1.Otóż mam problem zrobiłem nowego potwora na podstawie wilka jedynie co mu zmieniłem to jego wygląd .asc, a w jego mdsie zastąpiłem nowym dźwiękiem (rozszerzenie typu .wav), dźwięki zwierzaka wrzuciłem do folderu sound/SFX, spacer odtwarza dźwięk, jednak kiedy przywołuje bestie w grze nic nie odtwarza. W SFXInst także wszystko zrobiłem. Umieszczam jeszcze dla pewności czy dobrze.
Skrypt dźwięku zwierzaka w SFXInst
Spoiler
/* Hyena
INSTANCE HIE_Ambient (C_SFX_DEF) {file= "HIE_Ambient01.wav"; vol = 80; };
INSTANCE HIE_Ambient_A1 (C_SFX_DEF) {file= "HIE_Ambient02.wav"; vol = 80; };
INSTANCE HIE_Ambient_A2 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HIE_Ambient_A3 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HIE_Ambient_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HIE_Ambient_Short (C_SFX_DEF) {file= "HIE_Ambient_Short01.wav"; vol = 45; };
INSTANCE HIE_Ambient_Short_A1 (C_SFX_DEF) {file= "HIE_Ambient_Short02.wav"; vol = 45; };
INSTANCE HIE_Ambient_Short_A2 (C_SFX_DEF) {file= "HIE_Ambient_Short03.wav"; vol = 45; };
INSTANCE HIE_Ambient_Short_A3 (C_SFX_DEF) {file= "HIE_Ambient_Short04.wav"; vol = 45; };
INSTANCE HIE_Ambient_Short_A4 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HIE_Ambient_Short_A5 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HIE_Ambient_Short_A6 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HIE_Ambient_Short_A7 (C_SFX_DEF) {file= "nosound.wav"; vol = 0; };
INSTANCE HIE_Attack (C_SFX_DEF) {file= "HIE_Attack01.wav"; vol = 112; };
INSTANCE HIE_Attack_A1 (C_SFX_DEF) {file= "HIE_Attack02.wav"; vol = 112; };
INSTANCE HIE_Die (C_SFX_DEF) {file= "HIE_Die01.wav"; vol = 120; };
INSTANCE HIE_Growl (C_SFX_DEF) {file= "HIE_Growl01.wav"; vol = 95; };
INSTANCE HIE_Hurt (C_SFX_DEF) {file= "HIE_Hurt01.wav"; vol = 55; };
INSTANCE HIE_Hurt_A1 (C_SFX_DEF) {file= "HIE_Hurt02.wav"; vol = 55; };
INSTANCE HIE_Hurt_A2 (C_SFX_DEF) {file= "HIE_Hurt03.wav"; vol = 55; };
INSTANCE HIE_Warn (C_SFX_DEF) {file= "HIE_Warn01.wav"; vol = 85; };
Skrypt potwora:
Spoiler
//********************
// Hyena Prototype
//********************
PROTOTYPE Mst_Default_Hyena(C_Npc)
{
//----- Monster ----
name = "Hiena";
guild = GIL_WOLF;
aivar[AIV_MM_REAL_ID] = ID_HYENA;
level = 10;
//----- Attribute ----
attribute [ATR_STRENGTH] = 55;
attribute [ATR_DEXTERITY] = 30;
attribute [ATR_HITPOINTS_MAX] = 120;
attribute [ATR_HITPOINTS] = 120;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protections ----
protection [PROT_BLUNT] = 55;
protection [PROT_EDGE] = 55;
