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NPC soll mit Fackel herumlaufen
Ich möchte gerne, dass ein NPC mit einer Fackel herumläuft, doch leider funktioniert es nicht. Ich habe hierfür folgendes Script verwendet.
Code:
// **************
// ZS_RoamHuman
// **************
func void ZS_RoamHuman_Fackel()
{
Perception_Set_Normal();
B_ResetAll(self);
AI_SetWalkmode (self, NPC_WALK);
if (Npc_GetDistToWP (self,self.wp) > TA_DIST_SELFWP_MAX)
{
AI_GotoWP (self, self.wp);
};
self.aivar[AIV_TAPOSITION] = NOTINPOS;
};
func int ZS_RoamHuman_Fackel_loop()
{
var int random;
if(Npc_GetStateTime(self) > 5)
{
random = Hlp_Random(3);
if(random == 0)
{
AI_PlayAni(self,"R_ROAM1");
if (Npc_GetStateTime(self) > 10)
{
AI_UseItemToState (self, ItLsTorch, 1);
Npc_SetStateTime (self, 0);
};
}
else if(random == 1)
{
AI_PlayAni(self,"R_ROAM2");
if (Npc_GetStateTime(self) > 10)
{
AI_UseItemToState (self, ItLsTorch, 1);
Npc_SetStateTime (self, 0);
};
}
else if(random == 2)
{
AI_PlayAni(self,"R_ROAM3");
if (Npc_GetStateTime(self) > 10)
{
AI_UseItemToState (self, ItLsTorch, 1);
Npc_SetStateTime (self, 0);
};
};
Npc_SetStateTime(self,0);
};
return LOOP_CONTINUE;
/*
if ((!Wld_IsTime (self.aivar[AIV_RoamStart],00,self.aivar[AIV_RoamEnd],00)) && (self.aivar[AIV_RoamStart] != OnlyRoutine))
{
AI_StartState (self, ZS_AllScheduler, 1, "");
return LOOP_END;
};
if (self.aivar[AIV_TAPOSITION] == NOTINPOS)
{
var int wanderTime;
wanderTime = Hlp_Random(5);
Npc_SetStateTime (self, 0);
self.aivar[AIV_TAPOSITION] = ISINPOS;
};
if (Npc_GetStateTime(self) > wanderTime)
{
if (Wld_IsNextFPAvailable(self, "FP_ROAM")) //NEXT, sonst findet er seinen eigenen FP = besetzt!
{
AI_GotoNextFP (self, "FP_ROAM");
};
//sonst stehenbleiben
self.aivar[AIV_TAPOSITION] = NOTINPOS;
}
else
{
if (Hlp_Random(1000) <= 5)
{
var int randomMove;
randomMove = Hlp_Random(3);
if (randomMove == 0) {AI_PlayAni(self, "R_ROAM1");};
if (randomMove == 1) {AI_PlayAni(self, "R_ROAM2");};
if (randomMove == 2) {AI_PlayAni(self, "R_ROAM3");};
};
};
return LOOP_CONTINUE;
*/
};
func void ZS_RoamHuman_Fackel_end()
{
};
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Ich meine mich zu erinnern, dass es nicht möglich ist mit einer Fackel herumzulaufen. Mit dem bisherigen Script geht der NPC ohne Fackel zu einem Wegpunkt. Erst wenn er steht, wird diese angezeigt.
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Okay, dann geht es nicht.
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Ich schmeiß jetzt mal was ein.. Habe vorhin in irgendeinem etwas älteren Thread gelesen, dass es "nur" ein MDS-Overlay ist. Wäre es nicht theoretisch möglich, im Script das MDS-Overlay zu aktivieren und per Ikarus dem NPC/den NPCs die Fackel in die Hand zu drücken?
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Mit Overlay müsste man sogar direkt beim Start der Animation die Fackel in die Hand legen können, also gar nicht mal tricksen.
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Zitat von Bonne6
Mit Overlay müsste man sogar direkt beim Start der Animation die Fackel in die Hand legen können, also gar nicht mal tricksen.
Im Humans.mds steht dieser Eintrag, wenn ein NPC mit der Fackel herumsteht.
Code:
// TA Wache stehen mit Fackel
// --------------------------------------------------------------------------------------------------------------
ani ("t_WacheFackel_Stand_2_S0" 1 "s_WacheFackel_S0" 0.1 0.0 M. "hum_wache_a.asc" F 0 5)
{
*eventTag (0 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItLsTorchburning"
}
ani ("s_WacheFackel_S0" 1 "s_WacheFackel_S0" 0.1 0.0 M. "hum_wache_a.asc" F 5 5)
ani ("t_WacheFackel_S0_2_Stand" 1 "" 0.1 0.0 M. "hum_wache_a.asc" F 75 80)
{
*eventTag (79 "DEF_REMOVE_ITEM")
}
ani ("t_WacheFackel_S0_2_S1" 1 "s_WacheFackel_S1" 0.1 0.0 M. "hum_wache_a.asc" F 5 5)
ani ("s_WacheFackel_S1" 1 "s_WacheFackel_S1" 0.0 0.1 M. "hum_wache_a.ASC" F 5 75)
ani ("t_WacheFackel_S1_2_S0" 1 "s_WacheFackel_S0" 0.1 0.0 M. "hum_wache_a.asc" F 5 5)
Und das ist der übliche Walk-Mode, bei dem ich neu jetzt die Fackel eingefügt habe. Ich habe die Ergänzungen rot markiert. Wäre das so richtig?
Code:
// ---------------------------------------------------------------------------------------------------------------
// WALK-Mode
// ani ("s_Walk" 1 "s_Walk" 0.1 0.1 M "Hum_WalkAmbient_A01.asc" F 1 49 FPS:10)
aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 MI "s_Run" F)
ani ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "Hum_WalkLoop_A02.asc" F 1 9)
ani ("s_WalkL" 1 "s_WalkL" 0.0 0.1 M. "Hum_WalkLoop_A02.asc" F 10 33)
{
*eventTag (0 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItLsTorchburning"
*eventSFXGrnd (10 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Hum_WalkLoop_A02.asc" F 34 39)
ani ("t_WalkR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkLoopEnd_A01.asc" F 33 39)
aniAlias ("t_Walk_2_WalkBL" 1 "s_WalkBL" 0.1 0.1 M. "t_walkL_2_Walk" R)
aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_WalkL" R)
ani ("t_WalkBL_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkLoopBEnd_A01.ASC" R 15 22)
aniAlias ("t_WalkBR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "t_WalkL_2_Walk"
{
*eventTag (79 "DEF_REMOVE_ITEM")
}
Code:
In der Humans_Torch steht das hier:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Humans_Torch")
{
meshAndTree ("HUM_BODY_NAKED0.ASC" DONT_USE_MESH)
aniEnum
{
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
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)
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)
ani ("T_1HJUMPB" 1 "S_1HRUN" 0.1 0.2 M. "HUM_1HPARADEJUMPT2.ASC" F 1 14)
{
*eventTag (0 "DEF_WINDOW" "0 10")
}
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)
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")
}
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)
