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VarusBiker
15.06.2007, 20:23
Also ich hab nen relativ neues Tier gemacht (Texturen, größe). Als Ursprung diente der Snapper. Da das Tierchen etwas größer geworden ist, sollten die Bewegungs-ani angepasst werden. Es sollte nämlich wie beim Troll die Erde bei jedem Schritt beben. Dazu hab ich eine neue MDS-Datei gemacht. Sobalt ich aber das Tierchen herbeicheaten will kommt eine äusserst merkwürde Fehlermeldung.

Der MDS-Script sieht so aus:


Model ("Urvieh")
{
MeshAndTree ("V_SNA_BODY_Varus.asc" DONT_USE_MESH)

registerMesh ("V_SNA_BODY_Varus.ASC")

aniEnum
{

modelTag ("DEF_HIT_LIMB" "BIP01 HEAD")

//////////////////////////
// BEWEGUNGEN
//////////////////////////

//////////////////
// RUN
//////////////////

// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Snapper_WalkAmbient_KW01.asc" F 0 29 FPS:10)
{
*eventSFX (1 "SNA_AMBIENT" EMPTY_SLOT )
}

// Start Running
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sna_Run_M01.asc" F 1 10)
// Run-Cycle
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sna_Run_M01.asc" F 11 30)
{
*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 )
}
// End Running
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sna_Run_M01.asc" F 31 36)
{
*eventSFXGrnd (32 "Run" )
*eventSFXGrnd (36 "Run" )
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.0)

// Backwards
ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Sna_JumpB_M01.asc" F 1 26)
{
// *eventTag (0 "DEF_PAR_FRAME" "1 8")
*eventSFXGrnd (24 "Run" )
}


Auch wenn die Fehlermeldung hier vermutlich nicht weiter hilft, poste ich das Ding.

Error: FATAL!...goodbye!

Nodrog
15.06.2007, 20:56
Ist das das ganze Script???
Da fehlt doch noch ein bisschen oder?
Ansonsten wärs einfach: Mach die } zu!

VarusBiker
15.06.2007, 21:28
Nein, hab das Ding verkürzt weil es sonst so lang wäre, aber hier ist der ganze Script:

Model ("Urvieh")
{
MeshAndTree ("V_SNA_BODY_Varus.asc" DONT_USE_MESH)

registerMesh ("V_SNA_BODY_Varus.ASC")

aniEnum
{

modelTag ("DEF_HIT_LIMB" "BIP01 HEAD")

//////////////////////////
// BEWEGUNGEN
//////////////////////////

//////////////////
// RUN
//////////////////

// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Snapper_WalkAmbient_KW01.asc" F 0 29 FPS:10)
{
*eventSFX (1 "SNA_AMBIENT" EMPTY_SLOT )
}

// Start Running
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sna_Run_M01.asc" F 1 10)
// Run-Cycle
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sna_Run_M01.asc" F 11 30)
{
*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 )
}
// End Running
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sna_Run_M01.asc" F 31 36)
{
*eventSFXGrnd (32 "Run" )
*eventSFXGrnd (36 "Run" )
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.0)

// Backwards
ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Sna_JumpB_M01.asc" F 1 26)
{
// *eventTag (0 "DEF_PAR_FRAME" "1 8")
*eventSFXGrnd (24 "Run" )
}

// Turning
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Snapper_RunTurnL_KW01.asc" F 1 24)
{
*eventSFXGrnd (11 "Turn" )
*eventSFXGrnd (22 "Turn" )
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Snapper_RunTurnR_KW01.asc" F 1 24)
{
*eventSFXGrnd (11 "Turn" )
*eventSFXGrnd (22 "Turn" )
}


//////////////////
// WALK
//////////////////
// Ambient
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)

// Start Walking
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Snapper_WalkLoop_A03.asc" F 1 11)

// Cycle
("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 )
}

// End Walking
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Snapper_WalkLoop_A03.asc" F 46 57)
{
*eventSFXGrnd (56 "Run" )
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.5 0.5)

// Backward Walk
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)

// Turning
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)


