mahlendur/_work/Data/Anims/Zombie.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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// ZOMBIE.MDS
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
// 14.09.00 Keine JumpUps
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Zom")
{
MeshAndTree ("Zom_Body.ASC" DONT_USE_MESH)
registerMesh ("Zom_Body.ASC")
aniEnum
{
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Bewegungs-Modi
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ---------------------------------------------------------------------------------------------------------------
// RUN-Mode
ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 MI. "Zom_Ambient_A01.asc" F 0 49)
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Zom_Run_A01.asc" F 1 24 )
{
*eventSFXGrnd (10 "Run" )
*eventSFXGrnd (15 "Run" )
}
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.1 M. "Zom_Run_A01.asc" F 25 45 )
{
*eventSFX (26 "ZOM_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (33 "Run" )
*eventSFXGrnd (45 "Run" )
}
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Zom_Run_A01.asc" F 46 54 )
{
*eventSFXGrnd (53 "Run" )
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Zom_JumpB_M01.asc" F 1 29 )
// ---------------------------------------------------------------------------------------------------------------
// WALK-Mode
ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI. "Zom_Ambient_A01.asc" F 0 49)
{
*eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT )
}
ani ("t_FistWalk_2_FistWalkl" 1 "s_FistWalkL" 0.0 0.0 M. "Zom_Walk_A02.asc" F 1 24 )
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Zom_Walk_A02.asc" F 25 46 )
{
*eventSFX (26 "ZOM_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (30 "Run" )
*eventSFXGrnd (42 "Run" )
}
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Zom_Walk_A02.asc" F 47 54 )
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R)
aniAlias ("s_FistWalKBL" 1 "s_FistWalkBL" 0.1 0.1 M. "s_FistWalkL" R)
aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.1 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------
// TURNING
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "Zom_TurnL_M01.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
// *eventSFXGrnd (12 "Run")
*eventSFXGrnd (18 "Turn")
// *eventSFXGrnd (24 "Run")
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "Zom_TurnR_M01.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
// *eventSFXGrnd (12 "Run")
*eventSFXGrnd (18 "Turn")
// *eventSFXGrnd (24 "Run")
}
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "t_FistRunTurnR" F)
// ---------------------------------------------------------------------------------------------------------------
// STRAFING
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Zom_StrafeL_M01.asc" F 0 45)
{
// *eventSFXGrnd (5 "Run")
// *eventSFXGrnd (13 "Run")
*eventSFXGrnd (22 "Turn")
// *eventSFXGrnd (26 "Run")
*eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "Zom_StrafeR_M01.asc" F 0 45)
{
// *eventSFXGrnd (5 "Run")
// *eventSFXGrnd (13 "Run")
*eventSFXGrnd (22 "Turn")
// *eventSFXGrnd (26 "Run")
*eventSFX (1 "ZOM_AMBIENT" EMPTY_SLOT )
}
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_FistRunStrafeR" F)
// ---------------------------------------------------------------------------------------------------------------
// TRANSITIONS
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
//////////////////////////
// STUMBLE
//////////////////////////
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Zom_Stumble_M01.asc" F 0 25)
{
*eventSFX (1 "ZOM_HURT" EMPTY_SLOT )
}
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Zom_StumbleB_M01.asc" F 0 25)
{
*eventSFX (1 "ZOM_HURT" EMPTY_SLOT )
}
// ---------------------------------------------------------------------------------------------------------------
// JUMP
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Zom_JumpUpLow_M01.asc" F 1 8)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.3 0.3 MF "Zom_JumpUpLow_M01.asc" F 8 10)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Zom_JumpUpLow_M01.asc" F 10 69)
// ---------------------------------------------------------------------------------------------------------------
// FALL
ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Zom_FallDn_M01.asc" F 0 0)
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Zom_FallDn_M01.asc" F 1 46)
{
*eventSFX (5 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.1 0.1 MF "Zom_Fallen_M01.asc" F 1 7)
ani ("s_Fall" 1 "s_Fall" 0.0 0.0 MF "Zom_Fallen_M01.asc" F 8 8)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Zom_Fallen_M01.asc" F 9 34)
{
*eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Zom_Fallen_M01.asc" F 35 35)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.1 M. "Zom_Fallen_M01.asc" F 36 194 FPS:15)
ani ("t_FallBDn_2_FallB" 1 "s_FallB" 0.1 0.1 MF "Zom_FallenB_M01.asc" F 1 7)
