mahlendur/_work/Data/Anims/Giant_Rat.mds
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
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.
2022-05-13 17:38:52 +02:00

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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Giant_Rat")
{
MeshAndTree ("Giant_Rat_Body.asc" DONT_USE_MESH)
registerMesh ("Giant_Rat_Body.ASC")
registerMesh ("Giant_DesertRat_Body.ASC")
aniEnum
{
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//----------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// Fist-RUN
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Rat_Ambient_A01.asc" F 0 50 FPS:12.5)
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Rat_Run_A01.asc" F 1 5)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Rat_Run_A01.asc" F 5 15)
{
*eventSFX (6 "Rat_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (13 "Run" )
}
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------------------------
// Backward
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Rat_JumpB_A01.asc" F 1 10)
{
*eventSFX (1 "RAT_Ambient" EMPTY_SLOT )
}
// Fist-WALK
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Rat_Walk_A01.asc" F 1 10)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Rat_Walk_A01.asc" F 10 30)
{
*eventSFXGrnd (10 "Run" )
*eventSFXGrnd (25 "Run" )
}
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniBlend ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistWalkR_2_FistWalk" 1 "s_FistWalk" 0.2 0.2)
// Fist-Walk Backwards Movement
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" F)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.1 M. "s_FistWalkL" R)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M: "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
/////////////////////
// FIST TURNING
/////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// FIST-RUN
aniAlias ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.2 M. "t_FistWalkTurnL" F)
aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.2 M. "t_FistWalkTurnR" F)
// -------------------------------------------------------------------------------------------------------------------------------------
// FIST-WALK
ani ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.2 M. "Rat_TurnL_A01.asc" F 1 24)
{
*eventSFXGrnd (6 "Turn" )
*eventSFXGrnd (18 "Turn" )
}
ani ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.2 M. "Rat_TurnR_A01.asc" F 1 24)
{
*eventSFXGrnd (6 "Turn" )
*eventSFXGrnd (18 "Turn" )
}
/////////////////////
// FIST STRAFING
/////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// FIST-RUN
// ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.2 M. "Rat_StrafeL_A01.asc" F 1 16)
// {
// *eventSFX (7 "Rat_AMBIENT_SHORT" EMPTY_SLOT )
// *eventSFXGrnd (5 "Turn" )
// *eventSFXGrnd (15 "Turn" )
// }
// ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.2 M. "Rat_StrafeR_A01.asc" F 1 16)
// {
// *eventSFX (7 "Rat_AMBIENT_SHORT" EMPTY_SLOT )
// *eventSFXGrnd (5 "Turn" )
// *eventSFXGrnd (15 "Turn" )
// }
// -------------------------------------------------------------------------------------------------------------------------------------
// FIST-WALK
// aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
// aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
/////////////////////
// FIST TRANSITIONS
/////////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
/////////////////
// JUMP
/////////////////
// Jump aus dem Laufen heraus
ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.2 0.0 M. "Rat_Jump_A01.asc" F 4 12)
{
*eventSFX (5 "RAT_Ambient" EMPTY_SLOT )
}
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.2 0.0 M. "t_FistRunL_2_Jump" F)
// Landen und weiterlaufen
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.3 0.3)
// Jump aus dem Stehen
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Rat_Jump_A01.asc" F 0 12)
{
// *eventSFX (5 "Rat_Run" EMPTY_SLOT )
}
// "Flugphase" (diese Pose entspricht einer Position 1 Frame bevor das Modell den Boden ber<65>hrt)
ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Rat_Jump_A01.asc" F 13 13)
ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Rat_Jump_A01.asc" F 14 20)
{
*eventSFXGrnd (18 "Run" )
}
// JumpUpLow (Ohne Benutzung der H<>nde, rechter Fu<46> setzt zuerst auf. H<>he: 50-100cm)
// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
// ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Rat_JumpUpLow_KM01.asc" F 1 11)
// ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Rat_JumpUpLow_KM01.asc" F 12 12)
// ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Rat_JumpUpLow_KM01.asc" F 13 19)
//////////////////////////
// FALLDN / FALL
//////////////////////////
// FallDn, wird immer abgespielt wenn Modell den "Boden unter den F<><46>en verliert"
// <20>bergang aus dem Sprung ins Fallen
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)
// Fallpose (Armrudern evtl.)