// Strafing
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Snapper_RunStrafeL_A01.asc" F 1 24)
{
*eventSFX (5 "SNA_AMBIENT_SHORT" EMPTY_SLOT )
// *eventSFXGrnd (14 "Run" )
*eventSFXGrnd (19 "Run" )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Snapper_RunStrafeR_A01.asc" F 1 24)
{
*eventSFX (5 "SNA_AMBIENT_SHORT" EMPTY_SLOT )
// *eventSFXGrnd (14 "Run" )
*eventSFXGrnd (19 "Run" )
}

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)

/////////////////
// TRANSITIONS MOVEMENT MODES
/////////////////^
// Walk <-> Run
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)

aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)

/////////////////
// JUMP
/////////////////
// Jump
ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Snapper_JumpRun_KW01.asc" F 1 11)
ani ("t_FistRunR_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Snapper_JumpRun_KW01.asc" F 1 11)
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Snapper_Jump_KW01.asc" F 1 18)
ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Snapper_Jump_KW01.asc" F 19 19)
ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Snapper_Jump_KW01.asc" F 20 34)
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.1 0.1)
aniBlend ("t_Jump_2_RunL" "s_FistRunL" 0.1 0.1)

///////////////////
// JUMP UP, CLIMB
///////////////////

// JumpUpLow (Ohne Benutzung der Hände, rechter Fuß setzt zuerst auf. Höhe: 50-100cm)
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Snapper_JumpUpLow_KW01.asc" F 1 13)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Snapper_JumpUpLow_KW01.asc" F 13 21)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Snapper_JumpUpLow_KW01.asc" F 21 37)


//////////////////////////
// STUMBLE / SLIDE / FALL
//////////////////////////
// Stumble/Oops
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Snapper_StumbleB_KW01.asc" F 0 15)
{
*eventSFX (5 "SNA_HURT" EMPTY_SLOT )
*eventSFXGrnd (5 "Run" )
*eventSFXGrnd (10 "Run" )
*eventSFXGrnd (14 "Run" )
}
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Snapper_Stumble_KW01.asc" F 0 15)
{
*eventSFX (5 "SNA_HURT" EMPTY_SLOT )
*eventSFXGrnd (4 "Run" )
*eventSFXGrnd (5 "Run" )
*eventSFXGrnd (10 "Run" )
*eventSFXGrnd (14 "Run" )
}

ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Snapper_FallDn_KW01.asc" F 0 0)
ani ("t_FallDn_2_Stand" 1 "" 0.2 0.1 M. "Snapper_FallDn_KW01.asc" F 9 28)
{
*eventSFX (14 "M_FALL_SMALL" EMPTY_SLOT )
}

aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2)
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)


// wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.2)
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.2)

ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Snapper_Fall_KW02.asc" F 3 3)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Snapper_Fall_KW02.asc" F 1 22)
{
*eventSFX (15 "M_FALL_SMALL" EMPTY_SLOT )
*eventSFX (20 "SNA_HURT" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Snapper_Fall_KW02.asc" F 23 23)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Snapper_Fall_KW02.asc" F 24 69)

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)

//////////////////////////
// DIE
//////////////////////////

// ---------------------------------------------------------------------------------------------------------------------------------
// DEAD
ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Snapper_Dead_KW01.asc" F 1 54)
{
*eventSFX (1 "SNA_DIE" EMPTY_SLOT )
*eventSFX (28 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Snapper_Dead_KW01.asc" F 55 55)

// ---------------------------------------------------------------------------------------------------------------------------------
// DEADB
ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Snapper_Dead_jue00_fr40.ASC" F 1 39)
{
*eventSFX (1 "SNA_DIE" EMPTY_SLOT )
*eventSFX (24 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Snapper_Dead_jue00_fr40.ASC" F 39 39)

// ---------------------------------------------------------------------------------------------------------------------------------
// DROWN
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Sna_Drown_A01.asc" F 1 29)
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sna_Drown_A01.asc" F 30 30)



//////////////////////////
// WALK WATER
//////////////////////////
aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)

// Water-Walk-Loop
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" 0.2 0.2)

