34 lines
1.2 KiB
Text
34 lines
1.2 KiB
Text
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// HUMAN OVERLAY Sterbe-Animationen Dummy
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("HuS")
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{
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MeshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH)
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aniEnum
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{
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modelTag ("DEF_HIT_LIMB" "zs_RightHand")
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// DIE
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//Hinfallen
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ani ("t_Dead" 1 "s_Wounded" 0.2 0.1 M. "Hum_KnockedOut_M01.asc" F 1 49 FPS:10 CVS:0.1)
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//Am Boden liegen
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ani ("s_Dead" 1 "s_Wounded" 0.1 0.1 M. "Hum_Wounded_Try_A01.asc" F 1 45 CVS:0.1)
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//HinfallenB
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ani ("t_DeadB" 1 "s_WoundedB" 0.2 0.1 M. "Hum_WoundedB_M01.asc" F 1 34 FPS:10 CVS:0.1)
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//Am Boden liegen B
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ani ("s_DeadB" 1 "s_WoundedB" 0.1 0.1 M. "HUM_WOUNDEDBAMBIENT_A01.ASC" F 1 40 CVS:0.1)
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//Sterben durch Todestoß
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ani ("t_Wounded_2_Dead" 1 "s_Wounded" 0.1 0.1 M. "Hum_Wounded_Try_A01.ASC" F 1 45 CVS:0.1)
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//Sterben durch TodestoßB
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ani ("t_WoundedB_2_DeadB" 1 "s_WoundedB" 0.1 0.1 M. "HUM_WOUNDEDBAMBIENT_A01.ASC" F 1 40 CVS:0.1)
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}
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}
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