mahlendur/_work/Data/Anims/mds_overlay/Humans_1hST1.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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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// HUMAN OVERLAY 1H-SCHWERTKAMPF TALENT 2
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("HuS")
{
MeshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH)
aniEnum
{
modelTag ("DEF_HIT_LIMB" "zs_RightHand")
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// 1H - WEAPON READY
ani ("t_Run_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT2.asc" F 1 3)
ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT2.asc" F 4 4)
ani ("t_1h_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hSDrawT2.asc" F 5 10)
{
*eventTag (5 "DEF_FIGHTMODE" "1H")
*eventTag (5 "DEF_DRAWSOUND")
}
ani ("t_1hRun_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT2.asc" R 5 10)
{
*eventTag (5 "DEF_FIGHTMODE" "")
*eventTag (5 "DEF_UNDRAWSOUND")
}
aniAlias ("t_1h_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_1h" R)
///////////////////////
// 1H MOVEMENT
///////////////////////
// 1h-RUN
ani ("s_1hRun" 1 "s_1hRun" 0.1 0.1 MI "Hum_1hAmbientT2.asc" F 0 119 FPS:10)
ani ("t_1hRun_2_1hRunL" 1 "s_1hRunL" 0.1 0.0 M. "Hum_1hRunT2.asc" F 1 11)
ani ("s_1hRunL" 1 "s_1hRunL" 0.0 0.0 M. "Hum_1hRunT2.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_1hRunL_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hRunT2.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_1hRunR_2_1hRun" "s_1hRun" 0.2 0.2)
// 1h-Run Backwards Movement
ani ("t_1hJumpB" 1 "s_1hRun" 0.1 0.2 M. "Hum_1hParadeJumpT2.asc" F 1 14)
{
*eventTag (0 "DEF_WINDOW" "0 10")
*eventSFX (2 "D_PARADE" EMPTY_SLOT ) //*** FIXME Carsten ***
}
// 1h-WALK
aniAlias ("s_1hWalk" 1 "s_1hWalk" 0.1 0.1 MI "s_1hRun" F)
ani ("t_1hWalk_2_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 1 18)
{
*eventSFXGrnd (15 "Run")
}
ani ("s_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 19 38)
{
*eventSFXGrnd (27 "Run")
*eventSFXGrnd (36 "Run")
}
ani ("t_1hWalkL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "Hum_1hWalkT2.asc" F 39 49)
{
*eventSFXGrnd (47 "Run")
*eventSFXGrnd (49 "Run")
}
aniBlend ("t_1hWalkR_2_1hWalk" "s_1hWalk" 0.2 0.2)
// 1h-Walk Backwards Movement
aniAlias ("t_1hWalk_2_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "t_1hWalkL_2_1hWalk" R)
aniAlias ("s_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "s_1hWalkL" R)
aniAlias ("t_1hWalkBL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "t_1hWalk_2_1hWalkL" R)
aniBlend ("t_1hWalkBR_2_1hWalk" "s_1hWalk" 0.2 0.2)
{
*eventSFXGrnd (22 "Run")
}
///////////////////////
// 1H TURNING
///////////////////////
ani ("t_1hRunTurnL" 20 "t_1hRunTurnL" 0.1 0.2 M. "Hum_1hTurnLT2.asc" F 0 24)
{
*eventSFXGrnd (8 "Turn")
*eventSFXGrnd (16 "Turn")
*eventSFXGrnd (23 "Turn")
}
ani ("t_1hRunTurnR" 20 "t_1hRunTurnR" 0.1 0.2 M. "Hum_1hTurnRT2.asc" F 0 24)
{
*eventSFXGrnd (5 "Turn")
*eventSFXGrnd (12 "Turn")
*eventSFXGrnd (19 "Turn")
}
aniAlias ("t_1hWalkTurnL" 20 "t_1hWalkTurnL" 0.1 0.2 M. "t_1hRunTurnL" F)
aniAlias ("t_1hWalkTurnR" 20 "t_1hWalkTurnR" 0.1 0.2 M. "t_1hRunTurnR" F)
///////////////////////
// 1H STRAFING
///////////////////////