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)
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)
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")
*eventSFX (4 "WHOOSH" EMPTY_SLOT)
*eventSFX (74 "WHOOSH" EMPTY_SLOT)
}
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)
}
ani ("T_1HPARADE_0" 1 "" 0.1 0.0 M. "HUM_1HPARADET1_A01.ASC" F 1 15)
{
*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_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)
}
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("T_RUN_2_1H" 1 "S_1H" 0.0 0.0 M. "HUM_1HSDRAWT3.ASC" F 1 1)
ani ("S_1H" 1 "S_1H" 0.0 0.0 M. "HUM_1HSDRAWT3.ASC" F 2 2)
ani ("T_1H_2_1HRUN" 1 "S_1HRUN" 0.0 0.0 M. "HUM_1HSDRAWT3.ASC" F 3 10)
{
*eventTag (3 "DEF_FIGHTMODE" "1H")
*eventTag (3 "DEF_DRAWSOUND")
}
ani ("T_1HRUN_2_1H" 1 "S_1H" 0.0 0.0 M. "HUM_1HSDRAWT3.ASC" R 3 10)
{
*eventTag (3 "DEF_FIGHTMODE")
*eventTag (3 "DEF_UNDRAWSOUND")
}
aniAlias ("T_1H_2_RUN" 1 "S_RUN" 0.0 0.1 M. "T_RUN_2_1H" R)
ani ("S_1HRUN" 1 "S_1HRUN" 0.1 0.1 MI "HUM_AMB_1HRUNT3_M01.ASC" F 0 50 FPS:10)
ani ("T_1HRUN_2_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_2_1HRUN" 1 "S_1HRUN" 0.0 0.1 M. "HUM_1HRUNT3.ASC" F 32 38)
{
*eventSFXGrnd (32 "RUN")
*eventSFXGrnd (37 "RUN")
}
aniBlend ("T_1HRUNR_2_1HRUN" "S_1HRUN" 0.2 0.2)
ani ("T_1HJUMPB" 1 "S_1HRUN" 0.1 0.2 M. "HUM_1HPARADEJUMPT3.ASC" F 1 14)
aniAlias ("S_1HWALK" 1 "S_1HWALK" 0.1 0.1 MI "S_1HRUN" F)
ani ("T_1HWALK_2_1HWALKL" 1 "S_1HWALKL" 0.0 0.1 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_2_1HWALK" 1 "S_1HWALK" 0.0 0.1 M. "HUM_1HWALKT3.ASC" F 39 49)
{
*eventSFXGrnd (47 "RUN")
*eventSFXGrnd (49 "RUN")
}
aniBlend ("T_1HWALKR_2_1HWALK" "S_1HWALK" 0.2 0.2)
aniAlias ("T_1HWALK_2_1HWALKBL" 1 "S_1HWALKBL" 0.0 0.1 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 0.1 M. "T_1HWALK_2_1HWALKL" R)
aniBlend ("T_1HWALKBR_2_1HWALK" "S_1HWALK" 0.2 0.2)
{
*eventSFXGrnd (22 "RUN")
}
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)
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)
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 17 23)
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)
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" "28 60 92 113")
*eventTag (0 "DEF_WINDOW" "10 33 42 65 78 97 110 113")
*eventSFX (4 "WHOOSH" EMPTY_SLOT)
*eventSFX (72 "BACK" EMPTY_SLOT)
}
ani ("T_1HATTACKL" 1 "" 0.0 0.2 M. "HUM_1HATTACKT3_M03.ASC" F 1 19)
{
*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)
}
ani ("T_1HPARADE_0" 1 "" 0.0 0.0 M. "HUM_1HPARADET2_A01.ASC" F 1 15)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (2 "D_PARADE" EMPTY_SLOT)
}
ani ("T_1HPARADE_0_A2" 1 "" 0.0 0.0 M. "HUM_1HPARADET2_A01.ASC" F 16 30)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (18 "D_PARADE" EMPTY_SLOT)
}
ani ("T_1HPARADE_0_A3" 1 "" 0.0 0.0 M. "HUM_1HPARADET2_A01.ASC" F 31 45)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (33 "D_PARADE" EMPTY_SLOT)
}
ani ("T_1HPARADEJUMPB" 1 "" 0.0 0.0 M. "HUM_1HPARADEJUMPT3.ASC" F 1 14)
{
*eventTag (0 "DEF_WINDOW" "0 10")
*eventSFX (2 "D_PARADE" EMPTY_SLOT)
}
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("T_RUN_2_2H" 1 "S_2H" 0.0 0.0 M. "HUM_2HDRAWT2.ASC" F 1 4)
ani ("S_2H" 1 "S_2H" 0.0 0.0 M. "HUM_2HDRAWT2.ASC" F 5 5)
ani ("T_2H_2_2HRUN" 1 "S_2HRUN" 0.0 0.0 M. "HUM_2HDRAWT2.ASC" F 6 20)
{
*eventTag (6 "DEF_FIGHTMODE" "2H")
*eventTag (6 "DEF_DRAWSOUND")
}
ani ("T_2HRUN_2_2H" 1 "S_2H" 0.0 0.0 M. "HUM_2HDRAWT2.ASC" R 6 20)
{
*eventTag (6 "DEF_FIGHTMODE")
*eventTag (6 "DEF_UNDRAWSOUND")
}
aniAlias ("T_2H_2_RUN" 1 "S_RUN" 0.0 0.1 M. "T_RUN_2_2H" R)
ani ("S_2HRUN" 1 "S_2HRUN" 0.1 0.1 MI "HUM_2HAMBIENTT2.ASC" F 0 49 FPS:10)
ani ("T_2HRUN_2_2HRUNL" 1 "S_2HRUNL" 0.1 0.0 M. "HUM_2HRUNT2.ASC" F 1 11)
ani ("S_2HRUNL" 1 "S_2HRUNL" 0.0 0.0 M. "HUM_2HRUNT2.ASC" F 12 31)
{
*eventSFXGrnd (12 "RUN")
*eventSFXGrnd (22 "RUN")
}
ani ("T_2HRUNL_2_2HRUN" 1 "S_2HRUN" 0.0 0.1 M. "HUM_2HRUNT2.ASC" F 32 38)
{
*eventSFXGrnd (32 "RUN")
*eventSFXGrnd (37 "RUN")
}
aniBlend ("T_2HRUNR_2_2HRUN" "S_2HRUN" 0.2 0.2)
aniAlias ("S_2HWALK" 1 "S_2HWALK" 0.1 0.1 MI "S_2HRUN" F)
ani ("T_2HWALK_2_2HWALKL" 1 "S_2HWALKL" 0.1 0.0 M. "HUM_2HWALKT2.ASC" F 1 18)
{
*eventSFXGrnd (15 "RUN")
}
ani ("S_2HWALKL" 1 "S_2HWALKL" 0.0 0.0 M. "HUM_2HWALKT2.ASC" F 19 38)
{
*eventSFXGrnd (27 "RUN")
*eventSFXGrnd (36 "RUN")
}
ani ("T_2HWALKL_2_2HWALK" 1 "S_2HWALK" 0.0 0.1 M. "HUM_2HWALKT2.ASC" F 39 49)
{
*eventSFXGrnd (47 "RUN")
*eventSFXGrnd (49 "RUN")
}
aniBlend ("T_2HWALKR_2_2HWALK" "S_2HWALK" 0.2 0.2)
aniAlias ("T_2HWALK_2_2HWALKBL" 1 "S_2HWALKBL" 0.1 0.0 M. "T_2HWALKL_2_2HWALK" R)
aniAlias ("S_2HWALKBL" 1 "S_2HWALKBL" 0.0 0.0 M. "S_2HWALKL" R)
aniAlias ("T_2HWALKBL_2_2HWALK" 1 "S_2HWALK" 0.0 0.1 M. "T_2HWALK_2_2HWALKL" R)
aniBlend ("T_2HWALKBR_2_2HWALK" "S_2HWALK" 0.2 0.2)
{
*eventSFXGrnd (22 "RUN")
}
ani ("T_2HRUNTURNL" 20 "T_2HRUNTURNL" 0.1 0.2 M. "HUM_2HTURNT2.ASC" F 0 24)
{
*eventSFXGrnd (5 "TURN")
*eventSFXGrnd (13 "TURN")
*eventSFXGrnd (19 "TURN")
}
aniAlias ("T_2HRUNTURNR" 20 "T_2HRUNTURNR" 0.1 0.2 M. "T_2HRUNTURNL" R)
aniAlias ("T_2HWALKTURNL" 20 "T_2HWALKTURNL" 0.1 0.2 M. "T_2HRUNTURNL" F)
aniAlias ("T_2HWALKTURNR" 20 "T_2HWALKTURNR" 0.1 0.2 M. "T_2HRUNTURNL" R)
ani ("T_2HRUNSTRAFEL" 1 "T_2HRUNSTRAFEL" 0.1 0.1 M. "HUM_2HSTRAFELT2_M02.ASC" F 0 18)
{
*eventSFXGrnd (0 "RUN")
*eventSFXGrnd (9 "RUN")
}
ani ("T_2HRUNSTRAFER" 1 "T_2HRUNSTRAFER" 0.1 0.1 M. "HUM_2HSTRAFERT2_M02.ASC" F 0 18)
{
*eventSFXGrnd (0 "RUN")
*eventSFXGrnd (9 "RUN")
}
aniAlias ("T_2HWALKSTRAFEL" 1 "T_2HWALKSTRAFEL" 0.1 0.1 M. "T_2HRUNSTRAFEL" F)
aniAlias ("T_2HWALKSTRAFER" 1 "T_2HWALKSTRAFER" 0.1 0.1 M. "T_2HRUNSTRAFER" F)
aniBlend ("T_2HRUN_2_2HWALK" "S_2HWALK" 0.0 0.2)
aniBlend ("T_2HWALK_2_2HRUN" "S_2HRUN" 0.0 0.2)
ani ("T_2HRUN_2_2HSNEAK" 1 "S_2HSNEAK" 0.1 0.1 M. "HUM_2HRUNT2SNEAK.ASC" F 1 9)
