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  1. // Created by Crowbar 0.34.0.0
  2.  
  3. $ModelName "Dark_Souls\Enemies\Giants\Artorias.mdl"
  4.  
  5. $BodyGroup "Artorias the Abysswalker"
  6. {
  7. studio "artorias_reference.smd"
  8. }
  9.  
  10.  
  11. $SurfaceProp "slipperymetal"
  12.  
  13. $JointSurfaceProp "Cloth_R_Clavicle_c00" "carpet"
  14. $JointSurfaceProp "Cloth_R_Clavicle_c01" "carpet"
  15. $JointSurfaceProp "Cloth_R_Clavicle_b00" "carpet"
  16. $JointSurfaceProp "Cloth_R_Clavicle_b01" "carpet"
  17. $JointSurfaceProp "Cloth_R_Clavicle_a00" "carpet"
  18. $JointSurfaceProp "Cloth_R_Clavicle_a01" "carpet"
  19. $JointSurfaceProp "Cloth_Spine_front_c00" "carpet"
  20. $JointSurfaceProp "Cloth_Spine_front_c01" "carpet"
  21. $JointSurfaceProp "Cloth_Spine_front_c02" "carpet"
  22. $JointSurfaceProp "Cloth_Spine_front_b00" "carpet"
  23. $JointSurfaceProp "Cloth_Spine_front_b01" "carpet"
  24. $JointSurfaceProp "Cloth_Spine_front_a00" "carpet"
  25. $JointSurfaceProp "Cloth_Spine_back_b00" "carpet"
  26. $JointSurfaceProp "Cloth_Spine_back_b01" "carpet"
  27. $JointSurfaceProp "Cloth_Spine_back_b02" "carpet"
  28. $JointSurfaceProp "Cloth_Spine_back_a00" "carpet"
  29. $JointSurfaceProp "Cloth_Spine_back_a01" "carpet"
  30. $JointSurfaceProp "Cloth_Spine_back_a02" "carpet"
  31. $JointSurfaceProp "Cloth_Spine_back_a03" "carpet"
  32. $JointSurfaceProp "Cloth_Pelvis_R_c00" "carpet"
  33. $JointSurfaceProp "Cloth_Pelvis_R_c01" "carpet"
  34. $JointSurfaceProp "Cloth_Pelvis_R_c02" "carpet"
  35. $JointSurfaceProp "Cloth_Pelvis_R_c03" "carpet"
  36. $JointSurfaceProp "Cloth_Pelvis_R_c04" "carpet"
  37. $JointSurfaceProp "Cloth_Pelvis_R_c05" "carpet"
  38. $JointSurfaceProp "Cloth_Pelvis_R_c06" "carpet"
  39. $JointSurfaceProp "Cloth_Pelvis_R_b00" "carpet"
  40. $JointSurfaceProp "Cloth_Pelvis_R_b01" "carpet"
  41. $JointSurfaceProp "Cloth_Pelvis_R_b02" "carpet"
  42. $JointSurfaceProp "Cloth_Pelvis_R_b03" "carpet"
  43. $JointSurfaceProp "Cloth_Pelvis_R_b04" "carpet"
  44. $JointSurfaceProp "Cloth_Pelvis_R_b05" "carpet"
  45. $JointSurfaceProp "Cloth_Pelvis_R_a00" "carpet"
  46. $JointSurfaceProp "Cloth_Pelvis_R_a01" "carpet"
  47. $JointSurfaceProp "Cloth_Pelvis_R_a02" "carpet"
  48. $JointSurfaceProp "Cloth_Pelvis_R_a03" "carpet"
  49. $JointSurfaceProp "Cloth_Pelvis_R_a04" "carpet"
  50. $JointSurfaceProp "Cloth_Pelvis_R_a05" "carpet"
  51. $JointSurfaceProp "Cloth_Pelvis_L_c00" "carpet"
  52. $JointSurfaceProp "Cloth_Pelvis_L_c01" "carpet"
  53. $JointSurfaceProp "Cloth_Pelvis_L_c02" "carpet"
  54. $JointSurfaceProp "Cloth_Pelvis_L_c03" "carpet"
  55. $JointSurfaceProp "Cloth_Pelvis_L_b00" "carpet"
  56. $JointSurfaceProp "Cloth_Pelvis_L_b01" "carpet"
  57. $JointSurfaceProp "Cloth_Pelvis_L_b02" "carpet"
  58. $JointSurfaceProp "Cloth_Pelvis_L_b03" "carpet"
  59. $JointSurfaceProp "Cloth_Pelvis_L_a00" "carpet"
  60. $JointSurfaceProp "Cloth_Pelvis_L_a01" "carpet"
  61. $JointSurfaceProp "Cloth_Pelvis_L_a02" "carpet"
  62. $JointSurfaceProp "Cloth_Pelvis_L_a03" "carpet"
  63. $JointSurfaceProp "Cloth_Pelvis_front_a00" "carpet"
  64. $JointSurfaceProp "Cloth_Pelvis_front_a01" "carpet"
  65. $JointSurfaceProp "Cloth_Pelvis_front_a02" "carpet"
  66. $JointSurfaceProp "Cloth_Pelvis_back_a00" "carpet"
  67. $JointSurfaceProp "Cloth_Pelvis_back_a01" "carpet"
  68. $JointSurfaceProp "Cloth_Pelvis_back_a02" "carpet"
  69.  