// Walk Backwards Movement
aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2)

// Water-Walk-Loop backwards
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)

aniBlend ("t_WalkWBL_2_Walk" "s_FistWalk" 0.2 0.2)

ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.0 0.0 MF "Sna_Walk2Swim_M01.asc" F 1 4)
ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 MF "Sna_Walk2Swim_M01.asc" F 6 9)

aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)
//////////////////////////
// SWIM
//////////////////////////
ani ("s_Swim" 1 "s_Swim" 0.0 0.2 M. "Sna_Swim_Ambient_Jue01.ASC" F 0 39 FPS:5)
// Brustschwimmen
ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.0 M. "Sna_Swim_Jue01.asc" F 1 7)
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Sna_Swim_Jue01.asc" F 8 29)
ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.1 M. "Sna_Swim_Jue01.asc" F 30 39)

ani ("t_Swim_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Sna_Dive_Jue01.asc" F 1 7)
aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.2 0.1 MF "t_Swim_2_Dive" F)
ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.5 0.0 MF "Snapper_FallDive_KW01.asc" F 1 31 FPS:15)

ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Sna_Dive_Jue01.asc" F 8 8)
aniBlend ("t_Dive_2_DiveF" "s_DiveF")
ani ("s_DiveF" 1 "s_DiveF" 0.1 0.1 MF "Sna_Dive_Jue01.asc" F 8 29)
aniBlend ("t_DiveF_2_Dive" "s_Dive")

ani ("t_DiveF_2_Swim" 1 "s_Swim" 0.0 0.0 MF "Sna_Dive_Jue01.asc" F 31 39)


// Turning
ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Snapper_DiveTurnL_A01.asc" F 1 24)
ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Snapper_DiveTurnR_A01.asc" F 1 24)


//////////////////////////
// UMSEHEN / ZEIGEN
//////////////////////////
// LOOK Autoaiming
// Seitenwinkel: +/- 60° Höhenwinkel: +/- 45°
ani ("c_look_1" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Snapper_Look_KW01.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. "Snapper_WhirlAroundL_M01.asc" F 0 19)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Snapper_WhirlAroundR_M01.asc" F 0 19)

ani ("c_looksurprised_1" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_2" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_3" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_4" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_5" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_6" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_7" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_8" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
ani ("c_looksurprised_9" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
aniComb ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "c_looksurprised_" 9)

/////////////////////
// FIST FIGHTING
/////////////////////
ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Snapper_FistAttack_A01.asc" F 1 24)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "8")
*eventTag (0 "DEF_HIT_END" "24")
*eventTag (0 "DEF_WINDOW" "8 24")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX (1 "SNA_ATTACK" EMPTY_SLOT )
}

ani ("t_FistAtWater" 1 "" 0.1 0.2 M. "Sna_AttackMove_A03.asc" F 0 15)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "8")
*eventSFX (1 "SNA_ATTACK" EMPTY_SLOT )
}


// ---------------------------------------------------------------------------------------------------------------------------------
// Angriff aus der Bewegung heraus

ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Sna_AttackMove_A03.asc" F 0 15)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "8")
*eventSFX (3 "SNA_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)

//////////////////////////
// SCRIPT / RANDOM
//////////////////////////
ani ("t_Perception" 2 "" 0.1 0.1 M. "Snapper_Perception_M01.asc" F 1 59 FPS:15)
ani ("t_Warn" 1 "" 0.1 0.1 M. "Sna_Warn_A05.asc" F 1 79)
{
*eventSFX (5 "SNA_WARN" EMPTY_SLOT )
}