aniAlias ("T_2HSNEAK_2_2HRUN" 1 "S_2HRUN" 0.1 0.1 M. "T_2HRUN_2_2HSNEAK" R)
aniBlend ("T_2HRUNL_2_2HWALKL" "S_2HWALKL" 0.2 0.2)
aniBlend ("T_2HWALKL_2_2HRUNL" "S_2HRUNL" 0.2 0.2)
aniBlend ("T_2HSNEAKL_2_2HRUNL" "S_2HRUNL" 0.2 0.2)
aniBlend ("T_2HRUNL_2_2HSNEAKL" "S_2HSNEAKL" 0.2 0.2)
ani ("S_2HATTACK" 1 "S_2HATTACK" 0.0 0.2 M. "HUM_2HATTACKCOMBOT2_M03.ASC" F 1 116)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "6 46 86")
*eventTag (0 "DEF_HIT_END" "35 75 100")
*eventTag (0 "DEF_WINDOW" "16 40 56 80 96 100")
*eventSFX (6 "WHOOSH" EMPTY_SLOT)
*eventSFX (86 "BACK" EMPTY_SLOT)
}
ani ("T_2HATTACKL" 1 "" 0.0 0.2 M. "HUM_2HATTACKT2_M03.ASC" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "14 29")
*eventSFX (5 "WHOOSH" EMPTY_SLOT)
}
ani ("T_2HATTACKR" 1 "" 0.0 0.2 M. "HUM_2HATTACKT2_M03.ASC" F 31 60)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "14 29")
*eventSFX (32 "WHOOSH" EMPTY_SLOT)
}
ani ("T_2HPARADE_0" 1 "" 0.1 0.0 M. "HUM_2HPARADET1_A01.ASC" F 1 15)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (2 "D_PARADE" EMPTY_SLOT)
}
ani ("T_2HPARADE_0_A2" 1 "" 0.1 0.0 M. "HUM_2HPARADET1_A01.ASC" F 16 30)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (18 "D_PARADE" EMPTY_SLOT)
}
ani ("T_2HPARADE_0_A3" 1 "" 0.1 0.0 M. "HUM_2HPARADET1_A01.ASC" F 31 45)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (33 "D_PARADE" EMPTY_SLOT)
}
ani ("T_2HPARADEJUMPB" 1 "" 0.0 0.0 M. "HUM_2HPARADEJUMPT1_A01.ASC" F 1 24)
{
*eventTag (0 "DEF_WINDOW" "1 20")
*eventSFX (2 "D_PARADE" EMPTY_SLOT)
}
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("T_RUN_2_2H" 1 "S_2H" 0.0 0.0 M. "HUM_2HDRAWT3.ASC" F 1 3)
ani ("S_2H" 1 "S_2H" 0.0 0.0 M. "HUM_2HDRAWT3.ASC" F 4 4)
ani ("T_2H_2_2HRUN" 1 "S_2HRUN" 0.0 0.0 M. "HUM_2HDRAWT3.ASC" F 5 15)
{
*eventTag (5 "DEF_FIGHTMODE" "2H")
*eventTag (5 "DEF_DRAWSOUND")
}
ani ("T_2HRUN_2_2H" 1 "S_2H" 0.0 0.0 M. "HUM_2HDRAWT3.ASC" R 5 15)
{
*eventTag (5 "DEF_FIGHTMODE")
*eventTag (5 "DEF_UNDRAWSOUND")
}
aniAlias ("T_2H_2_RUN" 1 "S_RUN" 0.0 0.1 M. "T_RUN_2_2H" R)
ani ("S_2HRUN" 1 "S_2HRUN" 0.1 0.1 MI "HUM_AMB_2HRUNT3_M01.ASC" F 0 50 FPS:10)
ani ("T_2HRUN_2_2HRUNL" 1 "S_2HRUNL" 0.0 0.1 M. "HUM_2HRUNT3.ASC" F 1 11)
ani ("S_2HRUNL" 1 "S_2HRUNL" 0.0 0.0 M. "HUM_2HRUNT3.ASC" F 12 31)
{
*eventSFXGrnd (12 "RUN")
*eventSFXGrnd (22 "RUN")
}
ani ("T_2HRUNL_2_2HRUN" 1 "S_2HRUN" 0.0 0.1 M. "HUM_2HRUNT3.ASC" F 32 38)
{
*eventSFXGrnd (32 "RUN")
*eventSFXGrnd (37 "RUN")
}
aniBlend ("T_2HRUNR_2_2HRUN" "S_2HRUN" 0.2 0.2)
ani ("S_2HWALK" 1 "S_2HWALK" 0.1 0.1 MI "HUM_2HWALKT3.ASC" F 0 0)
ani ("T_2HWALK_2_2HWALKL" 1 "S_2HWALKL" 0.0 0.0 M. "HUM_2HWALKT3.ASC" F 1 18)
{
*eventSFXGrnd (15 "RUN")
}
ani ("S_2HWALKL" 1 "S_2HWALKL" 0.0 0.0 M. "HUM_2HWALKT3.ASC" F 19 38)
{
*eventSFXGrnd (27 "RUN")
*eventSFXGrnd (36 "RUN")
}
ani ("T_2HWALKL_2_2HWALK" 1 "S_2HWALK" 0.0 0.1 M. "HUM_2HWALKT3.ASC" F 39 49)
{
*eventSFXGrnd (47 "RUN")
*eventSFXGrnd (49 "RUN")
}
aniBlend ("T_2HWALKR_2_2HWALK" "S_2HWALK" 0.2 0.2)
aniAlias ("T_2HWALK_2_2HWALKBL" 1 "S_2HWALKBL" 0.1 0.0 M. "T_2HWALKL_2_2HWALK" R)
aniAlias ("S_2HWALKBL" 1 "S_2HWALKBL" 0.0 0.0 M. "S_2HWALKL" R)
aniAlias ("T_2HWALKBL_2_2HWALK" 1 "S_2HWALK" 0.0 0.1 M. "T_2HWALK_2_2HWALKL" R)
aniBlend ("T_2HWALKBR_2_2HWALK" "S_2HWALK" 0.2 0.2)
{
*eventSFXGrnd (22 "RUN")
}
ani ("T_2HRUNTURNL" 20 "T_2HRUNTURNL" 0.1 0.2 M. "HUM_2HTURNT3.ASC" F 0 24)
{
*eventSFXGrnd (5 "TURN")
*eventSFXGrnd (13 "TURN")
*eventSFXGrnd (19 "TURN")
}
aniAlias ("T_2HRUNTURNR" 20 "T_2HRUNTURNR" 0.1 0.2 M. "T_2HRUNTURNL" R)
aniAlias ("T_2HWALKTURNL" 20 "T_2HWALKTURNL" 0.1 0.2 M. "T_2HRUNTURNL" F)
aniAlias ("T_2HWALKTURNR" 20 "T_2HWALKTURNR" 0.1 0.2 M. "T_2HRUNTURNL" R)
ani ("T_2HRUNSTRAFEL" 1 "T_2HRUNSTRAFEL" 0.1 0.1 M. "HUM_2HSTRAFELT3_M01.ASC" F 0 18)
{
*eventSFXGrnd (0 "RUN")
*eventSFXGrnd (9 "RUN")
}
ani ("T_2HRUNSTRAFER" 1 "T_2HRUNSTRAFER" 0.1 0.1 M. "HUM_2HSTRAFERT3_M01.ASC" F 0 18)
{
*eventSFXGrnd (0 "RUN")
*eventSFXGrnd (9 "RUN")
}
aniAlias ("T_2HWALKSTRAFEL" 1 "T_2HWALKSTRAFEL" 0.1 0.1 M. "T_2HRUNSTRAFEL" F)
aniAlias ("T_2HWALKSTRAFER" 1 "T_2HWALKSTRAFER" 0.1 0.1 M. "T_2HRUNSTRAFER" F)
aniBlend ("T_2HRUN_2_2HWALK" "S_2HWALK" 0.0 0.2)
aniBlend ("T_2HWALK_2_2HRUN" "S_2HRUN" 0.0 0.2)
ani ("T_2HRUN_2_2HSNEAK" 1 "S_2HSNEAK" 0.1 0.1 M. "HUM_2HRUNT3SNEAK.ASC" F 1 9)
aniAlias ("T_2HSNEAK_2_2HRUN" 1 "S_2HRUN" 0.1 0.1 M. "T_2HRUN_2_2HSNEAK" R)
aniBlend ("T_2HRUNL_2_2HWALKL" "S_2HWALKL" 0.2 0.2)
aniBlend ("T_2HWALKL_2_2HRUNL" "S_2HRUNL" 0.2 0.2)
aniBlend ("T_2HSNEAKL_2_2HRUNL" "S_2HRUNL" 0.2 0.2)
aniBlend ("T_2HRUNL_2_2HSNEAKL" "S_2HSNEAKL" 0.2 0.2)
ani ("S_2HATTACK" 1 "S_2HATTACK" 0.0 0.2 M. "HUM_2HATTACKCOMBOT3_M02.ASC" F 1 150)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5 45 90 138")
*eventTag (0 "DEF_HIT_END" "35 75 120 147")
*eventTag (0 "DEF_WINDOW" "13 41 53 81 98 126 146 149")
*eventSFX (5 "WHOOSH" EMPTY_SLOT)
*eventSFX (50 "BACK" EMPTY_SLOT)
*eventSFX (90 "WHOOSH" EMPTY_SLOT)
*eventSFX (137 "BACK" EMPTY_SLOT)
}
ani ("T_2HATTACKL" 1 "" 0.0 0.1 M. "HUM_2HATTACKT2_M03.ASC" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "14 29")
*eventSFX (5 "WHOOSH" EMPTY_SLOT)
}
ani ("T_2HATTACKR" 1 "" 0.0 0.1 M. "HUM_2HATTACKT2_M03.ASC" F 31 60)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "14 29")
*eventSFX (36 "WHOOSH" EMPTY_SLOT)
}
ani ("T_2HPARADE_0" 1 "" 0.0 0.0 M. "HUM_2HPARADET2_A01.ASC" F 1 15)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (2 "D_PARADE" EMPTY_SLOT)
}
ani ("T_2HPARADE_0_A2" 1 "" 0.0 0.0 M. "HUM_2HPARADET2_A01.ASC" F 16 30)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (18 "D_PARADE" EMPTY_SLOT)
}
ani ("T_2HPARADE_0_A3" 1 "" 0.0 0.0 M. "HUM_2HPARADET2_A01.ASC" F 31 45)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (33 "D_PARADE" EMPTY_SLOT)
}