  70. $Contents "solid"
  71.  
  72. $MaxEyeDeflection 90
  73.  
  74. $MostlyOpaque
  75.  
  76. $CDMaterials "models\Dark_Souls\Enemies\Giants\Artorias\"
  77.  
  78. $Attachment "sword" "R_weapon" 0 1 -55.5 rotate 0 0 0
  79. $Attachment "roar" "Head" -5 0 5 rotate 0 0 0
  80. $Attachment "fire" "R_weapon" 0 1 -95 rotate 0 0 0
  81. $Attachment "sparks" "R_weapon" 0 1 -107 rotate 0 0 0
  82. $Attachment "glow1" "Master" 0 0 0 rotate 0 0 0
  83. $Attachment "glow2" "Spine" 0 0 0 rotate 0 0 0
  84. $Attachment "glow3" "Spine1" 0 0 0 rotate 0 0 0
  85. $Attachment "waterdrip" "L Forearm" -20 0 0 rotate 0 180 -180
  86.  
  87. $CBox 0 0 0 0 0 0
  88.  
  89. $BBox -29.162 -71.062 -1.896 110.266 63.753 141.008
  90.  
  91.  
  92. $SectionFrames 30 150
  93.  
  94. $PoseParameter "aim_pitch" -90 90 0
  95. $PoseParameter "aim_yaw" -90 90 0
  96. $PoseParameter "move_yaw" -180 180 0
  97.  
  98. $Animation "aimleft_head" "artorias_anims\aimleft_head.smd" {
  99. fps 30
  100. // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
  101. subtract "aimleft_head" 0
  102. }
  103.  
  104. $Animation "aimcenter" "artorias_anims\aimcenter.smd" {
  105. fps 30
  106. // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
  107. subtract "aimleft_head" 0
  108. }
  109.  
  110. $Animation "aimright_head" "artorias_anims\aimright_head.smd" {
  111. fps 30
  112. // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
  113. subtract "aimleft_head" 0
  114. }
  115.  
  116. $Animation "aimup_head" "artorias_anims\aimup_head.smd" {
  117. fps 30
  118. // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
  119. subtract "aimleft_head" 0
  120. }
  121.  
  122. $Animation "aimdown_head" "artorias_anims\aimdown_head.smd" {
  123. fps 30
  124. // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
  125. subtract "aimleft_head" 0
  126. }
  127.  
  128. $Animation "die" "artorias_anims\die.smd" {
  129. fps 30
  130. }
  131.  
  132. $Animation "charge" "artorias_anims\charge.smd" {
  133. fps 30
  134. }
  135.  
  136. $Animation "Pissed_Off" "artorias_anims\Pissed_Off.smd" {
  137. fps 30
  138. }
  139.  
  140. $Animation "rr" "artorias_anims\rr.smd" {
  141. fps 30
  142. }
  143.  
  144. $Animation "rL" "artorias_anims\rL.smd" {
  145. fps 30
  146. }
  147.  
  148. $Animation "rb" "artorias_anims\rb.smd" {
  149. fps 30
  150. }
  151.  
