mahlendur/_work/Data/Anims/Keiler.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 ("Keiler")
{
meshAndTree ("Keiler_Body.asc" DONT_USE_MESH)
registerMesh ("Keiler_Body.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "BIP01 PONYTAIL1")
//////////////////////////
// BEWEGUNGEN
//////////////////////////
//////////////////
// RUN
//////////////////
// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Wol_Ambient_KS01.asc" F 1 49)
{
*eventSFX (2 "KLR_AMBIENT" EMPTY_SLOT )
}
// Start Running
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Kei_Run_A01.ASC" F 1 8)
// Run-Cycle
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Kei_Run_A01.ASC" F 9 23)
{
*eventSFX (10 "KLR_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (11 "Run" )
*eventSFXGrnd (13 "Run" )
*eventSFXGrnd (16 "Run" )
*eventSFXGrnd (18 "Run" )
}
// End Running
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Kei_Run_A01.ASC" F 24 42)
{
*eventSFXGrnd (28 "Run" )
*eventSFXGrnd (34 "Run" )
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.0)
// Backwards
// ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Wol_RunLoop_KS01.asc" R 36 54)
// {
// *eventSFXGrnd (48 "Run" )
// *eventSFXGrnd (53 "Run" EMPTY_SLOT)
// }
aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "t_StumbleB" )
// Turning
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.8 0.8 M. "Wol_TurnL_M01.asc" F 1 24)
{
*eventSFXGrnd (6 "Turn" )
*eventSFXGrnd (18 "Turn" )
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.8 0.8 M. "Wol_TurnR_M01.asc" F 1 24)
{
*eventSFXGrnd (6 "Turn" )
*eventSFXGrnd (18 "Turn" )
}
//////////////////
// WALK
//////////////////
// Ambient
ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Wol_WalkAmbient_A01.asc" F 1 49)
{
*eventSFX (2 "KLR_AMBIENT" EMPTY_SLOT )
}
// Start Walking
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Wol_Walk_V01.asc" F 1 6)
// Cycle
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Wol_Walk_V01.asc" F 7 36)
{
*eventSFX (8 "KLR_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (14 "Sneak" )
*eventSFXGrnd (22 "Sneak" )
*eventSFXGrnd (30 "Sneak" )
*eventSFXGrnd (35 "Sneak" )
}
// End Walking
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Wol_Walk_V01.asc" F 37 51)
{
*eventSFXGrnd (44 "Run" )
*eventSFXGrnd (50 "Run" )
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.5 0.5)
// Backward Walk
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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)
// Turning
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.8 0.8 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.8 0.8 M. "t_FistRunTurnR" F)
/////////////////
// TRANSITIONS MOVEMENT MODES
/////////////////^
// Walk <-> Run
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
/////////////////
// JUMP / STRAFING
//////////////////
ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.1 M. "Wol_Jump_Jue01.asc" F 7 13)
{
*eventSFX (9 "KLR_AMBIENT" EMPTY_SLOT )
}
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.0 M. "t_FistRunL_2_Jump" F)
// Jump
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Wol_Jump_Jue01.asc" F 1 13)
{
*eventSFX (2 "KLR_AMBIENT" EMPTY_SLOT )
}
ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Wol_Jump_Jue01.asc" F 14 14)
ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Wol_Jump_Jue01.asc" F 15 22)
{
*eventSFXGrnd (20 "Run" )
}
// JumpUpLow
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.0 0.0 M. "Wol_JumpUpLow_KS01.asc" F 1 21)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Wol_JumpUpLow_KS01.asc" F 21 31)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.0 MF "Wol_JumpUpLow_KS01.asc" F 31 45)
{
*eventSFX (32 "KLR_AMBIENT" EMPTY_SLOT )
}
// Strafing
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Wol_Jump_M01.asc" F 61 77)
{
*eventSFX (62 "KLR_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (72 "Turn )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Wol_Jump_M01.asc" F 81 97)
{
*eventSFX (82 "KLR_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (96 "Turn" )
}
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
/////////////////
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.1 0.1)
//////////////////////////
// STUMBLE / SLIDE / FALL
//////////////////////////
// Stumble/Oops
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Kei_StumbleB_A01.asc" F 8 22)
{
*eventSFX (8 "KLR_HURT" EMPTY_SLOT )
}
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Wol_Stumble_Forwrd_Jue01.asc" F 0 20)
{
*eventSFX (1 "KLR_HURT" EMPTY_SLOT )
}
ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Wol_FallDn_M01.asc" F 19 19)
ani ("t_FallDn_2_Stand" 1 "" 0.1 0.2 M. "Wol_FallDn_M01.asc" F 20 44)
{
*eventSFX (20 "KLR_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (22 "Run" )
*eventSFXGrnd (25 "Run" )
}
aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2)
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)
// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.2)
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.2)
aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FallDn" F)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Wol_Fallen_M01.asc" F 1 17)
{
*eventSFX (1 "KLR_HURT" EMPTY_SLOT )
*eventSFX (11 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Wol_Fallen_M01.asc" F 18 18)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Wol_Fallen_M01.asc" F 19 56)
aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FallDn" F)
aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "t_Fall_2_Fallen" F)
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)
//////////////////////////