ani ("T_2HPARADEJUMPB" 1 "" 0.0 0.0 M. "HUM_2HPARADEJUMPT2_A01.ASC" F 1 24)
{
*eventTag (0 "DEF_WINDOW" "1 20")
*eventSFX (2 "D_PARADE" EMPTY_SLOT)
}
ani ("T_STAND_2_JUMP" 1 "S_JUMP" 0.1 0.0 MF "HUM_ACROBATIC_M02.ASC" F 1 16)
ani ("T_RUNL_2_JUMP" 1 "S_JUMP" 0.1 0.1 MF "HUM_ACROBATIC_M02.ASC" F 180 195)
aniAlias ("T_RUNR_2_JUMP" 1 "S_JUMP" 0.1 0.1 MF "T_RUNL_2_JUMP" F)
ani ("S_JUMP" 1 "S_JUMP" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 17 17)
ani ("T_JUMP_2_STAND" 1 "" 0.0 0.4 M. "HUM_ACROBATIC_M02.ASC" F 18 35)
ani ("T_JUMP_2_RUNL" 1 "S_RUNL" 0.0 0.1 M. "HUM_ACROBATIC_M02.ASC" F 198 213)
ani ("T_JUMP_2_FALLDN" 1 "S_FALLDN" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 81 86)
ani ("S_FALLDN" 1 "S_FALLDN" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 36 36)
ani ("T_FALLDN_2_STAND" 1 "" 0.0 0.2 M. "HUM_ACROBATIC_M02.ASC" F 112 129)
ani ("T_FALLDN_2_RUNL" 1 "S_RUNL" 0.0 0.1 M. "HUM_ACROBATIC_M02.ASC" F 37 60)
ani ("T_FALLDN_2_FALL" 1 "S_FALL" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 71 75)
ani ("S_FALL" 1 "S_FALL" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 75 75)
ani ("T_FALL_2_FALLEN" 1 "S_FALLEN" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 75 80)
ani ("T_FALLDN_2_FALLB" 1 "S_FALL" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 61 65)
ani ("S_FALLB" 1 "S_FALLB" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 65 65)
ani ("T_FALLB_2_FALLENB" 1 "S_FALLENB" 0.0 0.0 MF "HUM_ACROBATIC_M02.ASC" F 65 70)
ani ("S_FALLENB" 1 "S_FALLENB" 0.0 0.0 M. "HUM_FALLENB_A_M01.ASC" F 0 0)
ani ("T_FALLENB_2_STAND" 1 "" 0.0 0.2 M. "HUM_FALLENB_A_M01.ASC" F 1 45)
{
*eventSFXGrnd (26 "RUN")
*eventSFXGrnd (27 "RUN")
*eventSFXGrnd (39 "RUN")
*eventSFXGrnd (44 "RUN")
}
ani ("T_FALLDN_2_DIVE" 1 "S_DIVE" 0.0 0.0 MF "HUM_ACROBATIC_M01.ASC" F 88 109)
ani ("T_FALL_2_DIVE" 1 "S_DIVE" 0.0 0.0 MF "HUM_ACROBATIC_M01.ASC" F 156 177)
ani ("T_FALLB_2_DIVE" 1 "S_DIVE" 0.0 0.0 MF "HUM_ACROBATIC_M01.ASC" F 132 153)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_EBRWALK_JUE00.ASC" F 1 12)
{
*eventSFXGrnd (7 "RUN")
}
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_EBRWALK_JUE00.ASC" F 13 55)
{
*eventSFXGrnd (28 "RUN")
*eventSFXGrnd (48 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_EBRWALK_JUE00.ASC" F 56 69)
{
*eventSFXGrnd (63 "RUN")
*eventSFXGrnd (69 "RUN")
}
aniBlend ("T_WALKR_2_WALK" "S_WALK" 0.2 0.2)
ani ("T_STAND_2_SIT" 1 "S_SIT" 0.1 0.0 M. "HUM_SITGROUND4_M01.ASC" F 1 39 FPS:15)
ani ("S_SIT" 1 "S_SIT" 0.0 0.0 MI "HUM_SITGROUND4_M01.ASC" F 40 79)
aniAlias ("T_SIT_2_STAND" 1 "" 0.0 0.2 M. "T_STAND_2_SIT" R)
ani ("T_RUN_2_RUNL" 1 "S_RUNL" 0.0 0.0 M. "HUM_BABERUN_A01.ASC" F 0 6)
ani ("S_RUNL" 1 "S_RUNL" 0.0 0.1 M. "HUM_BABERUN_A01.ASC" F 6 29)
{
*eventSFXGrnd (7 "RUN")
*eventSFXGrnd (19 "RUN")
}
ani ("T_RUNL_2_RUN" 1 "S_RUN" 0.0 0.0 M. "HUM_BABERUN_A01.ASC" F 29 38)
aniBlend ("T_RUNR_2_RUN" "S_RUN" 0.2 0.2)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_BABEWALK_A01.ASC" F 1 10)
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_BABEWALK_A01.ASC" F 10 41)
{
*eventSFXGrnd (15 "RUN")
*eventSFXGrnd (30 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_BABEWALK_A01.ASC" F 41 50)
aniBlend ("T_WALKR_2_WALK" "S_WALK" 0.2 0.2)
aniBlend ("T_WALK_2_WALKBL" "S_WALKBL" 0.3 0.3)
aniAlias ("S_WALKBL" 1 "S_WALKBL" 0.0 0.0 M. "S_WALKL" R)
aniBlend ("T_WALKBL_2_WALK" "S_WALK" 0.3 0.3)
aniAlias ("T_WALKBR_2_WALK" 1 "S_WALK" 0.0 0.0 M. "T_WALK_2_WALKL" R)
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("T_RUN_2_BOW" 1 "S_BOW" 0.0 0.0 M. "HUM_BOWDRAWT1.ASC" F 1 5)
ani ("S_BOW" 1 "S_BOW" 0.0 0.0 M. "HUM_BOWDRAWT1.ASC" F 6 6)
ani ("T_BOW_2_BOWRUN" 1 "S_BOWRUN" 0.0 0.0 M. "HUM_BOWDRAWT1.ASC" F 7 17)
{
*eventTag (7 "DEF_FIGHTMODE" "Bow")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
}
ani ("T_BOWRUN_2_BOW" 1 "S_BOW" 0.0 0.0 M. "HUM_BOWDRAWT1.ASC" R 7 17)
{
*eventTag (7 "DEF_FIGHTMODE")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (9 "DEF_REMOVE_MUNITION")
}
aniAlias ("T_BOW_2_RUN" 1 "" 0.0 0.0 M. "T_RUN_2_BOW" R)
ani ("T_BOWRUN_2_BOWAIM" 1 "S_BOWAIM" 0.0 0.0 M. "HUM_BOWAIMT1.ASC" F 1 11)
{
*eventMMStartAni (1 "S_SHOOT" "ZS_LEFTHAND")
*eventMMStartAni (10 "S_READY" "ZS_LEFTHAND")
}
aniAlias ("T_BOWWALK_2_BOWAIM" 1 "S_BOWAIM" 0.0 0.0 M. "T_BOWRUN_2_BOWAIM" F)
ani ("C_BOW_1" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 0 0)
ani ("C_BOW_2" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 1 1)
ani ("C_BOW_3" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 2 2)
ani ("C_BOW_4" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 3 3)
ani ("C_BOW_5" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 4 4)
ani ("C_BOW_6" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 5 5)
ani ("C_BOW_7" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 6 6)
ani ("C_BOW_8" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 7 7)
ani ("C_BOW_9" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT1.ASC" F 8 8)
aniComb ("S_BOWAIM" 1 "S_BOWAIM" 0.0 0.0 M. "C_BOW_" 9)
aniBlend ("T_BOWAIM_2_BOWSHOOT" "S_BOWSHOOT" 0.0 0.0)
ani ("S_BOWSHOOT" 1 "S_BOWSHOOT" 0.0 0.0 M. "HUM_BOWAIMT1.ASC" F 12 12)
{
*eventSFX (12 "BOWSHOOT")
}
ani ("T_BOWRELOAD" 1 "S_BOWAIM" 0.0 0.0 M. "HUM_BOWAIMT1.ASC" F 13 39)
{
*eventMMStartAni (13 "S_RELAX" "ZS_LEFTHAND")
*eventSFX (22 "BOWRELOAD")
*eventTag (22 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
*eventMMStartAni (38 "S_READY" "ZS_LEFTHAND")
}
ani ("T_BOWAIM_2_BOWRUN" 1 "" 0.0 0.0 M. "HUM_BOWAIM.ASC" F 1 11)
{
*eventMMStartAni (11 "S_NORMAL" "ZS_LEFTHAND")
}
aniAlias ("T_BOWAIM_2_BOWWALK" 1 "" 0.0 0.0 M. "T_BOWAIM_2_BOWRUN" R)
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("T_RUN_2_BOW" 1 "S_BOW" 0.0 0.0 M. "HUM_BOWDRAWT2.ASC" F 1 5)
ani ("S_BOW" 1 "S_BOW" 0.0 0.0 M. "HUM_BOWDRAWT2.ASC" F 6 6)