  152. $Animation "wf" "artorias_anims\wf.smd" {
  153. fps 30
  154. loop
  155. }
  156.  
  157. $Animation "wb" "artorias_anims\wb.smd" {
  158. fps 30
  159. loop
  160. }
  161.  
  162. $Animation "wl" "artorias_anims\wl.smd" {
  163. fps 30
  164. loop
  165. }
  166.  
  167. $Animation "wr" "artorias_anims\wr.smd" {
  168. fps 30
  169. loop
  170. }
  171.  
  172. $Animation "rf" "artorias_anims\rf.smd" {
  173. fps 30
  174. loop
  175. }
  176.  
  177. $Animation "attack_0" "artorias_anims\attack_0.smd" {
  178. fps 30
  179. }
  180.  
  181. $Animation "attack_1" "artorias_anims\attack_1.smd" {
  182. fps 30
  183. }
  184.  
  185. $Animation "attack_2" "artorias_anims\attack_2.smd" {
  186. fps 30
  187. }
  188.  
  189. $Animation "attack_3" "artorias_anims\attack_3.smd" {
  190. fps 30
  191. }
  192.  
  193. $Animation "attack_4" "artorias_anims\attack_4.smd" {
  194. fps 30
  195. }
  196.  
  197. $Animation "attack_5" "artorias_anims\attack_5.smd" {
  198. fps 30
  199. }
  200.  
  201. $Animation "attack_6" "artorias_anims\attack_6.smd" {
  202. fps 30
  203. }
  204.  
  205. $Animation "attack_8" "artorias_anims\attack_8.smd" {
  206. fps 30
  207. }
  208.  
  209. $Animation "attack_9" "artorias_anims\attack_9.smd" {
  210. fps 30
  211. }
  212.  
  213. $Animation "attack_10" "artorias_anims\attack_10.smd" {
  214. fps 30
  215. }
  216.  
  217. $Animation "attack_11" "artorias_anims\attack_11.smd" {
  218. fps 30
  219. }
  220.  
  221. $Animation "attack_12" "artorias_anims\attack_12.smd" {
  222. fps 30
  223. }
  224.  
  225. $Animation "attack_13" "artorias_anims\attack_13.smd" {
  226. fps 30
  227. }
  228.  
  229. $Sequence "ragdoll" {
  230. "artorias_anims\ragdoll.smd"
  231. activity "ACT_DIERAGDOLL" -1
  232. fadein 0.2
  233. fadeout 0.2
  234. fps 30
  235. loop
  236. }
  237.  
  238. $Sequence "aim_pitch_head" {
  239. "aimup_head"
  240. "aimcenter"
  241. "aimdown_head"
  242. autoplay
  243. blend "aim_pitch" -90 90
  244. blendwidth 3
  245. delta
  246. fadein 0.2
  247. fadeout 0.2
  248. fps 30
  249. // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
  250. subtract "aimleft_head" 0
  251. }
  252.  
  253. $Sequence "aim_yaw_head" {
  254. "aimright_head"
  255. "aimcenter"
  256. "aimleft_head"
  257. autoplay
  258. blend "aim_yaw" -90 90
  259. blendwidth 3
  260. delta
  261. fadein 0.2
  262. fadeout 0.2
  263. fps 30
  264. // This subtract line is a guess of the animation name and frame index. There is no way to determine which $animation and which frame were used, so Crowbar uses the name of the first $animation. Change as needed.
  265. subtract "aimleft_head" 0
  266. }
  267.  
  268. $Sequence "Idle" {
  269. "artorias_anims\Idle.smd"
  270. activity "ACT_IDLE" 1
  271. { event 1100 0 "event_emit BreatheIn" }
  272. { event 1100 35 "event_emit BreatheOut" }
  273. fadein 0.2
  274. fadeout 0.2
  275. fps 30
  276. loop
  277. }
  278.  
  279. $Sequence "Death" {
  280. "die"
  281. activity "ACT_DIE_SIMPLE" 1
  282. { event 1100 0 "event_emit Die" }
  283. { event 1100 70 "event_emit Zimen" }
  284. fadein 0.2
  285. fadeout 0.2
  286. fps 30
  287. }
  288.  
