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.
130 lines
5.8 KiB
Text
130 lines
5.8 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Sheep")
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{
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MeshAndTree ("Sheep_Body.asc" DONT_USE_MESH)
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registerMesh ("Sheep_Body.ASC")
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registerMesh ("Hammel_Body.ASC")
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aniEnum
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{
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// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
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//----------------------------------------------------------------------------------------------------------------------------
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//////////////////////////
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// FIST MOVEMENT
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//////////////////////////
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// Fist-RUN
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sheep_Ambient_A01.asc" F 0 50)
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{
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*eventSFX (10 "SHP_Ambient" EMPTY_SLOT )
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}
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Forward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sheep_Run_A01.asc" F 5 10)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sheep_Run_A01.asc" F 10 26)
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{
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*eventSFX (11 "SHP_Ambient" EMPTY_SLOT )
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}
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Sheep_Run_A01.asc" F 26 35)
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aniAlias ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "t_FistRunL_2_FistRun" F)
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// Fist-WALK
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Forward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sheep_Walk_A01.asc" F 1 10)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Sheep_Walk_A01.asc" F 10 30)
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{
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*eventSFX (11 "SHP_Ambient" EMPTY_SLOT )
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}
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Sheep_Walk_A01.asc" F 30 40)
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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// Backward
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aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1)
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/////////////////////
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// FIST TURNING
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/////////////////////
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// -------------------------------------------------------------------------------------------------------------------------------------
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// FIST-WALK
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ani ("t_FistWalkTurnL" 20 "" 0.3 0.3 M. "Sheep_TurnL_A01.asc" F 1 24)
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ani ("t_FistWalkTurnR" 20 "" 0.3 0.3 M. "Sheep_TurnR_A01.asc" F 1 24)
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// -------------------------------------------------------------------------------------------------------------------------------------
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// FIST-RUN
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aniAlias ("t_FistRunTurnL" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" F)
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aniAlias ("t_FistRunTurnR" 20 "" 0.2 0.2 M. "t_FistWalkTurnR" F)
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/////////////////////
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// FIST TRANSITIONS
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/////////////////////
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// Movement-Modes
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2)
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2)
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
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// Fallpose (Armrudern evtl.)
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ani ("s_FallDn" 1 "s_FallDn" 0.0 0.1 MF "Sheep_Ambient_A01.asc" F 1 1)
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// Sauber landen
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ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Sheep_Ambient_A01.asc" F 1 1)
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//////////////////////////
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// DIE
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//////////////////////////
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Sheep_Dead_A01.asc" F 0 20)
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{
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*eventSFX (1 "SHP_Hurt" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Sheep_Dead_A01.asc" F 20 20)
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aniAlias ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "t_Dead" F)
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aniAlias ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "s_Dead" F)
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// ***************************************************************************************
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// MM DAYCYCLE
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// ***************************************************************************************
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ani ("t_eat" 2 "" 0.1 0.1 M. "Sheep_Eat_A01.asc" F 0 100)
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{
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*eventSFX (60 "SHP_Eat" EMPTY_SLOT )
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}
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aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_eat" F)
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ani ("r_Roam2" 2 "" 0.1 0.1 M. "Sheep_Scharren_A01.asc" F 0 50)
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aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_eat" F)
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// ***************************************************************************************
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}
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
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