ani ("s_FallDn" 1 "s_FallDn" 0.0 0.1 MF "Rat_FallDn_A01.asc" F 0 0)
// Sauber landen
ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Rat_FallDn_A01.asc" F 1 26)
{
*eventSFXGrnd (15 "Run" )
*eventSFX (16 "M_FALL_SMALL" EMPTY_SLOT )
}
// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen, <20>bergang von leichtem Fall in tiefen Fall
// Vorn<72>ber fallen
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.1)
ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Rat_FallDn_A01.asc" F 0 0)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Rat_FallDn_A01.asc" F 1 7)
{
*eventSFXGrnd (4 "Run" )
*eventSFX (6 "M_FALL_SMALL" EMPTY_SLOT )
}
// und auf die Schnauze
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Rat_FallDn_A01.asc" F 7 7)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Rat_FallDn_A01.asc" F 8 26)
// hinten<65>ber
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.1)
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 M. "t_Fall_2_Fallen" F)
// und Peng
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)
// WhirlAround CCW
// ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 MR "Rat_Whirl_AroundL_KM01.asc" F 1 29)
// {
// *eventSFXGrnd (18 "Run" )
// *eventSFXGrnd (23 "Sneak" )
// }
// WhirlAround CW
// ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 MR "Rat_Whirl_AroundR_KM02.asc" F 1 29)
// {
// *eventSFXGrnd (18 "Run" )
// *eventSFXGrnd (23 "Sneak" )
// }
// ani ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "Rat_Whirl_AroundL_KM01.asc" F 0 0)
//////////////////////////
// SWIM - DIVE
//////////////////////////
// Transitions won FistWalk (im Wasser) zum Schwimmen
// weitere transitions eingef<65>gt, warns f<>r nichtgefundene Anis sind aber trotzdem noch vorhanden....
aniAlias ("t_FistWalk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
aniBlend ("t_FistWalk_2_WalkWBL" "s_WalkWBL" 0.2 0.2 )
aniBlend ("t_WalkWBL_2_WalkBL" "s_FistWalk" 0.2 0.2)
aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
aniBlend ("t_WalkWL_2_Walk" "s_FistWalk" 0.2 0.2 M. )
aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2 M. )
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
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)
// Turns
ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "Rat_TurnL_A01.asc" F 0 24)
{
*eventSFX (12 "Walk_Water")
*eventSFX (24 "Walk_Water")
}
ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "Rat_TurnR_A01.asc" F 0 24)
{
*eventSFX (12 "Walk_Water")
*eventSFX (24 "Walk_Water")
}
// Transitions ins Wasser
ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Rat_Walk2Swim_A01.asc" F 1 10)
aniAlias ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 M. "t_WalkWL_2_SwimF" R)
aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistRunL" F)
//////////////////////////
// SWIM
//////////////////////////
// Ambientschwimmbewegung
ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Rat_Swim_A01.asc" F 0 40)
// ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Rat_Swim_A01.asc" F 30 40)
aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.2 0.2)
// Vorw<72>rtsschwimmen (Loop)
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Rat_SwimLoop_A01.asc" F 0 20)
{
*eventSFX (10 "Swim" EMPTY_SLOT )
}
aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.2 0.2 M. )
// Turning
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Rat_SwimTurnL_A01.asc" F 1 20)
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Rat_SwimTurnR_A01.asc" F 1 20)
// Drown
aniBlend ("t_Swim_2_Dive" "s_Dive")
aniBlend ("t_FallDn_2_Dive" "s_Dive")
ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Rat_Drown_A01.asc" F 0 0)