protection [PROT_POINT] = 10;
protection [PROT_FIRE] = 55;
protection [PROT_FLY] = 55;
protection [PROT_MAGIC] = 10;
//---- Damage Types ----
damagetype = DAM_EDGE;
// damage [DAM_INDEX_BLUNT] = 0;
// damage [DAM_INDEX_EDGE] = 0;
// damage [DAM_INDEX_POINT] = 0;
// damage [DAM_INDEX_FIRE] = 0;
// damage [DAM_INDEX_FLY] = 0;
// damage [DAM_INDEX_MAGIC] = 0;
//----- Kampf Taktik ----
fight_tactic = FAI_WOLF;
//----- Senses & Ranges ----
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_ThreatenBeforeAttack] = TRUE;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_LONG;
aivar[AIV_MM_FollowInWater] = TRUE;
aivar[AIV_MM_Packhunter] = TRUE;
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
};
//************
// Visuals
//************
func void B_SetVisuals_Hyena()
{
Mdl_SetVisual (self,"HIEN.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "hien_body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
//************
// Hyena
//************
INSTANCE Hyena (Mst_Default_Hyena)
{
B_SetVisuals_Hyena();
Npc_SetToFistMode(self);
CreateInvItems (self, ItFoMuttonRaw, 1);
};
Plik MDS:
Spoiler
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Hyena")
{
meshAndTree ("hien_body.ASC" DONT_USE_MESH)
registerMesh ("hien_body.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "Bip01 Ponytail1")
ani ("S_FISTRUN" 1 "S_FISTRUN" 0.0 0.0 M. "HIE_AMBIENT_KS01.ASC" F 1 49)
{
*eventSFX (2 "HIE_AMBIENT" EMPTY_SLOT)
}
ani ("T_FISTRUN_2_FISTRUNL" 1 "S_FISTRUNL" 0.0 0.0 M. "HIE_RUNLOOP_JUE04_FR9_23.ASC" F 1 8)
ani ("S_FISTRUNL" 1 "S_FISTRUNL" 0.0 0.0 M. "HIE_RUNLOOP_JUE04_FR9_23.ASC" F 9 23)
{
*eventSFX (10 "HIE_AMBIENT_SHORT" EMPTY_SLOT)
*eventSFXGrnd (11 "RUN")
*eventSFXGrnd (13 "RUN")
*eventSFXGrnd (16 "RUN")
*eventSFXGrnd (18 "RUN")
}
ani ("T_FISTRUNL_2_FISTRUN" 1 "S_FISTRUN" 0.0 0.0 M. "HIE_RUNLOOP_JUE04_FR9_23.ASC" F 24 42)
{
*eventSFXGrnd (28 "RUN")
*eventSFXGrnd (34 "RUN")
}
aniBlend ("T_FISTRUNR_2_FISTRUN" "S_FISTRUN" 0.0 0.0)
aniAlias ("T_FISTJUMPB" 1 "S_FISTRUN" 0.0 0.0 M. "T_STUMBLEB" )
ani ("T_FISTRUNTURNL" 20 "T_FISTRUNTURNL" 0.8 0.8 M. "HIE_TURNL_M01.ASC" F 1 24)
{
*eventSFXGrnd (6 "TURN")
*eventSFXGrnd (18 "TURN")
}
ani ("T_FISTRUNTURNR" 20 "T_FISTRUNTURNR" 0.8 0.8 M. "HIE_TURNR_M01.ASC" F 1 24)
{
*eventSFXGrnd (6 "TURN")
*eventSFXGrnd (18 "TURN")
}
ani ("S_FISTWALK" 1 "S_FISTWALK" 0.0 0.0 M. "HIE_WALKAMBIENT_A01.ASC" F 1 49)
{
*eventSFX (2 "HIE_AMBIENT" EMPTY_SLOT)
}
ani ("T_FISTWALK_2_FISTWALKL" 1 "S_FISTWALKL" 0.0 0.0 M. "HIE_WALK_V01.ASC" F 1 6)