  289. $Sequence "SuperCharged" {
  290. "charge"
  291. activity "ACT_DISARM" 1
  292. blend "move_yaw" -180 180
  293. { event 1100 0 "event_emit ChargeUp" }
  294. { event 1100 160 "event_emit OutCry" }
  295. { event 1100 147 "event_emit Step" }
  296. { event 1100 162 "event_emit Step" }
  297. { event 1100 222 "event_emit Step" }
  298. { event 1100 238 "event_emit Step" }
  299. { event 1100 240 "event_emit test" }
  300. fadein 0.2
  301. fadeout 0.2
  302. fps 30
  303. }
  304.  
  305. $Sequence "Aggro" {
  306. "Pissed_Off"
  307. activity "ACT_ARM" 1
  308. blend "move_yaw" -180 180
  309. { event 1100 20 "event_emit Aggrovate" }
  310. { event 1100 82 "event_emit test" }
  311. fadein 0.2
  312. fadeout 0.2
  313. fps 30
  314. }
  315.  
  316. $Sequence "DodgeR" {
  317. "rr"
  318. activity "ACT_SIGNAL1" 1
  319. blend "move_yaw" -180 180
  320. fadein 0.2
  321. fadeout 0.2
  322. fps 30
  323. }
  324.  
  325. $Sequence "DodgeL" {
  326. "rL"
  327. activity "ACT_SIGNAL2" 1
  328. blend "move_yaw" -180 180
  329. fadein 0.2
  330. fadeout 0.2
  331. fps 30
  332. }
  333.  
  334. $Sequence "DodgeB" {
  335. "rb"
  336. activity "ACT_SIGNAL3" 1
  337. blend "move_yaw" -180 180
  338. fadein 0.2
  339. fadeout 0.2
  340. fps 30
  341. }
  342.  
  343. $Sequence "WalkF" {
  344. "wf"
  345. activity "ACT_WALK" 1
  346. blend "move_yaw" -180 180
  347. { event 1100 52 "event_emit Step" }
  348. { event 1100 22 "event_emit Step" }
  349. fadein 0.2
  350. fadeout 0.2
  351. fps 30
  352. loop
  353. }
  354.  
  355. $Sequence "WalkB" {
  356. "wb"
  357. activity "ACT_WALK_1" 1
  358. blend "move_yaw" -180 180
  359. { event 1100 53 "event_emit Step" }
  360. { event 1100 22 "event_emit Step" }
  361. fadein 0.2
  362. fadeout 0.2
  363. fps 30
  364. loop
  365. }
  366.  
  367. $Sequence "WalkL" {
  368. "wl"
  369. activity "ACT_WALK_2" 1
  370. blend "move_yaw" -180 180
  371. { event 1100 12 "event_emit Step" }
  372. { event 1100 46 "event_emit Step" }
  373. fadein 0.2
  374. fadeout 0.2
  375. fps 30
  376. loop
  377. }
  378.  
  379. $Sequence "WalkR" {
  380. "wr"
  381. activity "ACT_WALK_3" 1
  382. blend "move_yaw" -180 180
  383. { event 1100 13 "event_emit Step" }
  384. { event 1100 41 "event_emit Step" }
  385. fadein 0.2
  386. fadeout 0.2
  387. fps 30
  388. loop
  389. }
  390.  
  391. $Sequence "Run" {
  392. "rf"
  393. activity "ACT_RUN" 1
  394. blend "move_yaw" -180 180
  395. { event 1100 15 "event_emit StepRunRight" }
  396. { event 1100 5 "event_emit StepRunLeft" }
  397. { event 1100 18 "event_emit Step" }
  398. { event 1100 8 "event_emit Step" }
  399. fadein 0.2
  400. fadeout 0.2
  401. fps 30
  402. loop
  403. }
  404.  
  405. $Sequence "Attack0" {
  406. "attack_0"
  407. activity "ACT_ATTACK0" 1
  408. blend "move_yaw" -180 180
  409. { event 1100 25 "event_emit Step" }
  410. { event 1100 29 "event_emit Hit" }
  411. { event 1100 20 "event_emit Whoosh" }
  412. { event 1100 30 "event_emit ImpactLight" }
  413. { event 1100 80 "event_emit Step" }
  414. { event 1100 90 "event_emit Step" }
  415. { event 1100 100 "event_emit test" }
  416. fadein 0.2
  417. fadeout 0.2
  418. fps 30
  419. }
  420.  