// SWIM
//////////////////////////
// Transitions won FistWalk (im Wasser) zum Schwimmen
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)
aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1)
aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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)
aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)
// Transitions ins Wasser
ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Wol_Walk2Swim_M01.asc" F 1 4)
ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "Wol_Walk2Swim_M01.asc" F 6 9)
ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Wol_SwimmAmbient_KS01.asc" F 0 49)
ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.2 M. "Wol_Swimm_KS01.asc" F 1 19)
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Wol_Swimm_KS01.asc" F 21 39)
ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.2 0.1 M. "Wol_Swimm_KS01.asc" F 40 64)
// Turning
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Wol_SwimTurnL_KS01.asc" F 1 29)
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Wol_SwimTurnR_KS01.asc" F 1 29)
//////////////////////////
// DIVE
//////////////////////////
aniBlend ("t_Swim_2_Dive" "s_Dive" 0.1 0.1)
aniBlend ("t_SwimF_2_Dive" "s_Dive" 0.1 0.1)
ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.3 0.0 MF "Wol_F2Dive_M01.asc" F 1 9)
ani ("s_Dive" 1 "s_Dive" 0.0 0.1 MF "Wol_F2Dive_M01.asc" F 10 10)
aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1)
ani ("s_DiveF" 1 "s_DiveF" 0.0 0.1 MF "Wol_F2Dive_M01.asc" F 11 19)
aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.1 0.1)
aniBlend ("t_DiveF_2_Swim" "s_Swim" 0.1 0.1)
// DROWN
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Wol_Drown_M01.asc" F 1 19)
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Wol_Drown_M01.asc" F 20 20)
//////////////////////////
// DIE
//////////////////////////
ani ("t_Dead" 1 "s_Dead" 0.4 0.0 M. "Wol_DeadB_KS01.asc" F 1 22)
{
*eventSFX (1 "KLR_DIE" EMPTY_SLOT )
*eventSFX (10 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Wol_DeadB_KS01.asc" F 23 23)
ani ("t_DeadB" 1 "s_DeadB" 0.4 0.0 M. "Wol_Dead_Jue01.asc" F 1 38)
{
*eventSFX (5 "KLR_DIE" EMPTY_SLOT )
*eventSFX (22 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Wol_Dead_Jue01.asc" F 40 40)
//////////////////////////
// UMSEHEN
//////////////////////////
// Autoaiming
ani ("c_look_1" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Wol_Look_KS01.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "Wol_WhirlAroundL_KS01.asc" R 1 19)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Wol_WhirlAroundL_KS01.asc" F 1 19)
ani ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "Wol_WhirlAroundL_KS01.asc" F 20 20)
/////////////////////
// FIST FIGHTING
/////////////////////
ani ("s_FistAttack" 1 "" 0.1 0.1 M. "Kei_Attack_A01.asc" F 1 20)
{
*eventTag (0 "DEF_OPT_FRAME" "9")
*eventTag (0 "DEF_HIT_END" "20")
*eventTag (0 "DEF_WINDOW" "9 20")
*eventSFX (2 "KLR_ATTACK" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.3 0.5 M. "Kei_AttackMove_A01.ASC" F 7 24)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "10")
*eventSFX (13 "KLR_ATTACK" EMPTY_SLOT )
}
// Paraden
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_StumbleB" F)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_StumbleB" F)
// aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_StumbleB" F)
// aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_StumbleB" F)
// aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_StumbleB" F)
////////////////////////
// SCRIPT / RANDOM
////////////////////////
ani ("t_Perception" 2 "" 0.0 0.0 M. "Wol_Wittern_A01.asc" F 0 40)
ani ("t_Warn" 1 "" 0.0 0.0 M. "Kei_Warn_A01.asc" F 0 40)
{
*eventSFX (2 "KLR_WARN" EMPTY_SLOT )
}
//---------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sit" 1 "s_Sit" 0.1 0.0 M. "Wol_SitDown_Jue00.asc" F 1 34 FPS:15)
ani ("s_Sit" 1 "s_Sit" 0.0 0.0 M. "Wol_SitDown_Jue00.asc" F 35 74 FPS:15)
ani ("t_Sit_2_Stand" 1 "" 0.0 0.2 M. "Wol_SitDown_Jue00.asc" F 75 109 FPS:15)
//---------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Wol_Sleep_M01.asc" F 1 59 FPS:15)
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Wol_Sleep_M01.asc" F 60 60)
aniAlias ("t_Sleep_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sleep" R)
//---------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.1 0.0 M. "Wol_EatPrey_KS01.asc" F 1 9)
ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Wol_EatPrey_KS01.asc" F 10 59 FPS:15)
ani ("t_Eat_2_Stand" 1 "" 0.0 0.2 M. "Wol_EatPrey_KS01.asc" F 60 69)
//---------------------------------------------------------------------------------------------------------------------
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
ani ("r_Roam1" 2 "" 0.0 0.0 M. "Kei_Eat_A01.asc" F 0 70)
ani ("r_Roam2" 2 "" 0.0 0.0 M. "Kei_Schuetteln_A01.asc" F 0 75)
aniAlias ("r_Roam3" 2 "" 0.0 0.0 M. "r_Roam1" R )
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ...
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. "Wol_VicLightning_M01.asc" F 0 5)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Wol_VicLightning_M01.asc" F 5 42)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Kei_StumbleB_A01.asc" F 8 10)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Kei_StumbleB_A01.asc" F 11 11)
// 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" 0.0 0.0 M. "s_Sleep" F)
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sleep" R)
// Whirlwind
aniAlias ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "t_Stand_2_Freeze_Victim" F )
aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Freeze_Victim" F )
}
}