ani ("S_FISTWALKL" 1 "S_FISTWALKL" 0.0 0.0 M. "HIE_WALK_V01.ASC" F 7 36)
{
*eventSFX (8 "HIE_AMBIENT" EMPTY_SLOT)
*eventSFXGrnd (14 "SNEAK")
*eventSFXGrnd (22 "SNEAK")
*eventSFXGrnd (30 "SNEAK")
*eventSFXGrnd (35 "SNEAK")
}
ani ("T_FISTWALKL_2_FISTWALK" 1 "S_FISTWALK" 0.0 0.0 M. "HIE_WALK_V01.ASC" F 37 51)
{
*eventSFXGrnd (44 "RUN")
*eventSFXGrnd (50 "RUN")
}
aniBlend ("T_FISTWALKR_2_FISTWALK" "S_FISTWALK" 0.5 0.5)
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)
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)
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)
ani ("T_FISTRUNL_2_JUMP" 1 "S_JUMP" 0.1 0.1 M. "HIE_JUMP_JUE01.ASC" F 7 13)
{
*eventSFX (9 "HIE_AMBIENT_SHORT" EMPTY_SLOT)
}
aniAlias ("T_FISTRUNR_2_JUMP" 1 "S_JUMP" 0.1 0.0 M. "T_FISTRUNL_2_JUMP" F)
ani ("T_STAND_2_JUMP" 1 "S_JUMP" 0.0 0.0 M. "HIE_JUMP_JUE01.ASC" F 1 13)
{
*eventSFX (2 "HIE_AMBIENT_SHORT" EMPTY_SLOT)
}
ani ("S_JUMP" 1 "S_JUMP" 0.0 0.0 MF "HIE_JUMP_JUE01.ASC" F 14 14)
ani ("T_JUMP_2_STAND" 1 "" 0.0 0.1 M. "HIE_JUMP_JUE01.ASC" F 15 22)
{
*eventSFXGrnd (20 "RUN")
}
ani ("T_STAND_2_JUMPUPLOW" 1 "S_JUMPUPLOW" 0.0 0.0 M. "HIE_JUMPUPLOW_KS01.ASC" F 1 21)
ani ("S_JUMPUPLOW" 1 "T_JUMPUPLOW_2_STAND" 0.0 0.0 MF "HIE_JUMPUPLOW_KS01.ASC" F 21 31)
ani ("T_JUMPUPLOW_2_STAND" 1 "" 0.0 0.0 MF "HIE_JUMPUPLOW_KS01.ASC" F 31 45)
{
*eventSFX (32 "HIE_AMBIENT_SHORT" EMPTY_SLOT)
}
ani ("T_FISTRUNSTRAFEL" 1 "T_FISTRUNSTRAFEL" 0.1 0.1 M. "HIE_JUMP_M01.ASC" F 61 77)
{
*eventSFX (62 "HIE_AMBIENT_SHORT" EMPTY_SLOT)
*eventSFXGrnd (72 "TURN")
}
ani ("T_FISTRUNSTRAFER" 1 "T_FISTRUNSTRAFER" 0.1 0.1 M. "HIE_JUMP_M01.ASC" F 81 97)
{
*eventSFX (82 "HIE_AMBIENT_SHORT" 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)
aniBlend ("T_JUMP_2_FISTRUNL" "S_FISTRUNL" 0.1 0.1)
ani ("T_STUMBLEB" 1 "" 0.1 0.1 M. "HIE_STUMBLE_BACK_JUE01.ASC" F 8 22)
{
*eventSFX (8 "HIE_HURT" EMPTY_SLOT)
}
ani ("T_STUMBLE" 1 "" 0.1 0.1 M. "HIE_STUMBLE_FORWRD_JUE01.ASC" F 0 20)
{
*eventSFX (1 "HIE_HURT" EMPTY_SLOT)
}
ani ("S_FALLDN" 1 "S_FALLDN" 0.0 0.0 MF "HIE_FALLDN_M01.ASC" F 19 19)
ani ("T_FALLDN_2_STAND" 1 "" 0.1 0.2 M. "HIE_FALLDN_M01.ASC" F 20 44)
{
*eventSFX (20 "HIE_AMBIENT_SHORT" 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)
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. "HIE_FALLEN_M01.ASC" F 1 17)
{
*eventSFX (1 "HIE_HURT" EMPTY_SLOT)
*eventSFX (11 "M_FALL_SMALL" EMPTY_SLOT)
}
ani ("S_FALLEN" 1 "S_FALLEN" 0.0 0.0 M. "HIE_FALLEN_M01.ASC" F 18 18)
ani ("T_FALLEN_2_STAND" 1 "" 0.0 0.2 M. "HIE_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)
