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.
436 lines
17 KiB
Text
436 lines
17 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||
// 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)
|
||
}
|
||
|