mahlendur/_work/Data/Anims/Troll.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:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// 14.09.00 Andre Keine JumpUps
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Troll")
{
MeshAndTree ("Tro_Body.asc" DONT_USE_MESH)
registerMesh ("Tro_Body.ASC")
aniEnum
{
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//-----------------------------------------------------------------------------------------------------------------------
modelTag ("DEF_HIT_LIMB" "BIP01 R HAND")
//////////////////
// FIST MOVEMENT
//////////////////
// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Tro_Ambient_M01.asc" F 0 74 FPS:12.5)
{
*eventSFX (25 "TRO_AMBIENT" EMPTY_SLOT )
}
aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL")
// Fist-Run-Loop
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Tro_RunLoop_M01.asc" F 0 24)
{
*eventSFX (14 "TRO_STEPBOOM" EMPTY_SLOT )
*eventPFX (14 "GolemDust" "BIP01 R Foot" ATTACH )
*eventCamTremor (14 1000 700 2 5 )
*eventPFX (17 "GolemDust" "BIP01 L Foot" ATTACH )
*eventSFX (17 "TRO_STEPBOOM" EMPTY_SLOT )
}
aniBlend ("t_FistRunL_2_FistRun" "s_FistRun")
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun")
// Fist-Run Backwards Movement
aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "s_FistRunL" R)
// Fist-WALK
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Tro_WalkLoop_M01.asc" F 1 12)
// Fist-Walk-Loop
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Tro_WalkLoop_M01.asc" F 13 62)
{
*eventSFX (20 "TRO_STEPLIGHT" EMPTY_SLOT )
*eventPFX (20 "GolemDust" "BIP01 R Foot" ATTACH )
*eventSFX (44 "TRO_STEPLIGHT" EMPTY_SLOT )
*eventPFX (44 "GolemDust" "BIP01 L Foot" ATTACH )
}
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Tro_WalkLoop_M01.asc" F 63 74)
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.3 0.3)
// Fist-Walk Backwards Movement
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" 0.3 0.3)
/////////////////////
// FIST TURNING
/////////////////////
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.0 M. "Tro_TurnL_M01.asc" F 1 34)
{
*eventSFX (8 "TRO_STEPLIGHT" EMPTY_SLOT )
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.0 M. "Tro_TurnR_M01.asc" F 1 34)
{
*eventSFX (8 "TRO_STEPLIGHT" EMPTY_SLOT )
}
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.0 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.0 M. "t_FistRunTurnL" R)
/////////////////////
// FIST STRAFING
/////////////////////
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Tro_StrafeL_M01.asc" F 1 34)
{
// *eventSFX (18 "TRO_STEPBOOM" EMPTY_SLOT )
*eventSFX (25 "TRO_STEPLIGHT" EMPTY_SLOT )
}
//
aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "t_FistRunStrafeL" R)
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.0 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.0 M. "t_FistRunStrafeL" R)
/////////////////////
// FIST TRANSITIONS
/////////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.0 0.0)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.0 0.0)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.0 0.0)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.0 0.0)
//////////////////////////
// FALL
//////////////////////////
// FallDn
ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Tro_FallDn_M01.asc" F 0 0)
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.2 M. "Tro_FallDn_M01.asc" F 1 44 FPS:12.5)
{
*eventSFX (1 "TRO_GROWL" EMPTY_SLOT )
*eventSFX (3 "TRO_STEPBOOM" EMPTY_SLOT )
*eventSFX (8 "TRO_STEPLIGHT" EMPTY_SLOT )
}
// 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" 0.0 0.0 MF "s_FallDn" F)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Tro_FallDn_M01.asc" F 1 19)
{
*eventSFX (1 "TRO_STEPBOOM" EMPTY_SLOT )
*eventSFX (10 "TRO_STEPLIGHT" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Tro_FallDn_M01.asc" F 20 20)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.0 M. "Tro_FallDn_M01.asc" F 21 44)
{
*eventSFX (21 "TRO_GROWL" EMPTY_SLOT )
}
aniAlias ("s_FallB" 1 "s_FallB" 0.0 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 0.0 M. "t_Fallen_2_Stand" F)
// -------------------------------------------------------------------------------------------------------------------------------------
///////////////////
// STUMBLE
///////////////////
// -----------------------------------------------------------------------------------------------------------------------------