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)
ani ("T_WALKWL_2_SWIMF" 1 "S_SWIMF" 0.1 0.1 MF "HIE_WALK2SWIM_M01.ASC" F 1 4)
ani ("T_SWIMF_2_WALKWL" 1 "S_WALKWL" 0.1 0.1 MF "HIE_WALK2SWIM_M01.ASC" F 6 9)
ani ("S_SWIM" 1 "S_SWIM" 0.0 0.1 M. "HIE_SWIMMAMBIENT_KS01.ASC" F 0 49)
ani ("T_SWIM_2_SWIMF" 1 "S_SWIMF" 0.1 0.2 M. "HIE_SWIMM_KS01.ASC" F 1 19)
ani ("S_SWIMF" 1 "S_SWIMF" 0.0 0.0 M. "HIE_SWIMM_KS01.ASC" F 21 39)
ani ("T_SWIMF_2_SWIM" 1 "S_SWIM" 0.2 0.1 M. "HIE_SWIMM_KS01.ASC" F 40 64)
ani ("T_SWIMTURNL" 20 "T_SWIMTURNL" 0.1 0.1 M. "HIE_SWIMTURNL_KS01.ASC" F 1 29)
ani ("T_SWIMTURNR" 20 "T_SWIMTURNR" 0.1 0.1 M. "HIE_SWIMTURNR_KS01.ASC" F 1 29)
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 "HIE_F2DIVE_M01.ASC" F 1 9)
ani ("S_DIVE" 1 "S_DIVE" 0.0 0.1 MF "HIE_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 "HIE_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)
ani ("T_DIVE_2_DROWNED" 1 "S_DROWNED" 0.2 0.0 M. "HIE_DROWN_M01.ASC" F 1 19)
ani ("S_DROWNED" 1 "S_DROWNED" 0.0 0.0 M. "HIE_DROWN_M01.ASC" F 20 20)
ani ("T_DEAD" 1 "S_DEAD" 0.4 0.0 M. "HIE_DEADB_KS01.ASC" F 1 22)
{
*eventSFX (1 "HIE_DIE" EMPTY_SLOT)
*eventSFX (10 "M_FALL_SMALL" EMPTY_SLOT)
}
ani ("S_DEAD" 1 "S_DEAD" 0.0 0.0 M. "HIE_DEADB_KS01.ASC" F 23 23)
ani ("T_DEADB" 1 "S_DEADB" 0.4 0.0 M. "HIE_DEAD_JUE01.ASC" F 1 38)
{
*eventSFX (5 "HIE_DIE" EMPTY_SLOT)
*eventSFX (22 "M_FALL_SMALL" EMPTY_SLOT)
}
ani ("S_DEADB" 1 "S_DEADB" 0.0 0.0 M. "HIE_DEAD_JUE01.ASC" F 40 40)
ani ("C_LOOK_1" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 0 0)
ani ("C_LOOK_2" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 1 1)
ani ("C_LOOK_3" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 2 2)
ani ("C_LOOK_4" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 3 3)
ani ("C_LOOK_5" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 4 4)
ani ("C_LOOK_6" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 5 5)
ani ("C_LOOK_7" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 6 6)
ani ("C_LOOK_8" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 7 7)
ani ("C_LOOK_9" 9 "" 0.0 0.0 . "HIE_LOOK_KS01.ASC" F 8 8)
aniComb ("T_LOOK" 9 "T_LOOK" 0.3 0.3 M. "C_LOOK_" 9)
ani ("T_SURPRISE_CCW" 1 "S_SURPRISE" 0.0 0.0 M. "HIE_WHIRLAROUNDL_KS01.ASC" R 1 19)
ani ("T_SURPRISE_CW" 1 "S_SURPRISE" 0.0 0.0 M. "HIE_WHIRLAROUNDL_KS01.ASC" F 1 19)
ani ("S_SURPRISE" 1 "S_SURPRISE" 0.0 0.0 M. "HIE_WHIRLAROUNDL_KS01.ASC" F 20 20)
ani ("S_FISTATTACK" 1 "" 0.1 0.1 M. "HIE_ATTACK_JUE00.ASC" F 1 20)
{
*eventTag (0 "DEF_OPT_FRAME" "9")
