O temacie
Autor Malak
Zaczęty 26.11.2008 roku
Wyświetleń 2194
Odpowiedzi 5
Malak
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++// HUMAN OVERLAY 1H-SCHWERTKAMPF TALENT 6//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++Model ("HuS"){ meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand")//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++// 1H - WEAPON READY ani ("t_Run_6_1h" 1 "s_1h" 0.1 0.0 M. "Hum_1hSDrawT3.asc" F 1 3) ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT3.asc" F 4 4) ani ("t_1h_6_1hRun" 1 "s_1hRun" 0.0 0.1 M. "Hum_1hSDrawT3.asc" F 5 14) { *eventTag (5 "DEF_FIGHTMODE" "1H") *eventTag (5 "DEF_DRAWSOUND") } ani ("t_1hRun_6_1h" 1 "s_1h" 0.1 0.0 M. "Hum_1hSDrawT3.asc" R 5 14) { *eventTag (5 "DEF_FIGHTMODE" "") *eventTag (5 "DEF_UNDRAWSOUND") } aniAlias ("t_1h_6_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_6_1h" R)///////////////////////// 1H MOVEMENT///////////////////////// 1h-RUN ani ("s_1hRun" 1 "s_1hRun" 0.1 0.1 MI "Hum_Amb_1hRunT3_M01.asc" F 0 50 FPS:10) ani ("t_1hRun_6_1hRunL" 1 "s_1hRunL" 0.0 0.1 M. "Hum_1hRunT3.asc" F 1 11) ani ("s_1hRunL" 1 "s_1hRunL" 0.0 0.0 M. "Hum_1hRunT3.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_1hRunL_6_1hRun" 1 "s_1hRun" 0.0 0.1 M. "Hum_1hRunT3.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_1hRunR_6_1hRun" "s_1hRun" 0.2 0.2)// 1h-Run Backwards Movement ani ("t_1hJumpB" 1 "s_1hRun" 0.1 0.2 M. "Hum_1hParadeJumpT3.asc" F 1 14)// 1h-WALK aniAlias ("s_1hWalk" 1 "s_1hWalk" 0.1 0.1 MI "s_1hRun" F) ani ("t_1hWalk_6_1hWalkL" 1 "s_1hWalkL" 0.0 0.1 M. "Hum_1hWalkT3.asc" F 1 18) { *eventSFXGrnd (15 "Run") } ani ("s_1hWalkL" 1 "s_1hWalkL" 0.0 0.1 M. "Hum_1hWalkT3.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_1hWalkL_6_1hWalk" 1 "s_1hWalk" 0.0 0.1 M. "Hum_1hWalkT3.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_1hWalkR_6_1hWalk" "s_1hWalk" 0.2 0.2)// 1h-Walk Backwards Movement aniAlias ("t_1hWalk_6_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.1 M. "t_1hWalkL_6_1hWalk" R) aniAlias ("s_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "s_1hWalkL" R) aniAlias ("t_1hWalkBL_6_1hWalk" 1 "s_1hWalk" 0.0 0.1 M. "t_1hWalk_6_1hWalkL" R) aniBlend ("t_1hWalkBR_6_1hWalk" "s_1hWalk" 0.2 0.2) { *eventSFXGrnd (22 "Run") }///////////////////////// 1H TURNING/////////////////////// ani ("t_1hRunTurnL" 20 "t_1hRunTurnL" 0.1 0.2 M. "Hum_1hTurnT3.asc" F 1 24) { *eventSFXGrnd (5 "Turn") *eventSFXGrnd (13 "Turn") *eventSFXGrnd (19 "Turn") } ani ("t_1hRunTurnR" 20 "t_1hRunTurnR" 0.1 0.2 M. "Hum_1hTurnT3.asc" F 26 49) { *eventSFXGrnd (32 "Turn") *eventSFXGrnd (42 "Turn") *eventSFXGrnd (48 "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 0.2 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 "" 0.1 0.1 M. "t_1hRunStrafeL" F) aniAlias ("t_1hWalkStrafeR" 1 "" 0.1 0.1 M. "t_1hRunStrafeR" F)///////////////////////// 1H TRANSITIONS///////////////////////// Movement-Modes aniBlend ("t_1hRun_6_1hWalk" "s_1hWalk" 0.0 0.2) aniBlend ("t_1hWalk_6_1hRun" "s_1hRun" 0.0 0.2) ani ("t_1hRun_6_1hSneak" 1 "s_1hSneak" 0.1 0.1 M. "Hum_1hRun_2_Sneak.asc" F 17 23) aniAlias ("t_1hSneak_6_1hRun" 1 "s_1hRun" 0.1 0.1 M. "t_1hRun_6_1hSneak" R) aniBlend ("t_1hRunL_6_1hWalkL" "s_1hWalkL" 0.2 0.2) aniBlend ("t_1hWalkL_6_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hSneakL_6_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hRunL_6_1hSneakL" "s_1hSneakL" 0.2 0.2)///////////////////////// 1H SWORD FIGHTING/////////////////////// ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.1 M. "Hum_1hAttackComboT3_M05.asc" F 1 114) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "4 36 73 107") *eventTag (0 "DEF_HIT_END" "31 63 95 113") *eventTag (0 "DEF_WINDOW" "10 33 42 65 78 97 110 113")// *eventTag (0 "DEF_DIR" "RLOL") *eventSFX (4 "Whoosh" EMPTY_SLOT ) *eventSFX (72 "BACK" EMPTY_SLOT ) } // Auf Höhen schlagen ????// ani ("c_1hAttack_1" 1 "" 0.0 0.0 . "Hum_1hAttackUpT3.asc" F 0 19)// ani ("c_1hAttack_2" 1 "" 0.0 0.0 . "Hum_1hAttackMidT3.asc" F 0 19)// ani ("c_1hAttack_3" 1 "" 0.0 0.0 . "Hum_1hAttackDnT3.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" "7")// } // L/R-Schlag Loop ani ("t_1hAttackL" 1 "" 0.0 0.2 M. "Hum_1hAttackT3_M03.asc" F 1 20) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "3") *eventTag (0 "DEF_HIT_END" "19") *eventTag (0 "DEF_WINDOW" "8 19") *eventSFX (5 "Whoosh" EMPTY_SLOT ) } ani ("t_1hAttackR" 1 "" 0.0 0.1 M. "Hum_1hAttackT3_M03.asc" F 21 40) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "3") *eventTag (0 "DEF_HIT_END" "19") *eventTag (0 "DEF_WINDOW" "8 19") *eventSFX (25 "Whoosh" EMPTY_SLOT ) } // Parade ani ("t_1hParade_O" 1 "" 0.0 0.0 M. "Hum_1hParadeT3_M01.asc" F 1 29) { *eventTag (0 "DEF_WINDOW" "1 27") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) }// ani ("t_1hParade_U" 1 "" 0.0 0.0 M. "Hum_1hParadeT3_M01.asc" F 1 29)// ani ("t_1hParade_L" 1 "" 0.0 0.0 M. "Hum_1hParadeT3_M01.asc" F 1 29)// ani ("t_1hParade_R" 1 "" 0.0 0.0 M. "Hum_1hParadeT3_M01.asc" F 1 29) ani ("t_1hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_1hParadeJumpT3.asc" F 1 14)//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ }}
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