ani ("T_BOW_2_BOWRUN" 1 "S_BOWRUN" 0.0 0.0 M. "HUM_BOWDRAWT2.ASC" F 7 15)
{
*eventTag (7 "DEF_FIGHTMODE" "Bow")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
}
ani ("T_BOWRUN_2_BOW" 1 "S_BOW" 0.0 0.0 M. "HUM_BOWDRAWT2.ASC" R 7 15)
{
*eventTag (7 "DEF_FIGHTMODE")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (10 "DEF_REMOVE_MUNITION")
}
aniAlias ("T_BOW_2_RUN" 1 "" 0.0 0.0 M. "T_RUN_2_BOW" R)
ani ("T_BOWRUN_2_BOWAIM" 1 "S_BOWAIM" 0.0 0.0 M. "HUM_BOWAIMT2.ASC" F 1 11)
{
*eventMMStartAni (1 "S_SHOOT" "ZS_LEFTHAND")
*eventMMStartAni (10 "S_READY" "ZS_LEFTHAND")
}
aniAlias ("T_BOWWALK_2_BOWAIM" 1 "S_BOWAIM" 0.0 0.0 M. "T_BOWRUN_2_BOWAIM" F)
ani ("C_BOW_1" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 0 0)
ani ("C_BOW_2" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 1 1)
ani ("C_BOW_3" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 2 2)
ani ("C_BOW_4" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 3 3)
ani ("C_BOW_5" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 4 4)
ani ("C_BOW_6" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 5 5)
ani ("C_BOW_7" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 6 6)
ani ("C_BOW_8" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 7 7)
ani ("C_BOW_9" 4 "" 0.0 0.0 .. "HUM_BOWAUTOAIMT2.ASC" F 8 8)
aniComb ("S_BOWAIM" 1 "S_BOWAIM" 0.0 0.0 M. "C_BOW_" 9)
aniBlend ("T_BOWAIM_2_BOWSHOOT" "S_BOWSHOOT" 0.0 0.0)
ani ("S_BOWSHOOT" 1 "S_BOWSHOOT" 0.0 0.0 M. "HUM_BOWAIMT2.ASC" F 12 12)
{
*eventSFX (12 "BOWSHOOT")
}
ani ("T_BOWRELOAD" 1 "S_BOWAIM" 0.0 0.0 M. "HUM_BOWAIMT2.ASC" F 13 35)
{
*eventMMStartAni (13 "S_RELAX" "ZS_LEFTHAND")
*eventSFX (20 "BOWRELOAD")
*eventTag (20 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
*eventMMStartAni (34 "S_READY" "ZS_LEFTHAND")
}
ani ("T_BOWAIM_2_BOWRUN" 1 "" 0.0 0.0 M. "HUM_BOWAIM.ASC" F 1 11)
{
*eventMMStartAni (11 "S_NORMAL" "ZS_LEFTHAND")
}
aniAlias ("T_BOWAIM_2_BOWWALK" 1 "" 0.0 0.0 M. "T_BOWAIM_2_BOWRUN" R)
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("T_RUN_2_CBOW" 1 "S_CBOW" 0.0 0.0 M. "HUM_CBOWDRAWT1.ASC" F 1 4)
ani ("S_CBOW" 1 "S_CBOW" 0.0 0.0 M. "HUM_CBOWDRAWT1.ASC" F 5 5)
ani ("T_CBOW_2_CBOWRUN" 1 "S_CBOWRUN" 0.0 0.0 M. "HUM_CBOWDRAWT1.ASC" F 6 35)
{
*eventTag (7 "DEF_FIGHTMODE" "Cbow")
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}
ani ("T_CBOWRUN_2_CBOW" 1 "S_CBOW" 0.0 0.0 M. "HUM_CBOWDRAWT1.ASC" R 6 35)
{
*eventTag (7 "DEF_FIGHTMODE")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (6 "DEF_REMOVE_MUNITION")
}
aniAlias ("T_CBOW_2_RUN" 1 "" 0.0 0.0 M. "T_RUN_2_CBOW" R)
ani ("T_CBOWRUN_2_CBOWAIM" 1 "S_CBOWAIM" 0.0 0.0 M. "HUM_CBOWAIM.ASC" F 1 6)
aniAlias ("T_CBOWAIM_2_CBOWRUN" 1 "" 0.0 0.0 M. "T_CBOWRUN_2_CBOWAIM" R)
aniAlias ("T_CBOWWALK_2_CBOWAIM" 1 "S_CBOWAIM" 0.0 0.0 M. "T_CBOWRUN_2_CBOWAIM" F)
aniAlias ("T_CBOWAIM_2_CBOWWALK" 1 "" 0.0 0.0 M. "T_CBOWRUN_2_CBOWAIM" R)
aniBlend ("T_CBOWAIM_2_CBOWSHOOT" "S_CBOWSHOOT" 0.0 0.0)
ani ("S_CBOWSHOOT" 1 "S_CBOWSHOOT" 0.0 0.0 M. "HUM_CBOWAIMT1.ASC" F 6 6)
{
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (6 "CROSSBOWSHOOT")
}
ani ("T_CBOWRELOAD" 1 "S_CBOWAIM" 0.0 0.0 M. "HUM_CBOWAIMT1.ASC" F 6 35)
{
*eventSFX (14 "BOWRELOAD")
*eventTag (17 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
*eventMMStartAni (7 "S_RELAX" "ZS_RIGHTHAND")
*eventMMStartAni (27 "S_READY" "ZS_RIGHTHAND")
}
ani ("C_CBOW_1" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 0 0)
ani ("C_CBOW_2" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 1 1)
ani ("C_CBOW_3" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 2 2)
ani ("C_CBOW_4" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 3 3)
ani ("C_CBOW_5" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 4 4)
ani ("C_CBOW_6" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 5 5)
ani ("C_CBOW_7" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 6 6)
ani ("C_CBOW_8" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 7 7)
ani ("C_CBOW_9" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIM.ASC" F 8 8)
aniComb ("S_CBOWAIM" 1 "S_CBOWAIM" 0.3 0.3 M. "C_CBOW_" 9)
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("T_RUN_2_CBOW" 1 "S_CBOW" 0.0 0.0 M. "HUM_CBOWDRAWT2.ASC" F 1 4)
ani ("S_CBOW" 1 "S_CBOW" 0.0 0.0 M. "HUM_CBOWDRAWT2.ASC" F 5 5)
ani ("T_CBOW_2_CBOWRUN" 1 "S_CBOWRUN" 0.0 0.0 M. "HUM_CBOWDRAWT2.ASC" F 6 31)
{
*eventTag (7 "DEF_FIGHTMODE" "Cbow")
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}
ani ("T_CBOWRUN_2_CBOW" 1 "S_CBOW" 0.0 0.0 M. "HUM_CBOWDRAWT2.ASC" R 6 31)
{
*eventTag (7 "DEF_FIGHTMODE")
*eventSFX (7 "DRAWSOUND_BOW")
*eventTag (6 "DEF_REMOVE_MUNITION")
}
aniAlias ("T_CBOW_2_RUN" 1 "" 0.0 0.0 M. "T_RUN_2_CBOW" R)
ani ("T_CBOWRUN_2_CBOWAIM" 1 "S_CBOWAIM" 0.0 0.0 M. "HUM_CBOWAIMT2.ASC" F 1 6)
aniAlias ("T_CBOWAIM_2_CBOWRUN" 1 "" 0.0 0.0 M. "T_CBOWRUN_2_CBOWAIM" R)
aniAlias ("T_CBOWWALK_2_CBOWAIM" 1 "S_CBOWAIM" 0.0 0.0 M. "T_CBOWRUN_2_CBOWAIM" F)
aniAlias ("T_CBOWAIM_2_CBOWWALK" 1 "" 0.0 0.0 M. "T_CBOWRUN_2_CBOWAIM" R)
aniBlend ("T_CBOWAIM_2_CBOWSHOOT" "S_CBOWSHOOT" 0.0 0.0)
ani ("S_CBOWSHOOT" 1 "S_CBOWSHOOT" 0.0 0.0 M. "HUM_CBOWAIMT2.ASC" F 6 6)
{
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (6 "CROSSBOWSHOOT")
}
ani ("T_CBOWRELOAD" 1 "S_CBOWAIM" 0.0 0.0 M. "HUM_CBOWAIMT2.ASC" F 6 29)
{
*eventSFX (14 "BOWRELOAD")
*eventTag (14 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
*eventMMStartAni (7 "S_RELAX" "ZS_RIGHTHAND")
*eventMMStartAni (23 "S_READY" "ZS_RIGHTHAND")
}
ani ("C_CBOW_1" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 0 0)
ani ("C_CBOW_2" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 1 1)
ani ("C_CBOW_3" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 2 2)
ani ("C_CBOW_4" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 3 3)