*eventTag (0 "DEF_HIT_END" "20")
*eventTag (0 "DEF_WINDOW" "9 20")
*eventSFX (2 "HIE_ATTACK" EMPTY_SLOT)
}
ani ("T_FISTATTACKMOVE" 2 "" 0.3 0.5 M. "HIE_SPECATTACK1_KS01.ASC" F 7 24)
{
*eventTag (0 "DEF_HIT_LIMB" "Bip01 Head")
*eventTag (0 "DEF_OPT_FRAME" "10")
*eventSFX (13 "HIE_ATTACK" EMPTY_SLOT)
}
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)
ani ("T_PERCEPTION" 2 "" 0.0 0.0 M. "HIE_WITTERN_A01.ASC" F 0 40)
ani ("T_WARN" 1 "" 0.0 0.0 M. "HIE_BARK_KS01.ASC" F 0 42)
{
*eventSFX (2 "HIE_WARN" EMPTY_SLOT)
}
ani ("T_STAND_2_SIT" 1 "S_SIT" 0.1 0.0 M. "HIE_SITDOWN_JUE00.ASC" F 1 34 FPS:15)
ani ("S_SIT" 1 "S_SIT" 0.0 0.0 M. "HIE_SITDOWN_JUE00.ASC" F 35 74 FPS:15)
ani ("T_SIT_2_STAND" 1 "" 0.0 0.2 M. "HIE_SITDOWN_JUE00.ASC" F 75 109 FPS:15)
ani ("T_STAND_2_SLEEP" 1 "S_SLEEP" 0.1 0.0 M. "HIE_SLEEP_M01.ASC" F 1 59 FPS:15)
ani ("S_SLEEP" 1 "S_SLEEP" 0.0 0.0 M. "HIE_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. "HIE_EATPREY_KS01.ASC" F 1 9)
ani ("S_EAT" 1 "S_EAT" 0.0 0.0 M. "HIE_EATPREY_KS01.ASC" F 10 59 FPS:15)
ani ("T_EAT_2_STAND" 1 "" 0.0 0.2 M. "HIE_EATPREY_KS01.ASC" F 60 69)
ani ("R_GROWL" 2 "" 0.0 0.0 M. "HIE_GROWL_KS01.ASC" F 0 50)
{
*eventSFX (1 "HIE_GROWL" EMPTY_SLOT)
}
ani ("R_SCRATCH" 2 "" 0.0 0.0 M. "HIE_SCRATCH_KS01.ASC" F 0 70)
{
*eventSFX (1 "HIE_AMBIENT" EMPTY_SLOT)
*eventSFX (21 "SCRATCH_SMALL" EMPTY_SLOT)
*eventSFX (36 "SCRATCH_SMALL" EMPTY_SLOT)
*eventSFX (54 "SCRATCH_SMALL" EMPTY_SLOT)
}
ani ("R_PEE" 2 "" 0.0 0.0 M. "HIE_PEE_KS01.ASC" F 0 70)
ani ("R_HOWL" 2 "" 0.2 0.2 M. "HIE_HOWL_KS01.ASC" F 35 84 FPS:15)
aniAlias ("R_ROAM1" 2 "" 0.0 0.0 M. "R_SCRATCH" F)
ani ("R_ROAM2" 2 "" 0.0 0.0 M. "HIE_EATPREY_KS01.ASC" F 0 70)
ani ("R_ROAM3" 2 "" 0.0 0.0 M. "HIE_ZECKEZWICK_A01.ASC" F 0 120)
aniAlias ("S_FIRE_VICTIM" 1 "S_FIRE_VICTIM" 0.0 0.0 M. "S_LIGHTNING_VICTIM" F)
ani ("T_STAND_2_LIGHTNING_VICTIM" 1 "S_LIGHTNING_VICTIM" 0.0 0.0 M. "HIE_VICLIGHTNING_M01.ASC" F 0 5)
ani ("S_LIGHTNING_VICTIM" 1 "S_LIGHTNING_VICTIM" 0.0 0.0 M. "HIE_VICLIGHTNING_M01.ASC" F 5 42)
ani ("T_STAND_2_FREEZE_VICTIM" 1 "S_FREEZE_VICTIM" 0.0 0.0 M. "HIE_STUMBLE_BACK_JUE01.ASC" F 8 10)
ani ("S_FREEZE_VICTIM" 1 "S_FREEZE_VICTIM" 0.0 0.0 M. "HIE_STUMBLE_BACK_JUE01.ASC" F 11 11)
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)
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)
}
}
2.Mam jeszcze jedno pytanie a mianowicie czy można edytować .ZEN, jego modele bez naruszania VOB'ów? Jeśli tak to czy blender się do tego nada i czy trzeba dodatkowe opcje. Za samą chęć pomocy poleci propsik