sneak" )
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}
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// Backward
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aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
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// Water-WALK
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aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)
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aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
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aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
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aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.2 0.2)
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aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
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aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.2 0.2)
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/////////////////////
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// FIST TURNING
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/////////////////////
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// Turning
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.0 0.0 M. "Crw_Turn_M01.asc" F 1 24 FPS:15)
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{
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*eventSFX (1 "BCR_WALK" )
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*eventSFXGrnd (4 "Sneak" )
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*eventSFXGrnd (8 "Sneak" )
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*eventSFXGrnd (12 "Sneak" )
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*eventSFXGrnd (16 "Sneak" )
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*eventSFXGrnd (20 "Sneak" )
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}
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aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.0 0.0 M. "t_FistRunTurnL" R)
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnL" R)
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aniAlias ("t_WalkWTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_WalkWTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnL" R)
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/////////////////////
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// FIST STRAFING
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/////////////////////
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// Strafing
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" R 1 11)
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{
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*eventSFX (1 "BCR_WALK" )
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*eventSFXGrnd (4 "Sneak" )
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*eventSFXGrnd (8 "Sneak" )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" F 1 11)
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{
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*eventSFX (1 "BCR_walk" )
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*eventSFXGrnd (4 "Sneak" )
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*eventSFXGrnd (8 "Sneak" )
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}
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.0 M. "t_FistRunStrafeL" R)
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aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.0 M. "t_FistRunStrafeR" F)
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ani ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" R 1 11)
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{
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*eventSFX (1 "BCR_WALK" EMPTY_SLOT )
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}
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ani ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.0 0.0 M. "Crw_Strafe_L_jue00a.asc" F 1 11)
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{
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*eventSFX (1 "BCR_WALK" EMPTY_SLOT )
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}
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/////////////////////
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// FIST TRANSITIONS
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/////////////////////
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// Movement-Modes
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk")
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun")
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL")
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL")
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// Swim / WaterWalk
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aniAlias ("t_WalkWL_2_RunL" 1 "" 0.1 0.1 M. "s_FistWalkL" F)
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/////////////////
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// FALL / FALLDN / SLIDE
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/////////////////
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ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Crw_Fall_M01.asc" F 19 19)
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ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Crw_FallDn_M01.asc" F 1 20)
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{
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*eventSFXGrnd (1 "Run" )
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*eventSFXGrnd (10 "Run" )
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*eventSFX (11 "M_FALL_SMALL" EMPTY_SLOT )
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}
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aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.1)
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aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.1)
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ani ("s_Fall" 1 "s_Fall" 0.2 0.0 MF "Crw_Fall_M01.asc" F 1 19)
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ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Crw_Fall_M01.asc" F 20 37)
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{
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*eventSFXGrnd (27 "Run" )
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*eventSFXGrnd (37 "Run" )
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*eventSFX (28 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Crw_Fall_M01.asc" F 38 38)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Crw_Fall_M01.asc" F 39 64)
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{
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*eventSFXGrnd (46 "Sneak" )
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*eventSFXGrnd (53 "Sneak" )
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*eventSFXGrnd (59 "Sneak" )
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*eventSFXGrnd (64 "Sneak" )
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}
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aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_Fall" F)
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aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "t_Fall_2_Fallen" F)
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aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F)
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aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.1 M. "t_Fallen_2_Stand" F)
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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Crw_Whirl.asc" F 1 19)
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// WhirlAround CW
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aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" R)
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aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
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/////////////////
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// OOPS / STUMBLE
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/////////////////
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Crw_Stumble_M01.asc" F 0 15)
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{
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*eventSFX (1 "BCR_HURT" EMPTY_SLOT )
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}
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "Crw_Stumble_M01.asc" R 15 30)
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{
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*eventSFX (30 "BCR_HURT" EMPTY_SLOT )
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}
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//////////////////////////
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// SWIM - DIVE
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//////////////////////////
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// Trans
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ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Crw_Swim_M01.asc" F 0 9)
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aniAlias ("t_SwimF_2_WalkWL" 1 "" 0.1 0.1 M. "t_WalkWL_2_SwimF" R)
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ani ("s_Swim" 1 "s_Swim" 0.1 0.1 M. "Crw_Swim_M01.asc" F 10 30)
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aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.1 0.1)
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ani ("s_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Crw_Swim_M01.asc" F 30 50)
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aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.1 0.1)
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aniBlend ("t_Swim_2_Dive" "s_Dive" 0.1 0.1)
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aniBlend ("t_SwimF_2_Dive" "s_Dive" 0.1 0.1)