ani ("s_FallB" 1 "s_FallB" 0.0 0.0 MF "Zom_FallenB_M01.asc" F 8 8)
ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Zom_FallenB_M01.asc" F 9 24)
ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Zom_FallenB_M01.asc" F 25 25)
ani ("t_FallenB_2_Stand" 1 "" 0.0 0.1 M. "Zom_FallenB_M01.asc" F 26 84 FPS:15)
// ---------------------------------------------------------------------------------------------------------------
// DIE
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Zom_Dead_A01.asc" F 1 109 FPS:15)
{
*eventSFX (1 "ZOM_DIE" EMPTY_SLOT )
*eventPFX (1 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH )
*eventPFX (10 2 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Hand" ATTACH )
*eventPFX (15 3 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Hand" ATTACH )
*eventPFX (20 4 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Foot" ATTACH )
*eventPFX (25 5 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Foot" ATTACH )
*eventPFX (30 6 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 Head" ATTACH )
*eventPFX (35 7 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L UpperArm" ATTACH )
*eventSFX (33 "M_FALL_SMALL" EMPTY_SLOT )
*eventPFX (40 8 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R UpperArm" ATTACH )
*eventPFX (45 9 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01" ATTACH )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Zom_Dead_A01.asc" F 110 110)
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Zom_DeadB_M01.asc" F 1 159 FPS:15)
{
*eventSFX (2 "ZOM_DIE" EMPTY_SLOT )
*eventPFX (1 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH )
*eventPFX (10 2 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Hand" ATTACH )
*eventPFX (20 3 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Hand" ATTACH )
*eventPFX (30 4 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L Foot" ATTACH )
*eventSFX (34 "M_FALL_SMALL" EMPTY_SLOT )
*eventPFX (40 5 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R Foot" ATTACH )
*eventPFX (50 6 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 Head" ATTACH )
*eventPFX (60 7 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 L UpperArm" ATTACH )
*eventPFX (70 8 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01 R UpperArm" ATTACH )
*eventPFX (80 9 "MFX_DESTROYUNDEAD_SOUL_CLOUD" "BIP01" ATTACH )
*eventPFX (120 1 "MFX_DESTROYUNDEAD_SOUL_BACK" "BIP01 SPINE2" ATTACH )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Zom_DeadB_M01.asc" F 160 160)
// ---------------------------------------------------------------------------------------------------------------
// DOWN
ani ("t_DOWN" 1 "s_Down" 0.0 0.0 M. "Zom_Down_A01.asc" F 1 5)
ani ("s_DOWN" 1 "s_Down" 0.0 0.0 M. "Zom_Down_A01.asc" F 5 5)
// ---------------------------------------------------------------------------------------------------------------
// RISE
ani ("t_Rise" 1 "" 0.3 0.3 M. "Zom_Dead_A01.asc" R 1 110)
// ---------------------------------------------------------------------------------------------------------------
//////////////////////////
// LOOK / WHIRL
//////////////////////////
// LOOK Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Zom_Look_A01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Zom_Look_A01.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. "Zom_WhirlL_M01.asc" F 1 20)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Zom_WhirlR_M01.asc" F 1 20)
// Surprise
aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
//////////////////////////
// ATTACK
//////////////////////////
ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Zom_Attack_Jue01.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "18")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "18 29")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX (10 "ZOM_ATTACK" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Zom_AttackMove_M01.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "18")
*eventSFX (10 "ZOM_ATTACK" EMPTY_SLOT )
}
// 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)
//////////////////////////
// SCRIPTS
//////////////////////////
ani ("t_Perception" 2 "" 0.1 0.1 M. "Zom_Perception_M01.asc" F 1 100 FPS:15)
ani ("t_Warn" 1 "" 0.1 0.1 M. "Zom_Warn_M01.asc" F 1 50 FPS:15)
{
*eventSFX (1 "ZOM_WARN" EMPTY_SLOT )
}
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F)
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Feuerschaden allgemein, z.B. Fireball ...
// aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_FallDn" F)
// Lightning, Chainlightning, Thunderbolt, Thunderball
aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F)
aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Zom_StumbleB_M01.asc" F 1 3)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Zom_StumbleB_M01.asc" F 4 4)
// 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 )
// kein Sleep Victim
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
}