//---------------------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Snapper_Sleep_M01.asc" F 1 30 FPS:15)
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Snapper_Sleep_M01.asc" F 30 105 FPS:10)
ani ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "Snapper_Sleep_M01.asc" F 106 129 FPS:15)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.0 0.1 M. "Snapper_EatFood_KW01.asc" F 1 21 FPS:15)
ani ("s_Eat" 1 "s_Eat" 0.1 0.1 M. "Snapper_EatFood_KW01.asc" F 22 106 FPS:10)
{
*eventSFX (80 "M_EAT" EMPTY_SLOT )
}
ani ("t_Eat_2_Stand" 1 "" 0.1 0.1 M. "Snapper_EatFood_KW01.asc" F 107 134 FPS:15)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("r_Clean" 1 "" 0.1 0.1 M. "Snapper_Random_M01.asc" F 1 49 FPS:15)
{
*eventSFX (5 "SNA_CLEAN" EMPTY_SLOT )
*eventSFX (14 "SCRATCH_SMALL" EMPTY_SLOT )
*eventSFX (25 "SCRATCH_SMALL" EMPTY_SLOT )
}

ani ("r_Happy" 1 "" 0.1 0.1 M. "Snapper_Random2_M01.asc" F 1 34 FPS:15)
{
*eventSFX (5 "SNA_HAPPY" EMPTY_SLOT )
*eventSFXGrnd (8 "Run" )
*eventSFXGrnd (16 "Run" )
*eventSFXGrnd (24 "Run" )
*eventSFXGrnd (32 "Run" )
}

// ******************************************************************************** *******
// MM DAYCYCLE
// ******************************************************************************** *******
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Happy" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_Clean" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_Clean" 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. "Sna_VicLightning_M01.asc" F 0 5)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sna_VicLightning_M01.asc" F 5 150 FPS:15)

// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Snapper_StumbleB_KW01.asc" F 0 3)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Snapper_StumbleB_KW01.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" 0.1 0.1 M. "s_Freeze_Victim" F)


// 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" 0.1 0.1 M. "s_Sleep" F)
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Sleep_2_Stand" F)


}

Nodrog
16.06.2007, 09:42
Ich habe Zweifel an folgenden Zeilen:

*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 )
und
("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 )


Ich denke, dass das rote einen Körperteil angibt. Wenn dieser nicht existiert (ich habs nichts derartiges im Snapper Script gefunden), dann kommt es vllt zu einem solchem Error.
Ich würde zum Testen diese Dateien auskommentieren. Wenn der Fehler dann immernoch erscheint, liegt es an deiner ASC bzw an dem Compiler.

VarusBiker
16.06.2007, 12:30
Also schon mal Danke, aber daran scheint es nicht zu liegen. Die Fehlermeldung kommt trotzdem. Die ASC aber funktioniert, wenn ich die Snapper.mds Datei nehme seh ich ja das Vieh mit seiner Textur.

Kann es sein das man "Datein konvertieren" aktivieren muss, im Gothicstarter? Wenn ja dann hätt ich ein nächstes Problem, dann zeigt er nämlich immer beim laden der Welt ne Fehlermeldung.

Achja und es war in der Datei ne geschweifte Klammer net zugemacht, hab ich jetzt auch korregiert

Nodrog
16.06.2007, 15:36
Es ist vollkommen unmöglich, dass dein Vieh mit dem Snapper.mds Script funktioniert, welches deine Asc enthällt, wenn deine Asc funktioniert und das Viehscript mit selber ani nicht.
Weil sie Scripte sich ohne die auskommentierten Zeilen nur in der Animation unterscheiden.
Ich habs eigendlich vorrausgesetzt, aber du hast schon dein neues *.mds Script kompiliert oder?

VarusBiker
16.06.2007, 17:33
Ähm, soll ich das Ding mit dem Gothic Sourcer kompilieren?

Soll heißen bisher hab ich nichts derartiges gemacht. Wie kompiliert man denn sowas? Bzw womit?

Nodrog
16.06.2007, 18:00
§wall
Genau so wie du die Animationen dekompilieren musst, musst du sie auch wieder kompilieren.
Hast du das etwa auch nicht gemacht??
Greif dir den GothicSourcer und führe Optionen 9 bis 11 nacheinander aus für "Snapper"
Dann packst du deine neuen andersnamigen Anis zusammen mit allen Dateien im Anims/Decompiled Ordner in den Anims Ordner.
Dann kannst du die mds wieder kompilieren je nach Dateinamen zB "Vieh" oder "Urvieh" what ever.

VarusBiker
16.06.2007, 18:35
:D OK, Danke.......