  421. $Sequence "Attack1" {
  422. "attack_1"
  423. activity "ACT_ATTACK1" 1
  424. blend "move_yaw" -180 180
  425. { event 1100 11 "event_emit Whoosh" }
  426. { event 1100 25 "event_emit Hit" }
  427. { event 1100 27 "event_emit Step" }
  428. { event 1100 29 "event_emit ImpactLight" }
  429. { event 1100 75 "event_emit Step" }
  430. { event 1100 83 "event_emit Step" }
  431. { event 1100 90 "event_emit test" }
  432. fadein 0.2
  433. fadeout 0.2
  434. fps 30
  435. }
  436.  
  437. $Sequence "Attack2" {
  438. "attack_2"
  439. activity "ACT_ATTACK2" 1
  440. blend "move_yaw" -180 180
  441. { event 1100 12 "event_emit Step" }
  442. { event 1100 21 "event_emit Step" }
  443. { event 1100 37 "event_emit Hit" }
  444. { event 1100 21 "event_emit Whoosh" }
  445. { event 1100 35 "event_emit Step" }
  446. { event 1100 37 "event_emit ImpactLight" }
  447. { event 1100 90 "event_emit Step" }
  448. { event 1100 100 "event_emit test" }
  449. fadein 0.2
  450. fadeout 0.2
  451. fps 30
  452. }
  453.  
  454. $Sequence "Attack3" {
  455. "attack_3"
  456. activity "ACT_ATTACK3" 1
  457. blend "move_yaw" -180 180
  458. { event 1100 8 "event_emit Armor" }
  459. { event 1100 16 "event_emit Jump" }
  460. { event 1100 39 "event_emit Hit" }
  461. { event 1100 37 "event_emit Land" }
  462. { event 1100 30 "event_emit Whoosh" }
  463. { event 1100 39 "event_emit ImpactLight" }
  464. { event 1100 79 "event_emit Step" }
  465. { event 1100 87 "event_emit test" }
  466. fadein 0.2
  467. fadeout 0.2
  468. fps 30
  469. }
  470.  
  471. $Sequence "Attack4" {
  472. "attack_4"
  473. activity "ACT_ATTACK4" 1
  474. blend "move_yaw" -180 180
  475. { event 1100 24 "event_emit Whoosh" }
  476. { event 1100 24 "event_emit Armor" }
  477. { event 1100 39 "event_emit Step" }
  478. { event 1100 48 "event_emit Hit" }
  479. { event 1100 43 "event_emit Step" }
  480. { event 1100 93 "event_emit Step" }
  481. { event 1100 99 "event_emit Step" }
  482. { event 1100 100 "event_emit test" }
  483. fadein 0.2
  484. fadeout 0.2
  485. fps 30
  486. }
  487.  
  488. $Sequence "Attack5" {
  489. "attack_5"
  490. activity "ACT_ATTACK5" 1
  491. blend "move_yaw" -180 180
  492. { event 1100 11 "event_emit Step" }
  493. { event 1100 43 "event_emit Jump" }
  494. { event 1100 60 "event_emit Whoosh" }
  495. { event 1100 73 "event_emit land" }
  496. { event 1100 74 "event_emit Hit" }
  497. { event 1100 73 "event_emit ImpactLight" }
  498. { event 1100 130 "event_emit Step" }
  499. { event 1100 142 "event_emit Step" }
  500. { event 1100 150 "event_emit test" }
  501. fadein 0.2
  502. fadeout 0.2
  503. fps 30
  504. }
  505.  
  506. $Sequence "Attack6" {
  507. "attack_6"
  508. activity "ACT_ATTACK6" 1
  509. blend "move_yaw" -180 180
  510. { event 1100 32 "event_emit Step" }
  511. { event 1100 33 "event_emit Whoosh" }
  512. { event 1100 42 "event_emit Step" }
  513. { event 1100 45 "event_emit Hit" }
  514. { event 1100 54 "event_emit ImpactLight" }
  515. { event 1100 90 "event_emit Step" }
  516. { event 1100 110 "event_emit Step" }
  517. { event 1100 115 "event_emit Step" }
  518. { event 1100 115 "event_emit test" }
  519. fadein 0.2
  520. fadeout 0.2
  521. fps 30
  522. }
  523.  