// Vorw<72>rts Stolpern
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Tro_StumbleB_A01.asc" F 0 20)
{
*eventSFX (1 "TRO_HURT" EMPTY_SLOT )
}
// -----------------------------------------------------------------------------------------------------------------------------
// R<>ckw<6B>rts Stolpern
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Tro_Stumble_A01.asc" F 0 20)
{
*eventSFX (1 "TRO_HURT" EMPTY_SLOT )
}
//////////////////////////
// DIE
//////////////////////////
// hier werden sp<73>ter noch einige "spezielle" Todesanims dazukommen
ani ("t_Dead" 1 "s_Dead" 0.4 0.0 M. "Tro_Dead_M01.asc" F 1 214 FPS:12.5)
{
*eventSFX (1 "TRO_DIE" EMPTY_SLOT )
// *eventSFX (140 "TRO_Stepboom" EMPTY_SLOT )
//*eventPFX (145 1 "GolemDust" )
*eventSFX (200 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Tro_Dead_M01.asc" F 215 215)
ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Tro_Dead2_A02.asc" F 1 130 FPS:12.5)
{
*eventSFX (1 "TRO_DIE" EMPTY_SLOT )
// *eventSFX (125 "TRO_Stepboom" EMPTY_SLOT )
//*eventPFX (130 1 "GolemDust" )
*eventSFX (75 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Tro_Dead2_A02.asc" F 131 131)
// DROWN
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Tro_Drown_A01.asc" F 1 30 FPS:12.5)
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Tro_Drown_A01.asc" F 30 30)
//////////////////////////
// Kampf FIST
//////////////////////////
// FIST Kampfanims
// Attacks
ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "Tro_Attack_M01.asc" F 1 40)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "25")
*eventTag (0 "DEF_HIT_END" "39")
*eventTag (0 "DEF_WINDOW" "25 39")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX (9 "TRO_FISTWOOSH" EMPTY_SLOT )
*eventSFX (20 "TRO_ATTACK" EMPTY_SLOT )
}
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Tro_AttackMove_A01.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "15")
*eventTag (0 "DEF_HIT_END" "28")
*eventTag (0 "DEF_WINDOW" "20 28")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX (10 "TRO_FISTWOOSH" EMPTY_SLOT )
*eventSFX (15 "TRO_ATTACK" EMPTY_SLOT )
}
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "s_FistRunL" R)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "s_FistRunL" R)
// Stein werfen
// Fixme: kann das noch benutzt werden?
// ani ("t_StoneThrow" 1 "s_FistRun" 0.0 0.0 M. "Tro_StoneThrow_M01.asc" F 1 159 FPS:12.5)
// Bei 20f Insert Item ItAmTrollStone
// Bei 122f Stein fliegen lassen
//////////////////////////
// LOOK
//////////////////////////
// LOOK Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Tro_Look_M01.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
///////////////
// SCRIPT-ANIS
///////////////
// Schlafen
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Tro_Sleep_M01.asc" F 1 64 FPS:12.5)
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Tro_Sleep_M01.asc" F 65 124 FPS:5)
{
*eventSFX (70 "TRO_SNORE" EMPTY_SLOT )
}
aniAlias ("t_Sleep_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_Sleep" R)
// Warn & Perception
ani ("t_Warn" 1 "" 0.0 0.0 M. "Tro_Angry_M01.asc" F 0 85 FPS:12.5)
{
*eventSFX (1 "TRO_WARN" EMPTY_SLOT )
}
ani ("t_Perception" 2 "" 0.0 0.0 M. "Tro_Perception_M01.asc" F 0 160 FPS:12.5)
{
*eventSFX (1 "TRO_PERCEPTION" EMPTY_SLOT )
}
// Randoms
ani ("r_ScratchBelly" 2 "" 0.0 0.0 M. "Tro_Random_M01.asc" F 0 80 FPS:12.5)
{
*eventSFX (1 "TRO_AMBIENT" EMPTY_SLOT )
*eventSFX (33 "SCRATCH" EMPTY_SLOT )
*eventSFX (15 "SCRATCH" EMPTY_SLOT )
*eventSFX (44 "SCRATCH" EMPTY_SLOT )
*eventSFX (53 "SCRATCH" EMPTY_SLOT )
}
ani ("r_ScratchLeg" 2 "" 0.0 0.0 M. "Tro_Random_M01.asc" F 80 140 FPS:12.5)
{
*eventSFX (81 "TRO_AMBIENT" EMPTY_SLOT )
*eventSFX (97 "SCRATCH" EMPTY_SLOT )
*eventSFX (106 "SCRATCH" EMPTY_SLOT )
*eventSFX (116 "SCRATCH" EMPTY_SLOT )
}
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_ScratchBelly" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_ScratchLeg" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F)
///////////////////////
// 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. "Tro_VicLightning_M01.asc" F 0 5)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Tro_VicLightning_M01.asc" F 5 150 FPS:10)
// IceCube, IceWave
// Troll ist Immun!
// 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_Lightning_Victim" F )
aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Lightning_Victim" F )
}
}