ani ("C_CBOW_5" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 4 4)
ani ("C_CBOW_6" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 5 5)
ani ("C_CBOW_7" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 6 6)
ani ("C_CBOW_8" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 7 7)
ani ("C_CBOW_9" 4 "" 0.0 0.0 .. "HUM_CBOWAUTOAIMT2.ASC" F 8 8)
aniComb ("S_CBOWAIM" 1 "S_CBOWAIM" 0.3 0.3 M. "C_CBOW_" 9)
ani ("T_RUN_2_RUNL" 1 "S_RUNL" 0.0 0.0 M. "HUM_FLUCHT_JUE01.ASC" F 1 6)
ani ("S_RUNL" 1 "S_RUNL" 0.0 0.1 M. "HUM_FLUCHT_JUE01.ASC" F 7 19)
{
*eventSFXGrnd (10 "RUN")
*eventSFXGrnd (16 "RUN")
}
ani ("T_RUNL_2_RUN" 1 "S_RUN" 0.0 0.0 M. "HUM_FLUCHT_JUE01.ASC" F 20 29)
{
*eventSFXGrnd (23 "RUN")
*eventSFXGrnd (28 "RUN")
}
aniBlend ("T_RUNR_2_RUN" "S_RUN" 0.2 0.2)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_WALKMAGE_M01.ASC" F 21 29)
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_WALKMAGE_M01.ASC" F 30 64)
{
*eventSFXGrnd (40 "RUN")
*eventSFXGrnd (60 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_WALKMAGE_M01.ASC" F 65 79)
{
*eventSFXGrnd (70 "RUN")
*eventSFXGrnd (77 "RUN")
}
aniBlend ("T_WALKR_2_WALK" "S_WALK" 0.2 0.2)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_WALKA3_M01.ASC" F 1 5)
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_WALKA3_M01.ASC" F 6 40)
{
*eventSFXGrnd (14 "RUN")
*eventSFXGrnd (33 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_WALKA3_M01.ASC" F 41 50)
{
*eventSFXGrnd (46 "RUN")
}
aniBlend ("T_WALKR_2_WALK" "S_WALK" 0.2 0.2)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_WALKA2_JUE01.ASC" F 1 13)
{
*eventSFXGrnd (12 "RUN")
}
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_WALKA2_JUE01.ASC" F 14 47)
{
*eventSFXGrnd (28 "RUN")
*eventSFXGrnd (46 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_WALKA2_JUE01.ASC" F 48 61)
{
*eventSFXGrnd (55 "RUN")
}
ani ("T_WALKR_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_WALKA2END_M01.ASC" F 0 14)
ani ("T_DEAD" 1 "S_DEAD" 0.2 0.0 M. "SKE_DEAD_M01.ASC" F 1 20)
{
*eventSFX (3 "SKE_DIE" EMPTY_SLOT)
}
ani ("S_DEAD" 1 "S_DEAD" 0.0 0.1 M. "SKE_DEAD_M01.ASC" F 21 21)
aniAlias ("T_DEADB" 1 "S_DEADB" 0.2 0.0 M. "T_DEAD" F)
aniAlias ("S_DEADB" 1 "S_DEADB" 0.0 0.1 M. "S_DEAD" F)
aniAlias ("T_DIVE_2_DROWNED" 1 "S_DROWNED" 0.2 0.0 MF "T_DEAD" F)
aniAlias ("S_DROWNED" 1 "S_DROWNED" 0.0 0.0 MF "S_DEAD" F)
ani ("T_SPAWN" 1 "" 0.1 0.2 M. "SKE_SPAWN_A02.ASC" F 51 99)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_WALKA2_JUE01.ASC" F 1 13)
{
*eventSFXGrnd (12 "RUN")
}
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_WALKA2_JUE01.ASC" F 14 47)
{
*eventSFXGrnd (28 "RUN")
*eventSFXGrnd (46 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_WALKA2_JUE01.ASC" F 48 61)
{
*eventSFXGrnd (55 "RUN")
}
ani ("T_WALKR_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_WALKA2END_M01.ASC" F 0 14)
ani ("T_DEAD" 1 "S_DEAD" 0.2 0.0 M. "SKE_DEAD_M01.ASC" F 1 20)
{
*eventSFX (3 "SKE_DIE" EMPTY_SLOT)
}
ani ("S_DEAD" 1 "S_DEAD" 0.0 0.1 M. "SKE_DEAD_M01.ASC" F 21 21)
aniAlias ("T_DEADB" 1 "S_DEADB" 0.2 0.0 M. "T_DEAD" F)
aniAlias ("S_DEADB" 1 "S_DEADB" 0.0 0.1 M. "S_DEAD" F)
aniAlias ("T_DIVE_2_DROWNED" 1 "S_DROWNED" 0.2 0.0 MF "T_DEAD" F)
aniAlias ("S_DROWNED" 1 "S_DROWNED" 0.0 0.0 MF "S_DEAD" F)
ani ("T_SPAWN" 1 "" 0.1 0.2 M. "SKE_SPAWN_A02.ASC" F 51 99)
aniDisable ("T_STAND_2_JUMP")
aniDisable ("T_RUNL_2_JUMP")
aniDisable ("T_RUNR_2_JUMP")
aniDisable ("T_FISTRUNL_2_JUMP")
aniDisable ("T_FISTRUNR_2_JUMP")
aniDisable ("T_MAGRUNL_2_JUMP")
aniDisable ("T_MAGRUNR_2_JUMP")
aniDisable ("S_JUMP")
aniDisable ("T_FISTRUN_2_FISTWALK")
aniDisable ("T_FISTRUNL_2_FISTWALKL")
aniDisable ("S_FISTWALK")
aniDisable ("T_MAGRUN_2_MAGWALK")
aniDisable ("T_MAGRUNL_2_MAGWALKL")
aniDisable ("S_MAGWALK")
aniDisable ("T_RUN_2_WALK")
aniDisable ("T_RUNL_2_WALKL")
aniDisable ("S_WALK")
aniDisable ("S_SNEAK")
aniAlias ("T_RUNTURNL" 20 "T_RUNTURNL" 0.1 0.1 M. "S_FISTRUN" F)
aniAlias ("T_RUNTURNR" 20 "T_RUNTURNR" 0.1 0.1 M. "S_FISTRUN" F)
aniAlias ("T_FISTRUNTURNL" 20 "T_FISTRUNTURNL" 0.1 0.1 M. "S_FISTRUN" F)
aniAlias ("T_FISTRUNTURNR" 20 "T_FISTRUNTURNR" 0.1 0.1 M. "S_FISTRUN" F)
aniAlias ("T_MAGRUNTURNL" 20 "T_MAGRUNTURNL" 0.1 0.1 M. "S_FISTRUN" F)
aniAlias ("T_MAGRUNTURNR" 20 "T_MAGRUNTURNR" 0.1 0.1 M. "S_FISTRUN" F)
aniAlias ("S_RUN" 1 "S_RUN" 0.1 0.1 MI "S_FISTRUN" F)
aniBlend ("T_RUN_2_RUNL" "1" 0.0 0.2)
aniAlias ("S_RUNL" 1 "S_RUNL" 0.0 0.0 M. "S_FISTRUNL" F)
aniBlend ("T_RUNL_2_RUN" "S_RUN" 0.2 0.2)
aniBlend ("T_RUNR_2_RUN" "S_RUN" 0.2 0.2)
aniAlias ("T_JUMPB" 1 "S_RUN" 0.1 0.2 M. "T_FISTJUMPB" F)
ani ("T_FISTRUNSTRAFEL" 1 "" 0.1 0.1 M. "SKE_FLY_A02.ASC" F 81 104)
ani ("T_FISTRUNSTRAFER" 1 "" 0.1 0.1 M. "SKE_FLY_A02.ASC" F 106 129)
aniAlias ("T_MAGRUNSTRAFEL" 1 "" 0.1 0.1 M. "T_FISTRUNSTRAFEL" F)
aniAlias ("T_MAGRUNSTRAFER" 1 "" 0.1 0.1 M. "T_FISTRUNSTRAFER" F)
aniAlias ("T_RUNSTRAFEL" 1 "" 0.1 0.1 M. "T_FISTRUNSTRAFEL" F)
aniAlias ("T_RUNSTRAFER" 1 "" 0.1 0.1 M. "T_FISTRUNSTRAFER" F)
aniAlias ("S_FALLDN" 1 "S_FALLDN" 0.1 0.1 MF "S_FISTRUN" F)
aniAlias ("T_FALLDN_2_STAND" 1 "" 0.0 0.1 M. "S_FISTRUN" F)
aniAlias ("S_FALL" 1 "S_FALL" 0.2 0.1 MF "S_FISTRUN" F)
aniBlend ("T_FALL_2_FALLEN" "S_FALLEN" 0.0 0.0)
aniAlias ("S_FALLEN" 1 "S_FALLEN" 0.0 0.0 M. "S_FISTRUN" F)
aniBlend ("T_FALLEN_2_STAND" "" 0.0 0.0)
aniAlias ("S_FALLB" 1 "S_FALLB" 0.1 0.0 MF "S_FISTRUN" F)
aniBlend ("T_FALLB_2_FALLENB" "S_FALLENB" 0.0 0.0)
aniAlias ("S_FALLENB" 1 "S_FALLENB" 0.0 0.0 M. "S_FISTRUN" F)
aniBlend ("T_FALLENB_2_STAND" "" 0.0 0.0)
ani ("S_FISTRUN" 1 "S_FISTRUN" 0.0 0.2 MI "SKE_FLY_A02.ASC" F 30 59)
aniBlend ("T_FISTRUN_2_FISTRUNL" "1" 0.0 0.2)
ani ("S_FISTRUNL" 1 "S_FISTRUNL" 0.1 0.0 M. "SKE_FLY_A02.ASC" F 0 24)
aniBlend ("T_FISTRUNL_2_FISTRUN" "S_FISTRUN" 0.2 0.2)
aniBlend ("T_FISTRUNR_2_FISTRUN" "S_FISTRUN" 0.2 0.2)