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aniBlend ("t_DiveF_2_Swim" "s_Swim" 0.2 0.2)
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aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.1 0.1)
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aniBlend ("t_Fall_2_Dive" "s_Dive" 0.5 0.5)
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aniBlend ("t_FallB_2_Dive" "s_Dive" 0.5 0.5)
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aniAlias ("s_Dive" 1 "s_Dive" 0.0 0.0 MF "s_Swim" F)
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aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1)
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aniAlias ("s_DiveF" 1 "s_DiveF" 0.0 0.0 MF "s_SwimF" F)
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aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.1 0.1)
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aniAlias ("t_Dive_2_Drowned" 1 "s_Drowned" 0.0 0.0 MF "t_Fall_2_Fallen" F)
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aniAlias ("s_Drowned" 1 "s_Drowned" 0.0 0.0 MF "s_Fallen" F)
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//////////////////////////
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// DIE
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//////////////////////////
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Crw_Dead_Jue00_fr140.asc" F 1 139 FPS:12.5)
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{
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*eventSFX (1 "BCR_DIE" EMPTY_SLOT )
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*eventSFX (25 "M_FALL_SMALL" EMPTY_SLOT )
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*eventSFX (50 "CRW_DIE_LAST" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Crw_Dead_Jue00_fr140.asc" F 140 140)
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Crw_Dead_C_Jue01.asc" F 1 139 FPS:12.5)
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{
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*eventSFX (1 "BCR_DIE" EMPTY_SLOT )
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*eventSFX (25 "M_FALL_SMALL" EMPTY_SLOT )
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*eventSFX (50 "CRW_DIE_LAST" EMPTY_SLOT )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Crw_Dead_C_Jue01.asc" F 140 140)
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//////////////////////////
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// UMSEHEN
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//////////////////////////
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// LOOK Autoaiming
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ani ("c_look_1" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 0 0)
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ani ("c_look_2" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 1 1)
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ani ("c_look_3" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 2 2)
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ani ("c_look_4" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 3 3)
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ani ("c_look_5" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 4 4)
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ani ("c_look_6" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 5 5)
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ani ("c_look_7" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 6 6)
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ani ("c_look_8" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 7 7)
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ani ("c_look_9" 9 "" 0.0 0.0 . "Crw_Look_Jue00.asc" F 8 8)
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aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
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//////////////////////////
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// Kampf FIST / 1h
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//////////////////////////
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ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Crw_Attack_Jue01.asc" F 0 20)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R CLAW2" )
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*eventTag (0 "DEF_OPT_FRAME" "9" )
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*eventTag (0 "DEF_HIT_END" "19" )
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*eventTag (0 "DEF_WINDOW" "9 19" )
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// *eventTag (0 "DEF_DIR" "O" )
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*eventSFX (1 "BCR_ATTACK" EMPTY_SLOT )
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}
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// w<>hrend des Laufens zuschlagen
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ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Crw_AttackMove_M01.ASC" F 1 29)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R CLAW2" )
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*eventTag (0 "DEF_OPT_FRAME" "16" )
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*eventSFX (2 "BCR_ATTACK" EMPTY_SLOT )
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}
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// Parade
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ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Crw_Defend_jue00.asc" R 1 29)
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aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R)
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// aniAlias ("t_FistParade_U" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R)
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// aniAlias ("t_FistParade_L" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R)
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// aniAlias ("t_FistParade_R" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" R)
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///////////////////////
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// SCRIPT + RANDOM-ANIS
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///////////////////////
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// Putzt die Bei<65>er mit seinen Klauen
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ani ("R_Clean" 2 "" 0.0 0.0 M. "Crw_Clean_M01.asc" F 1 79 FPS:12.5)
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{
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*eventSFX (13 "CRW_CLEAN" EMPTY_SLOT )
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}
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// Fressen
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ani ("t_Stand_2_Eat" 1 "s_Eat" 0.1 0.0 M. "Crw_Eat_M01.asc" F 1 12)
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ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Crw_Eat_M01.asc" F 13 72 )
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{
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*eventSFX (13 "BCR_EATING" EMPTY_SLOT )
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}
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aniAlias ("t_Eat_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Eat" R)
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// Perception
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ani ("t_Perception" 2 "" 0.1 0.1 M. "Crw_Perception_M01.asc" F 1 99 FPS:12.5)
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{
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*eventSFX (2 "CRW_PERCEPTION" EMPTY_SLOT )
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}
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// Warn
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ani ("t_Warn" 1 "" 0.1 0.1 M. "Crw_Warn_Jue01.asc" F 1 39)
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{
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*eventSFX (2 "BCR_warn" EMPTY_SLOT )
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}
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// ***************************************************************************************
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// MM DAYCYCLE
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// ***************************************************************************************
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aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F)
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aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "R_Clean" F)
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aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "R_Clean" F)
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///////////////////////
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// MAGIC VICTIMS
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///////////////////////
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// Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ...
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aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_Lightning_Victim" F)
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// Lightning, Chainlightning, Thunderbolt, Thunderball
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ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Crw_VicLightning_M01.asc" F 0 8)
|
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ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Crw_VicLightning_M01.asc" F 8 108 FPS:15)
|
||
|
||
// IceCube, IceWave
|
||
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Crw_Stumble_M01.asc" F 1 3)
|
||
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Crw_Stumble_M01.asc" F 4 4)
|
||
|
||
// Whirlwind
|
||
ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Crw_Stumble_M01.asc" F 1 3)
|
||
ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Crw_Stumble_M01.asc" F 4 4)
|
||
|
||
|
||
// kein Sleep Victim
|
||
|
||
}
|
||
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