mahlendur/_work/Data/Anims/Harpie.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

262 lines
9.5 KiB
Text
Raw Permalink Blame History

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Harpie")
{
meshAndTree ("Har_Body.asc" DONT_USE_MESH)
registerMesh ("Har_Body.ASC")
aniEnum
{
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//----------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.1 0.0 M. "Harpie_v5_Stand.asc" F 0 29)
{
*eventSFX ( 15 "DEM_WINGFLAP" )
*eventSFX ( 5 "HAR_AMBIENT" )
}
aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.2 0.2)
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Harpie_v5_fly.asc" F 1 20)
{
*eventSFX (8 "DEM_WingFlap" EMPTY_SLOT )
}
aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
// aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.3 M. "s_FistRunL" R)
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.3 M. "Harpie_v5_parade.asc" F 1 15)
// Fist-WALK
ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Harpie_v5_sitDown.asc" F 40 99 FPS:5)
aniAlias ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "t_FistRun_2_FistWalk" R)
aniAlias ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "s_FistRunL" F)
aniAlias ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistRun_2_FistWalk" F)
aniAlias ("t_FistWalkR_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistRun_2_FistWalk" F)
// Fist-Walk Backwards Movement
aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.2 0.2)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistRunL" R)
aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Harpie_v5_strafeL.asc" F 1 30)
{
*eventSFX ( 10 "DEM_WINGFLAP" )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Harpie_v5_strafeR.asc" F 1 30)
{
*eventSFX ( 10 "DEM_WINGFLAP" )
}
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)
// Transitions
ani ("t_FistRun_2_FistWalk" 1 "s_FistWalk" 0.1 0.0 M. "Harpie_v5_sitDown.asc" F 3 39)
{
*eventSFX ( 3 "DEM_WINGFLAP" )
}
aniAlias ("t_FistWalk_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "t_FistRun_2_FistWalk" R)
/////////////////////
// FIST TURNING
/////////////////////
// sieht ohne Ani am besten aus!
/////////////////
// SWIM
/////////////////
// wird nicht mehr ben<65>tigt, da bei fliegenden Monstern Wasserpolys auch als "solide" gelten
/////////////////////////////////
// JUMPUPLOW / JUMPUPMID / CLIMB
/////////////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// 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. "Harpie_v5_JumpUp.asc" F 2 4)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Harpie_v5_JumpUp.asc" F 5 15)
{
*eventSFX ( 9 "DEM_WINGFLAP" )
}
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Harpie_v5_JumpUp.asc" F 16 30)
ani ("jumptest" 1 "" 0.0 0.1 MF "Harpie_v5_JumpUp.asc" F 1 30)
//////////////////////////
// FALL
//////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// FALLDN
// ---------------------------------------------------------------------------------------------------------------------------------
// Freier Fall
aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun")
// -----------------------------------------------------------------------------------------------------------------------------
// Landung auf den Beinen ohne Schaden
aniAlias ("t_FallDn_2_Stand" 1 "" 0.1 0.1 M. "s_FistRun" F)
// -------------------------------------------------------------------------------------------------------------------------------------
///////////////////
// STUMBLE
///////////////////
// -----------------------------------------------------------------------------------------------------------------------------
// Vorw<72>rts Stolpern
ani ("t_Stumble" 1 "" 0.1 0.3 M. "Harpie_v5_hit.asc" F 1 10)
{
*eventSFX ( 2 "DEM_WINGFLAP" )
*eventSFX (3 "HAR_HURT" EMPTY_SLOT )
}
// -----------------------------------------------------------------------------------------------------------------------------
// R<>ckw<6B>rts Stolpern
aniAlias ("t_StumbleB" 1 "" 0.1 0.1 M. "t_Stumble" F)
//////////////////////////
// DIE
//////////////////////////
// ---------------------------------------------------------------------------------------------------------------------------------
// DEAD
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Harpie_v5_death.asc" F 1 34)
{
*eventSFX ( 2 "DEM_WINGFLAP" )
*eventSFX (3 "HAR_DIE" EMPTY_SLOT )
*eventSFX (12 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Harpie_v5_death.asc" F 35 35)
// ---------------------------------------------------------------------------------------------------------------------------------
// DEADB
aniAlias ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "t_Dead" F)
aniAlias ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "s_Dead" F)
// -------------------------------------------------------------------------------------------------------------------------------------
// WhirlAround
// WhirlAround CCW
// ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseL_A02.asc" F 1 22)
// WhirlAround CW
// ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseR_A02.asc" F 1 22)
// Surprise
aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
//////////////////////////
// LOOK Autoaiming
//////////////////////////
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Harpie_v5_look.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
/////////////////
// ATTACK
/////////////////
ani ("s_FistAttack" 1 "" 0.1 0.2 M. "Harpie_v5_attack.asc" F 1 30)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "20")
*eventTag (0 "DEF_HIT_END" "25")
*eventTag (0 "DEF_WINDOW" "16 25")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX (5 "HAR_ATTACK" EMPTY_SLOT )
}
ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Harpie_v5_moveattack.asc" F 1 20)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "15")
}
// Paraden
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
// aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
// aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
// aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
/////////////////
// SCRIPT ANIS
/////////////////
ani ("t_Warn" 1 "" 0.1 0.2 M. "Harpie_v6_drohen.asc" F 1 29)
{
*eventSFX (2 "HAR_WARN" EMPTY_SLOT )
*eventSFX (15 "DEM_WINGFLAP" EMPTY_SLOT )
}
// ani ("t_Perception" 2 "" 0.1 0.1 M. "Dem_Perception_M01.asc" F 1 74 FPS:12.5)
// Eat
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.2 0.0 M. "Harpie_v5_sitDown.asc" F 101 124 FPS:12.5)
ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Harpie_v5_sitDown.asc" F 125 174 FPS:12.5)
{
*eventSFX (130 "M_EAT" EMPTY_SLOT )
}
ani ("t_Eat_2_Stand" 1 "" 0.0 0.3 M. "Harpie_v5_sitDown.asc" F 175 199 FPS:12.5)
///////////////////////
// MAGIC VICTIMS
///////////////////////
// kein Feuerschaden
// Lightning, Chainlightning, Thunderbolt, Thunderball
aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistRun" F)
// IceCube, IceWave
aniAlias ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "s_FistRun" F)
// Whirlwind
aniAlias ("s_Whirlwind_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "s_FistRun" F)
// kein Sleep Victim
}
}