ani ("T_FISTJUMPB" 1 "S_FISTRUN" 0.1 0.2 M. "SKE_FLY_JUMPBACK_A01.ASC" F 1 24)
aniAlias ("S_MAGRUN" 1 "S_MAGRUN" 0.1 0.1 MI "S_FISTRUN" F)
aniBlend ("T_MAGRUN_2_MAGRUNL" "1" 0.0 0.2)
aniAlias ("S_MAGRUNL" 1 "S_MAGRUNL" 0.0 0.0 M. "S_FISTRUNL" F)
aniBlend ("T_MAGRUNL_2_MAGRUN" "S_MAGRUN" 0.2 0.2)
aniBlend ("T_MAGRUNR_2_MAGRUN" "S_MAGRUN" 0.2 0.2)
aniAlias ("T_MAGJUMPB" 1 "S_MAGRUN" 0.1 0.2 M. "T_FISTJUMPB" F)
ani ("S_FISTATTACK" 1 "" 0.0 0.0 M. "SKE_FLY_A02.ASC" F 61 79)
{
*eventTag (0 "DEF_HIT_LIMB" "Bip01 R Hand")
*eventTag (0 "DEF_OPT_FRAME" "70")
*eventTag (0 "DEF_HIT_END" "79")
*eventTag (0 "DEF_WINDOW" "70 79")
*eventSFX (62 "WHOOSH" EMPTY_SLOT)
}
aniAlias ("T_FISTATTACKMOVE" 2 "" 0.2 0.2 M. "S_FISTATTACK" F)
aniAlias ("T_FISTPARADEJUMPB" 1 "" 0.1 0.2 M. "T_FISTJUMPB" F)
aniAlias ("T_FISTPARADE_0" 1 "" 0.1 0.2 M. "T_FISTJUMPB" F)
ani ("T_RUN_2_MAG" 1 "S_MAG" 0.1 0.0 M. "SKE_MAGFIREBALL_A03.ASC" F 56 63)
ani ("S_MAG" 1 "S_MAG" 0.0 0.0 M. "SKE_MAGFIREBALL_A03.ASC" F 64 64)
ani ("T_MAG_2_MAGRUN" 1 "S_MAGRUN" 0.0 0.1 M. "SKE_MAGFIREBALL_A03.ASC" F 65 80)
{
*eventTag (70 "DEF_FIGHTMODE" "Mag")
}
ani ("T_MAGRUN_2_MAG" 1 "S_MAG" 0.1 0.0 M. "SKE_MAGFIREBALL_A03.ASC" R 65 80)
{
*eventTag (70 "DEF_FIGHTMODE")
}
aniAlias ("T_MAG_2_RUN" 1 "" 0.0 0.1 M. "T_RUN_2_MAG" R)
ani ("T_MAGRUN_2_FBTSHOOT" 1 "S_FBTSHOOT" 0.2 0.0 M. "SKE_MAGFIREBALL_A03.ASC" F 56 63)
ani ("S_FBTSHOOT" 1 "S_FBTSHOOT" 0.0 0.0 M. "SKE_MAGFIREBALL_A03.ASC" F 64 64)
ani ("T_FBTSHOOT_2_STAND" 1 "" 0.0 0.2 M. "SKE_MAGFIREBALL_A03.ASC" F 65 80)
ani ("T_WARN" 1 "" 0.0 0.1 M. "SKE_FLY_WARN_A01.ASC" F 1 29)
ani ("T_RUN_2_RUNL" 1 "S_RUNL" 0.0 0.0 M. "HUM_SPRINT_M01.ASC" F 1 5)
ani ("S_RUNL" 1 "S_RUNL" 0.0 0.1 M. "HUM_SPRINT_M01.ASC" F 6 18)
{
*eventSFXGrnd (9 "RUN")
*eventPFX (10 0 "MFX_SPEED_FOOTSTEPS" "BIP01 L FOOT" ATTACH)
*eventSFXGrnd (15 "RUN")
*eventPFX (16 0 "MFX_SPEED_FOOTSTEPS" "BIP01 R FOOT" ATTACH)
}
ani ("T_RUNL_2_RUN" 1 "S_RUN" 0.0 0.0 M. "HUM_SPRINT_M01.ASC" F 19 26)
{
*eventSFXGrnd (21 "RUN")
*eventSFXGrnd (24 "RUN")
}
aniBlend ("T_RUNR_2_RUN" "S_RUN" 0.2 0.2)
aniAlias ("T_MAGRUN_2_MAGRUNL" 1 "S_MAGRUNL" 0.1 0.0 M. "T_RUN_2_RUNL" F)
aniAlias ("S_MAGRUNL" 1 "S_MAGRUNL" 0.0 0.1 M. "S_RUNL" F)
aniAlias ("T_MAGRUNL_2_MAGRUN" 1 "S_MAGRUN" 0.0 0.0 M. "T_RUNL_2_RUN" F)
aniBlend ("T_MAGRUNR_2_MAGRUN" "S_MAGRUN" 0.2 0.2)
aniAlias ("T_FISTRUN_2_FISTRUNL" 1 "S_FISTRUNL" 0.1 0.0 M. "T_RUN_2_RUNL" F)
aniAlias ("S_FISTRUNL" 1 "S_FISTRUNL" 0.0 0.1 M. "S_RUNL" F)
aniAlias ("T_FISTRUNL_2_FISTRUN" 1 "S_FISTRUN" 0.0 0.0 M. "T_RUNL_2_RUN" F)
aniBlend ("T_FISTRUNR_2_FISTRUN" "S_FISTRUN" 0.2 0.2)
aniAlias ("T_1HRUN_2_1HRUNL" 1 "S_1HRUNL" 0.1 0.0 M. "T_RUN_2_RUNL" F)
aniAlias ("S_1HRUNL" 1 "S_1HRUNL" 0.0 0.1 M. "S_RUNL" F)
aniAlias ("T_1HRUNL_2_1HRUN" 1 "S_1HRUN" 0.0 0.0 M. "T_RUNL_2_RUN" F)
aniBlend ("T_1HRUNR_2_1HRUN" "S_1HRUN" 0.2 0.2)
aniAlias ("T_2HRUN_2_2HRUNL" 1 "S_2HRUNL" 0.1 0.0 M. "T_RUN_2_RUNL" F)
aniAlias ("S_2HRUNL" 1 "S_2HRUNL" 0.0 0.1 M. "S_RUNL" F)
aniAlias ("T_2HRUNL_2_2HRUN" 1 "S_2HRUN" 0.0 0.0 M. "T_RUNL_2_RUN" F)
aniBlend ("T_2HRUNR_2_2HRUN" "S_2HRUN" 0.2 0.2)
aniAlias ("T_BOWRUN_2_BOWRUNL" 1 "S_BOWRUNL" 0.1 0.0 M. "T_RUN_2_RUNL" F)
aniAlias ("S_BOWRUNL" 1 "S_BOWRUNL" 0.0 0.1 M. "S_RUNL" F)
aniAlias ("T_BOWRUNL_2_BOWRUN" 1 "S_BOWRUN" 0.0 0.0 M. "T_RUNL_2_RUN" F)
aniBlend ("T_BOWRUNR_2_BOWRUN" "S_BOWRUN" 0.2 0.2)
aniAlias ("T_CBOWRUN_2_CBOWRUNL" 1 "S_CBOWRUNL" 0.1 0.0 M. "T_RUN_2_RUNL" F)
aniAlias ("S_CBOWRUNL" 1 "S_CBOWRUNL" 0.0 0.1 M. "S_RUNL" F)
aniAlias ("T_CBOWRUNL_2_CBOWRUN" 1 "S_CBOWRUN" 0.0 0.0 M. "T_RUNL_2_RUN" F)
aniBlend ("T_CBOWRUNR_2_CBOWRUN" "S_CBOWRUN" 0.2 0.2)
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
ani ("S_SWIM" 1 "S_SWIM" 0.0 0.2 MI "HUM_SWIM_M02.ASC" F 0 47 FPS:5)
{
*eventSFX (10 "SWIMWAVES")
}
aniBlend ("T_SWIM_2_SWIMF" "S_SWIMF" 0.3 0.3)
ani ("S_SWIMF" 1 "S_SWIMF" 0.0 0.0 M. "HUM_SWIM_M02.ASC" F 62 101 FPS:10)
{
*eventSFX (70 "SWIM")
}
aniBlend ("T_SWIMF_2_SWIM" "S_SWIM" 0.3 0.3)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_WALKTIRED_M01.ASC" F 1 14)
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_WALKTIRED_M01.ASC" F 15 40)
{
*eventSFXGrnd (15 "RUN")
*eventSFXGrnd (28 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_WALKTIRED_M01.ASC" F 41 47)
aniBlend ("T_WALKR_2_WALK" "S_WALK" 0.2 0.2)
modelTag ("DEF_HIT_LIMB" "ZS_RIGHTHAND")
aniDisable ("T_WARN")
aniDisable ("T_PERCEPTION")
ani ("S_RUN" 1 "S_RUN" 0.1 0.1 MI "HUM_TORCH_RUNAMBIENT_M01.ASC" F 0 50 FPS:5)
ani ("T_RUN_2_RUNL" 1 "S_RUNL" 0.0 0.0 M. "HUM_TORCH_RUNLOOP_M01.ASC" F 0 11)
ani ("S_RUNL" 1 "S_RUNL" 0.0 0.1 M. "HUM_TORCH_RUNLOOP_M01.ASC" F 12 31)
{
*eventSFXGrnd (12 "RUN")
*eventSFXGrnd (21 "RUN")
}
ani ("T_RUNL_2_RUN" 1 "S_RUN" 0.0 0.0 M. "HUM_TORCH_RUNLOOP_M01.ASC" F 32 38)
aniBlend ("T_RUNR_2_RUN" "S_RUN" 0.2 0.2)
ani ("T_JUMPB" 1 "S_RUN" 0.0 0.2 M. "HUM_TORCH_JUMPB_M01.ASC" F 1 14)
{
*eventSFXGrnd (6 "RUN")
*eventSFXGrnd (9 "RUN")
}
ani ("S_WALK" 1 "S_WALK" 0.1 0.1 MI "HUM_TORCH_WALKAMBIENT_M01.ASC" F 1 49)
ani ("T_WALK_2_WALKL" 1 "S_WALKL" 0.0 0.0 M. "HUM_TORCH_WALKLOOP_M01.ASC" F 1 9)
ani ("S_WALKL" 1 "S_WALKL" 0.0 0.1 M. "HUM_TORCH_WALKLOOP_M01.ASC" F 10 33)
{
*eventSFXGrnd (10 "RUN")
*eventSFXGrnd (22 "RUN")
}
ani ("T_WALKL_2_WALK" 1 "S_WALK" 0.0 0.0 M. "HUM_TORCH_WALKLOOP_M01.ASC" F 34 39)
ani ("T_WALKR_2_WALK" 1 "S_WALK" 0.1 0.1 M. "HUM_TORCH_WALKLOOPEND_M01.ASC" F 33 39)
aniAlias ("T_WALK_2_WALKBL" 1 "S_WALKBL" 0.1 0.1 M. "T_WALKL_2_WALK" R)
aniAlias ("S_WALKBL" 1 "S_WALKBL" 0.0 0.0 M. "S_WALKL" R)
ani ("T_WALKBL_2_WALK" 1 "S_WALK" 0.1 0.1 M. "HUM_TORCH_WALKLOOPBEND_M01.ASC" R 15 22)
aniAlias ("T_WALKBR_2_WALK" 1 "S_WALK" 0.1 0.1 M. "T_WALKL_2_WALK" R)
ani ("S_SNEAK" 1 "S_SNEAK" 0.1 0.0 MI "HUM_TORCH_SNEAKAMBIENT_M01.ASC" F 1 39)
ani ("T_SNEAK_2_SNEAKL" 1 "S_SNEAKL" 0.0 0.0 M. "HUM_TORCH_SNEAKLOOP_M01.ASC" F 1 1)
