ich habe verschiedene ideen gehabt um die landefunktion einzu bauen hier das script von einem anderen versuch dort habe ich es versucht in die mds datei ein zu tragen der drache soll landen wenn ich die schleich taste drücke aber auch das geht nicht
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/++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++// HUMAN OVERLAY Zaphod´s fliegender Drache//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("HuS"){ meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") AniDisable ("s_FallDn") AniDisable ("s_Fall") AniDisable ("s_FallB") AniDisable ("s_Fallen") AniDisable ("s_FallenB") AniDisable ("s_Jump") AniDisable ("s_Dive") AniDisable ("s_DiveF") AniDisable ("s_Slide") AniDisable ("s_SlideB") AniDisable ("T_Castfail") // --------------------------------------------------------------------------------------------------------------- // RUN-Mode ani ("s_Run" 1 "s_Run" 0.1 0.1 M "hum_drachen_ambient.ASC" F 0 50) { *eventMMStartAni (0 "S_READY" "ZS_BOW") *eventSFX (1 "DEM_AMBIENT" EMPTY_SLOT ) //*eventPFX (25 1 "DRAGON_BREATH_SMOKE" "ZS_RIGHTHAND" ATTACH) //*eventPFXStop (30 1) } ani ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "hum_drachen_run.ASC" F 0 0) ani ("s_RunL" 1 "s_RunL" 0.0 0.1 M. "hum_drachen_run_neu.ASC" F 0 50) { *eventMMStartAni (0 "S_NORMAL" "ZS_BOW") *eventSFX (1 "DEM_AMBIENT" EMPTY_SLOT ) //*eventPFX (25 1 "DRAGON_BREATH_SMOKE" "ZS_RIGHTHAND" ATTACH) //*eventPFXStop (35 1) } ani ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) ani ("t_JumpB" 1 "s_Run" 0.0 0.2 M. "hum_drachen_ambient.ASC" R 0 0) { } // --------------------------------------------------------------------------------------------------------------- // WALK-Mode ani ("s_Walk" 1 "s_Walk" 0.1 0.1 M "hum_drachen_ambient.ASC" F 0 50 ) //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_drachen_ambient.ASC" F 0 0) ani ("s_WalkL" 1 "s_WalkL" 0.0 0.1 M. "hum_drachen_run_neu.ASC" F 0 50) { *eventSFXGrnd (10 "Run") *eventSFXGrnd (22 "Run") } ani ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) ani ("t_WalkR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "hum_drachen_ambient.ASC" F 0 0) 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_drachen_ambient.ASC" R 0 0) aniAlias ("t_WalkBR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "t_WalkL_2_Walk" R) // --------------------------------------------------------------------------------------------------------------- // TURNING ani ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "hum_drachen_ambient.ASC" F 0 0) { *eventSFXGrnd (10 "Turn") *eventSFXGrnd (20 "Turn") } ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "hum_drachen_ambient.ASC" F 0 0) // //ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Hum_TurnR_A01.asc" R 0 19) { *eventSFXGrnd (10 "Turn") *eventSFXGrnd (20 "Turn") // *eventSFXGrnd (18 "Turn") } aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.2 0.2 M. "t_RunTurnL" F) aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.2 0.2 M. "t_RunTurnR" F) ani ("t_SneakTurnL" 20 "t_SneakTurnL" 0.2 0.2 M. "hum_drachen_ambient.ASC" F 0 0) ani ("t_SneakTurnR" 20 "t_SneakTurnR" 0.2 0.2 M. "hum_drachen_ambient.ASC" F 0 0) // --------------------------------------------------------------------------------------------------------------- // JUMP ani ("t_Stand_2_Jump" 1 "s_Jump" 0.1 0.2 M. "hum_drachen_up.asc" F 0 50) { *eventMMStartAni (0 "S_SHOOT" "ZS_BOW") }
ani ("t_MagRunR_2_Jump" 1 "s_Jump" 0.1 0.2 M. "hum_drachen_up.asc" F 0 50) { *eventMMStartAni (0 "S_SHOOT" "ZS_BOW") }