ani ("t_1hRunStrafeL" 1 "t_1hRunStrafeL" 0.1 0.1 M. "Hum_1hStrafeLT2_M02.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_1hRunStrafeR" 1 "t_1hRunStrafeR" 0.1 0.1 M. "Hum_1hStrafeRT2_M02.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_1hWalkStrafeL" 1 "t_1hWalkStrafeL" 0.1 0.1 M. "t_1hRunStrafeL" F)
aniAlias ("t_1hWalkStrafeR" 1 "t_1hWalkStrafeR" 0.1 0.1 M. "t_1hRunStrafeR" F)
///////////////////////
// 1H TRANSITIONS
///////////////////////
// Movement-Modes
aniBlend ("t_1hRun_2_1hWalk" "s_1hWalk" 0.0 0.2)
aniBlend ("t_1hWalk_2_1hRun" "s_1hRun" 0.0 0.2)
ani ("t_1hRun_2_1hSneak" 1 "s_1hSneak" 0.1 0.1 M. "Hum_1hRun_2_Sneak.asc" F 25 30)
aniAlias ("t_1hSneak_2_1hRun" 1 "s_1hRun" 0.1 0.1 M. "t_1hRun_2_1hSneak" R)
aniBlend ("t_1hRunL_2_1hWalkL" "s_1hWalkL" 0.2 0.2)
aniBlend ("t_1hWalkL_2_1hRunL" "s_1hRunL" 0.2 0.2)
aniBlend ("t_1hSneakL_2_1hRunL" "s_1hRunL" 0.2 0.2)
aniBlend ("t_1hRunL_2_1hSneakL" "s_1hSneakL" 0.2 0.2)
///////////////////////
// 1H SWORD FIGHTING
///////////////////////
ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.0 M. "Hum_1hAttackComboT2_M05.asc" F 1 140)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "4 37 74 110")
*eventTag (0 "DEF_HIT_END" "33 68 103 119")
*eventTag (0 "DEF_WINDOW" "12 36 47 71 82 106")
// 117 139")
// *eventTag (0 "DEF_WINDOW" "12 36 47 71 82 106") org
// *eventTag (0 "DEF_WINDOW" "12 33 47 68 82 103")
*eventSFX (4 "Whoosh" EMPTY_SLOT )
*eventSFX (74 "WHOOSH" EMPTY_SLOT )
}
// Auf H<>hen schlagen
// ani ("c_1hAttack_1" 1 "" 0.0 0.0 . "Hum_1hAttackUpT2.asc" F 0 19)
// ani ("c_1hAttack_2" 1 "" 0.0 0.0 . "Hum_1hAttackMidT2.asc" F 0 19)
// ani ("c_1hAttack_3" 1 "" 0.0 0.0 . "Hum_1hAttackDnT2.asc" F 0 19)
// aniComb ("t_1hAttackC" 1 "" 0.0 0.0 M. "c_1hAttack_" 3)
// {
// *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
// *eventTag (0 "DEF_OPT_FRAME" "8")
// }
// Drehschl<68>ge L/R
ani ("t_1hAttackL" 1 "" 0.0 0.2 M. "Hum_1hAttackT2_M05.asc" F 1 24)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "4")
*eventTag (0 "DEF_HIT_END" "24")
*eventTag (0 "DEF_WINDOW" "10 24")
*eventSFX (4 "Whoosh" EMPTY_SLOT )
}
ani ("t_1hAttackR" 1 "" 0.0 0.2 M. "Hum_1hAttackT2_M05.asc" F 26 50)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "4")
*eventTag (0 "DEF_HIT_END" "24")
*eventTag (0 "DEF_WINDOW" "10 24")
*eventSFX (27 "Whoosh" EMPTY_SLOT )
}
// Parade
ani ("t_1hParade_0" 1 "" 0.1 0.0 M. "Hum_1hParadeT1_A01.asc" F 1 15)
//alt: Hum_1hParadeT2_M01.asc
{
*eventTag (0 "DEF_WINDOW" "0 12") //MH: in allen Frames, die NICHT Parade-Frames sind, kann die Parade vorzeitig abgebrochen werden
*eventSFX (2 "D_PARADE" EMPTY_SLOT )
}
ani ("t_1hParade_0_A2" 1 "" 0.1 0.0 M. "Hum_1hParadeT1_A01.asc" F 16 30)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (18 "D_PARADE" EMPTY_SLOT )
}
ani ("t_1hParade_0_A3" 1 "" 0.1 0.0 M. "Hum_1hParadeT1_A01.asc" F 31 45)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (33 "D_PARADE" EMPTY_SLOT )
}
// ani ("t_1hParade_U" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_M01.asc" F 1 29)
// ani ("t_1hParade_L" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_M01.asc" F 1 29)
// ani ("t_1hParade_R" 1 "" 0.0 0.0 M. "Hum_1hParadeT2_M01.asc" F 1 29)
ani ("t_1hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_1hParadeJumpT2.asc" F 1 14)
{
*eventTag (0 "DEF_WINDOW" "0 10")
*eventSFX (2 "D_PARADE" EMPTY_SLOT )
}
}
}