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.0 0.1 MF "Rat_Drown_A01.asc" F 1 29 FPS:15)
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 MF "Rat_Drown_A01.asc" F 30 30)
///////////////////
// STUMBLE
///////////////////
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Rat_StumbleB_A01.asc" R 1 10)
{
*eventSFX (1 "Rat_HURT" EMPTY_SLOT )
*eventSFXGrnd (5 "Run" )
*eventSFXGrnd (10 "Run" )
}
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Rat_StumbleB_A01.asc" F 1 10)
{
*eventSFX (1 "Rat_HURT" EMPTY_SLOT )
*eventSFXGrnd (5 "Run" )
*eventSFXGrnd (10 "Run" )
}
//////////////////////////
// DIE
//////////////////////////
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Rat_Dead_A01.asc" F 0 45)
{
*eventSFX (1 "Rat_DIE" EMPTY_SLOT )
//*eventPFX (5 1 "BFX_Preset1_Dead" "BIP01" ATTACH )
*eventSFX (35 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Rat_Dead_A01.asc" F 45 45)
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Rat_DeadB_A01.asc" F 0 19)
{
*eventSFX (4 "Rat_DIE" EMPTY_SLOT )
//*eventPFX (5 1 "BFX_Preset1_Dead" "BIP01" ATTACH )
*eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Rat_DeadB_A01.asc" F 20 20)
///////////////////////////
// ATTACK
///////////////////////////
ani ("s_FistAttack" 1 "" 0.1 0.0 M. "Rat_attack_A01.asc" F 1 10)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "10")
*eventTag (0 "DEF_WINDOW" "5 10")
*eventSFX (1 "Rat_ATTACK" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Rat_AttackMove_A01.asc" F 1 10)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "6")
*eventSFX (1 "Rat_ATTACK" EMPTY_SLOT )
}
// Paraden
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.1 M. "t_FistJumpB" F)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.1 M. "t_FistJumpB" F)
//////////////////////////
// UMSEHEN / ZEIGEN
//////////////////////////
// LOOK Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Rat_Look_A01.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
//////////////////////////
// SCRIPT / RANDOM
//////////////////////////
ani ("t_Perception" 2 "" 0.0 0.0 M. "Rat_Perception_A01.asc" F 0 75)
ani ("t_Warn" 1 "" 0.1 0.1 M. "Rat_Warn_A01.asc" F 0 30)
{
*eventSFX (12 "Rat_WARN" EMPTY_SLOT )
}
//---------------------------------------------------------------------------------------------------------------------
ani ("r_Scratch" 2 "" 0.0 0.0 M. "Rat_Kratzen_A01.asc" F 1 85 FPS:10)
{
*eventSFX (5 "Rat_AMBIENT" EMPTY_SLOT )
*eventSFX (45 "SCRATCH" EMPTY_SLOT )
}
ani ("t_stand_2_eat" 1 "s_eat" 0.0 0.0 M. "Rat_Eat_A01.asc" F 0 13)
ani ("s_eat" 1 "s_eat" 0.0 0.0 M. "Rat_Eat_A01.asc" F 13 70)
{
*eventSFX (13 "RAT_EatWarn" EMPTY_SLOT )
*eventSFX (25 "RAT_Eat" EMPTY_SLOT )
}
ani ("t_eat_2_stand" 1 "" 0.0 0.0 M. "Rat_Eat_A01.asc" F 70 85)
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_perception" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_scratch" F)
ani ("r_Roam3" 2 "" 0.1 0.1 M. "Rat_Eat_A01.asc" F 0 85)
{
*eventSFX (1 "RAT_Eatwarn" EMPTY_SLOT )
*eventSFX (23 "RAT_Eat" EMPTY_SLOT )
}
// ***************************************************************************************
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Feuerschaden allgemein, z.B. Fireball ...
// 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. "Rat_VicLightning_M01.asc" F 0 7)
// ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Rat_VicLightning_M01.asc" F 7 60)
// IceCube, IceWave
// ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Rat_Stumble_KM02.asc" F 1 3)
// ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Rat_Stumble_KM02.asc" F 4 4)
// 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" 0.1 0.1 M. "s_Sleep" F)
// aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Sleep_2_Stand" F)
}