ani ("S_SNEAKL" 1 "S_SNEAKL" 0.0 0.0 M. "HUM_TORCH_SNEAKLOOP_M01.ASC" F 1 39)
ani ("T_SNEAKL_2_SNEAK" 1 "S_SNEAK" 0.0 0.0 M. "HUM_TORCH_SNEAKLOOP_M01.ASC" F 39 39)
aniBlend ("T_SNEAKR_2_SNEAK" "S_SNEAK" 0.2 0.2)
aniBlend ("T_SNEAK_2_SNEAKBL" "S_SNEAKBL" 0.2 0.2)
aniAlias ("S_SNEAKBL" 1 "S_SNEAKBL" 0.0 0.0 M. "S_SNEAKL" R)
aniBlend ("T_SNEAKBL_2_SNEAK" "S_SNEAK" 0.2 0.2)
aniBlend ("T_SNEAKBR_2_SNEAK" "S_SNEAK" 0.2 0.2)
ani ("T_RUNTURNL" 20 "T_RUNTURNL" 0.1 0.1 M. "HUM_TORCH_TURNL_M01.ASC" F 0 24)
{
*eventSFXGrnd (6 "TURN")
*eventSFXGrnd (18 "TURN")
}
ani ("T_RUNTURNR" 20 "T_RUNTURNR" 0.1 0.1 M. "HUM_TORCH_TURNR_M01.ASC" R 0 24)
{
*eventSFXGrnd (6 "TURN")
*eventSFXGrnd (18 "TURN")
}
aniAlias ("T_WALKTURNL" 20 "T_WALKTURNL" 0.1 0.1 M. "T_RUNTURNL" F)
aniAlias ("T_WALKTURNR" 20 "T_WALKTURNR" 0.1 0.1 M. "T_RUNTURNR" F)
ani ("T_SNEAKTURNL" 20 "T_SNEAKTURNL" 0.1 0.1 M. "HUM_TORCH_SNEAKTURNL_M01.ASC" F 1 24)
ani ("T_SNEAKTURNR" 20 "T_SNEAKTURNR" 0.1 0.1 M. "HUM_TORCH_SNEAKTURNL_M01.ASC" R 1 24)
ani ("T_RUNSTRAFEL" 1 "S_RUN" 0.1 0.1 M. "HUM_TORCH_RUNSTRAFEL_M01.ASC" F 1 14)
{
*eventSFXGrnd (6 "RUN")
*eventSFXGrnd (12 "RUN")
}
ani ("T_RUNSTRAFER" 1 "S_RUN" 0.1 0.1 M. "HUM_TORCH_RUNSTRAFER_M01.ASC" F 1 14)
aniAlias ("T_WALKSTRAFEL" 1 "S_WALK" 0.1 0.1 M. "T_RUNSTRAFEL" F)
aniAlias ("T_WALKSTRAFER" 1 "S_WALK" 0.1 0.1 M. "T_RUNSTRAFER" F)
ani ("T_SNEAKSTRAFEL" 1 "S_SNEAK" 0.1 0.1 M. "HUM_TORCH_SNEAKSTRAFEL_M01.ASC" F 1 19)
ani ("T_SNEAKSTRAFER" 1 "S_SNEAK" 0.1 0.1 M. "HUM_TORCH_SNEAKSTRAFER_M01.ASC" R 1 19)
aniBlend ("T_RUN_2_WALK" "S_WALK" 0.2 0.2)
aniBlend ("T_WALK_2_RUN" "S_RUN" 0.2 0.2)
aniBlend ("T_RUN_2_SNEAK" "S_SNEAK" 0.2 0.2)
aniBlend ("T_SNEAK_2_RUN" "S_RUN" 0.2 0.2)
aniBlend ("T_WALK_2_SNEAK" "S_SNEAK" 0.2 0.2)
aniBlend ("T_SNEAK_2_WALK" "S_WALK" 0.2 0.2)
aniBlend ("T_RUNL_2_WALKL" "S_WALKL" 0.2 0.2)
aniBlend ("T_WALKL_2_RUNL" "S_RUNL" 0.2 0.2)
aniBlend ("T_SNEAKL_2_RUNL" "S_RUNL" 0.2 0.2)
aniBlend ("T_RUNL_2_SNEAKL" "S_SNEAKL" 0.2 0.2)
aniBlend ("T_WALKL_2_SNEAKL" "S_SNEAKL" 0.2 0.2)
aniBlend ("T_SNEAKL_2_WALKL" "S_WALKL" 0.2 0.2)
}
}
Aber das benutzt ja nur die Spielfigur.
Geändert von Alain Dufont (08.11.2017 um 16:32 Uhr)
-
Ich hab das ganz Easy geschafft. Npc zu nem FP_Item schicken, auf dem FP_Item itlstorchburning inserten, AI_TakeItem (self,itlstorchburning) und VOILA! Npc rennt korrekt mit Fackel rum, inklusive Overlay.
"Das erinnert doch sehr erfreulich an das, was man sich als Gothicfan wünscht!"
-Korallenkette
-
Zitat von Bisasam
Ich hab das ganz Easy geschafft. Npc zu nem FP_Item schicken, auf dem FP_Item itlstorchburning inserten, AI_TakeItem (self,itlstorchburning) und VOILA! Npc rennt korrekt mit Fackel rum, inklusive Overlay.
Hallo Bisasam,
etwa so?
Code:
/
func void ZS_WalkFackelToFP ()
{
Perception_Set_Normal();
B_ResetAll (self);
AI_SetWalkmode (self,NPC_WALK);
if (Npc_GetDistToWP (self,self.wp) > TA_DIST_SELFWP_MAX)
{
AI_GotoWP (self, self.wp);
};
if (Npc_HasItems (self,itlstorchburning) == 0)
{
CreateInvItem (self,itlstorchburning);
};
};
func int ZS_WalkFackelToFP_loop()
{
if (Wld_IsFPAvailable(self,"ITEM"))
{
AI_GotoFP (self, "ITEM");
AI_ALignToFP (self);
AI_TakeItem (self,itlstorchburning);
}
else
{
AI_AlignToWP (self);
AI_TakeItem (self,itlstorchburning);
};
if (Npc_GetStateTime(self) > 10)
{
AI_TakeItem (self,itlstorchburning);
Npc_SetStateTime (self, 0);
};
return LOOP_CONTINUE;
};
func void ZS_WalkFackelToFP_end()
{
AI_UseItemToState (self, ItLsTorchburning, -1);
};
-
Nein ich meinte eher Wld_InsertItem(itlstorchburning,"FP_ITEM_WACHE");
Und dann die Wache in die Nähe und AI_TakeItem(self,itlstorchburning);
"Das erinnert doch sehr erfreulich an das, was man sich als Gothicfan wünscht!"
-Korallenkette
-
Zitat von Bisasam
Nein ich meinte eher Wld_InsertItem(itlstorchburning,"FP_ITEM_WACHE");
Und dann die Wache in die Nähe und AI_TakeItem(self,itlstorchburning);
Okay, nun läuft es. Aber ist der Insert des Item der einzige Weg um das möglich zu machen? Ich möchte nämlich einen allgemeinen TA erstellen, wo man nicht jedesmal einen Freepoint angeben muss.
-
Ohne insert geht es nicht. Aber nicht schlimm. Ich habe nun eine annehmbare Lösung gefunden. Vielen Dank an alle.
-
Magst du deine annehmbare Lösung vielleicht kurz ausführen, falls sie stark von den Ideen weiter oben abweicht? Ich würde das Feature auch gerne einbauen.
Danke schon mal! =)
-
Zitat von Draxes
Magst du deine annehmbare Lösung vielleicht kurz ausführen, falls sie stark von den Ideen weiter oben abweicht? Ich würde das Feature auch gerne einbauen.
Danke schon mal! =)
So stark weicht meine Lösung gar nicht von der oben genannten Idee ab. Ich hatte nur das Problem, dass jedesmal eine neue Fackel ins Spiel kommt, wenn der NPC von einem Freepoint zum nächsten geht. Nun wird nur einmal beim Start des TA eine Fackel gespawnt, die der NPC bei seinem Rundgang trägt. Siehe hierzu die Bedingung Wld_IsTime in meinem Script:
Code:
func void ZS_WalkFackelToFP ()
{
Perception_Set_Normal();
B_ResetAll (self);
if (Wld_IsTime(00,00,00,10))
{
Wld_InsertItem(itlstorchburning,"FP_ITEM_WACHE_01");
AI_TakeItem(self,itlstorchburning);
};
AI_SetWalkmode (self,NPC_WALK);
if (Npc_GetDistToWP (self,self.wp) > 5)
{
AI_GotoWP (self, self.wp);
};
};
func int ZS_WalkFackelToFP_loop()
{
if (Wld_IsFPAvailable(self,"ITEM"))
{
AI_GotoFP (self, "ITEM");
AI_ALignToFP (self);
}
else
{
AI_AlignToWP (self);
};
return LOOP_CONTINUE;
};
func void ZS_WalkFackelToFP_end()
{
};
Geändert von Alain Dufont (17.11.2017 um 16:29 Uhr)
-
Alles klar, danke für die Antwort! Dann werde ich das in den nächsten Tagen mal angehen =)
-
Zitat von Draxes
Alles klar, danke für die Antwort! Dann werde ich das in den nächsten Tagen mal angehen =)
Viel Erfolg.
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