ani ("t_Jump_2_Stand" 1 "" 0.1 0.2 M. "hum_drachen_ambient.ASC" F 0 0) // aus dem Rennen direkt Springen ani ("t_RunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "hum_drachen_up.ASC" F 0 50) aniAlias ("t_RunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_RunL" "s_RunL" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // JUMP UP, CLIMB // JumpUpLow (Ohne Benutzung der Hände, rechter Fuß setzt zuerst auf. Höhe: 50-100cm) // ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "hum_drachen_ambient.ASC" F 0 0) { // *eventPFX (10 "ZMODELLANDDUST" "BIP01 L Foot") // *eventSFXGrnd (10 "Run") } ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "hum_drachen_ambient.ASC" F 0 0) { // *eventSFXGrnd (16 "Run") } // aus dem Rennen direkt Springen aniAlias ("t_RunL_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F) aniAlias ("t_RunR_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F) // JumpUpMid (Auf den Händen abgestützt in einem Satz nach oben. Höhe: 100-200cm) // ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante ani ("t_Stand_2_JumpUpMid" 1 "s_JumpUpMid" 0.1 0.0 M. "hum_drachen_ambient.ASC" F 0 0) ani ("s_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.0 0.0 MF "hum_drachen_ambient.ASC" F 0 0) { // *eventSFXGrnd (13 "Run") } ani ("t_JumpUpMid_2_Stand" 1 "" 0.0 0.1 MF "hum_drachen_ambient.ASC" F 0 0) { // *eventSFXGrnd (21 "Run") // *eventSFXGrnd (26 "Run") } // aus dem Rennen direkt Springen aniAlias ("t_RunL_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F) aniAlias ("t_RunR_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F) // Während Sprung nach vorn Festhalten an Kante ani ("t_Jump_2_Hang" 1 "s_Hang" 0.1 0.0 MF "hum_drachen_ambient.ASC" F 0 0) // Während Runterfallen Festhalten an Kante aniAlias ("t_FallDn_2_Hang" 1 "s_Hang" 0.3 0.0 MF "t_Jump_2_Hang" F) // JumpUp, Hang (An Kante springen, und dann hochziehen. Höhe: 200-350cm) // aus dem Rennen direkt Springen // aniAlias ("t_RunL_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F) // aniAlias ("t_RunR_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F) ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "hum_drachen_ambient.ASC" F 0 0) aniBlend ("t_JumpUp_2_Hang" "s_Hang" 0.0 0.1) ani ("s_Hang" 1 "s_Hang" 0.1 0.0 MF "hum_drachen_ambient.ASC" F 0 0) // Climb up ani ("t_Hang_2_Stand" 1 "" 0.0 0.3 MF "hum_drachen_ambient.ASC" F 0 0) { // *eventSFXGrnd (32 "Run") // *eventSFXGrnd (44 "Run") } // Climb Down aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R) // --------------------------------------------------------------------------------------------------------------- // FALL // Landen und stehenbleiben ani ("t_FallDn_2_Stand" 1 "" 0.0 0.2 M. "hum_drachen_ambient.ASC" F 0 0) { // *eventSFX (26 "M_FALL_SMALL" EMPTY_SLOT ) } // Landen und direkt weiterrennen aniBlend ("t_FallDn_2_RunL" "s_RunL" 0.2 0.2) // wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen // aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.5 0.5) // aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.5 0.5) // Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft. // Bei s_Fallen + s_FallenB liegt der Spieler flach. // ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "hum_drachen_ambient.ASC" F 0 0 ) // ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "hum_drachen_ambient.ASC" F 0 0) { // // *eventSFX (11 "Fallen") // *eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT ) // *eventPFX (12 "ZMODELLANDDUST" "Bip01" ) // *eventMMStartAni (14 "T_HURT") // *eventMMStartAni (20 "S_NEUTRAL") } // ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) // ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "hum_drachen_ambient.ASC" F 0 0) { // *eventSFXGrnd (33 "Run") // *eventSFXGrnd (38 "Run") } // ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "hum_drachen_ambient.ASC" F 0 0) // ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "hum_drachen_ambient.ASC" F 0 0) { // // *eventSFX (8 "Fallen") // *eventMMStartAni (10 "T_HURT") // *eventMMStartAni (20 "S_NEUTRAL") } // ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) // ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "hum_drachen_ambient.ASC" F 0 0) { // *eventSFXGrnd (30 "Run") // *eventSFXGrnd (37 "Run") } // FIST ani ("t_Run_2_Fist" 1 "s_Fist" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "hum_drachen_ambient.ASC" F 0 0) // { // *eventTag (5 "DEF_FIGHTMODE" "FIST") // } ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.0 0.0 M. "hum_drachen_ambient.ASC" R 0 0) { // *eventTag (5 "DEF_FIGHTMODE" "") } aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Fist" R) // Fist beim Rennen ziehen ani ("t_Move_2_FistMove" 2 "" 0.2 0.2 M. "hum_drachen_ambient.ASC" F 0 0) // { // *eventTag (5 "DEF_FIGHTMODE" "FIST") // } ani ("t_FistMove_2_Move" 2 "" 0.2 0.2 M. "hum_drachen_ambient.ASC" F 0 0) /// { *eventTag (5 "DEF_FIGHTMODE" "") // } // Kraulen ani ("s_Swim" 1 "s_Swim" 0.0 0.1 MI "hum_drachen_ambient.ASC" F 0 0 ) aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.3 0.3) ani ("s_SwimF" 1 "s_SwimF" 0.0 0.1 M. "hum_drachen_run.ASC" F 0 50) aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.4 0.5) // MAGIC ani ("t_Run_2_Mag" 1 "s_Mags" 0.0 0.0 M. "hum_drachen_ambient.asc" F 0 0) ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "hum_drachen_ambient.asc" F 0 0) ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "hum_drachen_ambient.asc" F 0 0) { *eventTag (8 "DEF_FIGHTMODE" "MAG") } ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.0 0.0 M. "hum_drachen_ambient.asc" F 0 0) { *eventTag (8 "DEF_FIGHTMODE" "") } aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Mag" F) // Magie beim Rennen ziehen ani ("t_Move_2_MagMove" 2 "" 0.2 0.2 M. "hum_drachen_ambient.asc" F 0 0) { *eventTag (14 "DEF_FIGHTMODE" "MAG") } ani ("t_MagMove_2_Move" 2 "" 0.2 0.2 M. "hum_drachen_ambient.asc" F 0 0) { *eventTag (14 "DEF_FIGHTMODE" "") } SNEAK-Mode ani ("s_Sneak" 1 "s_Sneak" 0.1 0.0 MI "HUMANS-T_DRACHEDOWN" F 10 60 FPS:10) ani ("t_Sneak_2_SneakL" 1 "s_SneakL" 0.0 0.1 M. "HUMANS-T_DRACHEDOWN" F 0 10) ani ("s_SneakL" 1 "s_SneakL" 0.0 0.1 M. "HUMANS-T_DRACHEDOWN" F 0 40)
ani ("t_SneakL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "HUMANS-T_DRACHEDOWN" F 10 20) ani ("t_SneakR_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "HUMANS-T_DRACHEDOWN" F 21 30)
aniAlias ("t_Sneak_2_SneakBL" 1 "s_SneakBL" 0.1 0.1 M. "HUMANS-T_DRACHEDOWN" R) aniAlias ("s_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "HUMANS-T_DRACHEDOWN" R)
aniAlias ("t_SneakBL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "HUMANS-T_DRACHEDOWN" R) aniBlend ("t_SneakBR_2_Sneak" "s_Sneak" 0.2 0.2)
///////////////////////// // MAGIC MOVEMENT ////////////////////////// // Mag-RUN ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 MI "hum_drachen_ambient.asc" F 0 50 ) { *eventSFX (1 "DEM_AMBIENT" EMPTY_SLOT ) *eventMMStartAni (0 "S_READY" "ZS_BOW") //*eventPFX (25 1 "DRAGON_BREATH_SMOKE" "ZS_RIGHTHAND" ATTACH) //*eventPFXStop (30 1) } ani ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "hum_drachen_ambient.asc" F 0 0) // Mag-Run-Loop ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "hum_drachen_run_neu.asc" F 0 50) { *eventSFX (1 "DEM_AMBIENT" EMPTY_SLOT ) *eventMMStartAni (0 "S_NORMAL" "ZS_BOW") //*eventPFX (25 1 "DRAGON_BREATH_SMOKE" "ZS_RIGHTHAND" ATTACH) //*eventPFXStop (35 1) } ani ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "hum_drachen_ambient.asc" F 0 0) aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.3 0.3) // Mag-Run Backwards Movement ani ("t_MagJumpB" 1 "s_MagRun" 0.0 0.2 M. "hum_drachen_ambient.asc" F 0 0) ///////////////////// // MAGIC TURNING ///////////////////// ani ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.1 0.1 M. "hum_drachen_ambient.asc" F 0 0) ani ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.1 0.1 M. "hum_drachen_ambient.asc" R 0 0) // Firebolt (Magic Missile), Thunderbolt,... aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FiBShoot" F) aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // Fireball, Thunderball, ani ("t_MagRun_2_FiBCast" 1 "s_FiBCast" 0.1 0.0 M. "hum_drachen_ambient.asc" F 1 4) ani ("s_FiBCast" 1 "s_FiBCast" 0.0 0.0 M. "hum_drachen_ambient.asc" F 5 49) { *eventMMStartAni (5 "S_SHOOT" "ZS_BOW") *eventSFX (6 "DEM_AMBIENT" EMPTY_SLOT ) } aniBlend ("t_FibCast_2_Stand" "" 0.1 0.2) ani ("t_FiBCast_2_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "hum_drachen_ambient.asc" F 49 50) ani ("s_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "hum_drachen_ambient.asc" F 50 50) ani ("t_FiBShoot_2_Stand" 1 "" 0.0 0.1 M. "hum_drachen_ambient.asc" F 50 50) // Pyrokinesis ani ("t_MagRun_2_PyrShoot" 1 "s_PyrShoot" 0.1 0.0 M. "hum_drachen_ambient.asc" F 0 21) ani ("s_PyrShoot" 1 "s_PyrShoot" 0.0 0.0 M. "hum_drachen_ambient.asc" F 22 32) ani ("t_PyrShoot_2_Stand" 1 "" 0.0 0.1 M. "hum_drachen_ambient.asc" F 33 39) // ************************ }}