  524. $Sequence "Attack8" {
  525. "attack_8"
  526. activity "ACT_ATTACK8" 1
  527. blend "move_yaw" -180 180
  528. { event 1100 3 "event_emit Jump" }
  529. { event 1100 20 "event_emit Whoosh" }
  530. { event 1100 26 "event_emit Hit" }
  531. { event 1100 24 "event_emit Land" }
  532. { event 1100 24 "event_emit Armor" }
  533. { event 1100 26 "event_emit ImpactLight" }
  534. { event 1100 66 "event_emit Step" }
  535. { event 1100 74 "event_emit test" }
  536. fadein 0.2
  537. fadeout 0.2
  538. fps 30
  539. }
  540.  
  541. $Sequence "Attack9" {
  542. "attack_9"
  543. activity "ACT_ATTACK9" 1
  544. blend "move_yaw" -180 180
  545. { event 1100 20 "event_emit Whoosh" }
  546. { event 1100 30 "event_emit Jump" }
  547. { event 1100 38 "event_emit Land" }
  548. { event 1100 28 "event_emit Hit" }
  549. { event 1100 38 "event_emit Armor" }
  550. { event 1100 42 "event_emit Whoosh" }
  551. { event 1100 45 "event_emit Step" }
  552. { event 1100 52 "event_emit Step" }
  553. { event 1100 60 "event_emit test" }
  554. fadein 0.2
  555. fadeout 0.2
  556. fps 30
  557. }
  558.  
  559. $Sequence "Attack10" {
  560. "attack_10"
  561. activity "ACT_ATTACK10" 1
  562. blend "move_yaw" -180 180
  563. { event 1100 15 "event_emit Whoosh" }
  564. { event 1100 30 "event_emit Whoosh" }
  565. { event 1100 5 "event_emit Step" }
  566. { event 1100 19 "event_emit Step" }
  567. { event 1100 26 "event_emit Hit" }
  568. { event 1100 38 "event_emit Hit" }
  569. { event 1100 22 "event_emit Step" }
  570. { event 1100 26 "event_emit Step" }
  571. { event 1100 30 "event_emit Step" }
  572. { event 1100 34 "event_emit Step" }
  573. { event 1100 36 "event_emit Step" }
  574. { event 1100 69 "event_emit Step" }
  575. { event 1100 75 "event_emit test" }
  576. fadein 0.2
  577. fadeout 0.2
  578. fps 30
  579. }
  580.  
  581. $Sequence "Attack11" {
  582. "attack_11"
  583. activity "ACT_ATTACK11" 1
  584. blend "move_yaw" -180 180
  585. { event 1100 26 "event_emit Step" }
  586. { event 1100 43 "event_emit Step" }
  587. { event 1100 55 "event_emit Step" }
  588. { event 1100 73 "event_emit test" }
  589. fadein 0.2
  590. fadeout 0.2
  591. fps 30
  592. }
  593.  
  594. $Sequence "Attack12" {
  595. "attack_12"
  596. activity "ACT_BUSY_LEAN_BACK_EXIT" 1
  597. blend "move_yaw" -180 180
  598. { event 1100 25 "event_emit Step" }
  599. { event 1100 28 "event_emit ImpactLight" }
  600. { event 1100 12 "event_emit Whoosh" }
  601. { event 1100 28 "event_emit Hit" }
  602. { event 1100 80 "event_emit Step" }
  603. { event 1100 91 "event_emit Step" }
  604. { event 1100 98 "event_emit test" }
  605. fadein 0.2
  606. fadeout 0.2
  607. fps 30
  608. }
  609.  
  610. $Sequence "Attack13" {
  611. "attack_13"
  612. activity "ACT_ATTACK13" 1
  613. blend "move_yaw" -180 180
  614. { event 1100 20 "event_emit Step" }
  615. { event 1100 25 "event_emit Hit" }
  616. { event 1100 23 "event_emit Step" }
  617. { event 1100 18 "event_emit Whoosh" }
  618. { event 1100 70 "event_emit test" }
  619. fadein 0.2
  620. fadeout 0.2
  621. fps 30
  622. }
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