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Text File  |  2003-11-06  |  11KB  |  434 lines

  1. {events}
  2.     I:    GUN_SHOT = 3
  3.     I:    gun_shot_bone_id = 6000
  4.     F[3]:    guns_shot_playback_parameters
  5.         [0] = 100.000000
  6.         [1] = 200.000000
  7.         [2] = 0.000000
  8.     S[1]:    gun_shot_sfx
  9.         [0] = "mech_ak47_fire"
  10.     I:    PRESS_BUTTON = 1
  11.     I:    press_button_bone_id = 1
  12.     F[3]:    press_button_playback_parameters
  13.         [0] = 10.000000
  14.         [1] = 20.000000
  15.         [2] = 6.000000
  16.     S[1]:    press_button_sfx
  17.         [0] = "elec_door_keypresses"
  18.      I:    FOOTSTEP_LEFT = 2
  19.     I:    footstep_left_bone_id = 4900
  20.     F[3]:    footstep_left_playback_parameters
  21.         [0] = 0.500000
  22.         [1] = 20.000000
  23.         [2] = 8.000000
  24.     S[4]:    footstep_left_sfx
  25.         [0] = "footstep1"
  26.         [1] = "footstep2"
  27.         [2] = "footstep3"
  28.         [3] = "footstep4"
  29.     I:    FOOTSTEP_RIGHT = 2
  30.     I:    footstep_right_bone_id = 3900
  31.     F[3]:    footstep_right_playback_parameters
  32.         [0] = 0.500000
  33.         [1] = 20.000000
  34.         [2] = 8.000000
  35.     S[4]:    footstep_right_sfx
  36.         [0] = "footstep1"
  37.         [1] = "footstep2"
  38.         [2] = "footstep3"
  39.         [3] = "footstep4"
  40.     I:    SCREAM1 = 1
  41.     I:    scream1_bone_id = 3900
  42.     F[3]:    scream1_playback_parameters
  43.         [0] = 0.500000
  44.         [1] = 55.000000
  45.         [2] = 3.000000
  46.     S[1]:    scream1_sfx
  47.         [0] = "human_guard_scream1"
  48.     I:    SCREAM2 = 1
  49.     I:    scream2_bone_id = 3900
  50.     F[3]:    scream2_playback_parameters
  51.         [0] = 0.500000
  52.         [1] = 35.000000
  53.         [2] = 3.000000
  54.     S[1]:    scream2_sfx
  55.         [0] = "human_guard_scream2"
  56.     I:    FIRE_AK47 = 1
  57.     I:    fire_ak47_bone_id = 3900
  58.     F[3]:    fire_ak47_playback_parameters
  59.         [0] = 50.500000
  60.         [1] = 1000.000000
  61.         [2] = 1.000000
  62.     S[1]:    fire_ak47_sfx
  63.         [0] = "mech_ak47_fire_5_quick"
  64.     I:    FOOTSTEP_QUIET = 2
  65.     I:    footstep_quiet_bone_id = 4900
  66.     F[3]:    footstep_quiet_playback_parameters
  67.         [0] = 0.500000
  68.         [1] = 20.000000
  69.         [2] = 12.000000
  70.     S[4]:    footstep_quiet_sfx
  71.         [0] = "footstep1"
  72.         [1] = "footstep2"
  73.         [2] = "footstep3"
  74.         [3] = "footstep4"
  75.     I:    FOOTSCRAPE = 2
  76.     I:    footscrape_right_bone_id = 3900
  77.     F[3]:    footscrape_right_playback_parameters
  78.         [0] = 0.500000
  79.         [1] = 20.000000
  80.         [2] = 12.000000
  81.     S[2]:    footscrape_right_sfx
  82.         [0] = "footscrape"
  83.         [1] = "footscrape1"
  84.     I:    GUN_HIT_HAND = 1
  85.     I:    gun_hit_hand_bone_id = 2600
  86.     F[3]:    gun_hit_hand_playback_parameters
  87.         [0] = 0.500000
  88.         [1] = 10.000000
  89.         [2] = 15.000000
  90.     S[1]:    gun_hit_hand_sfx
  91.         [0] = "mech_gun_hit"
  92.     I:    CLOTHES_SCRAPE = 1
  93.     I:    clothes_scrape_id = 6000
  94.     F[3]:    clothes_scrape_parameters
  95.         [0] = 0.500000
  96.         [1] = 20.000000
  97.         [2] = 6.000000
  98.     S[4]:    clothes_scrape_sfx
  99.         [0] = "human_clothes_swish1"
  100.         [1] = "human_clothes_swish2"
  101.         [2] = "human_clothes_swish3"
  102.         [3] = "human_clothes_swish4"
  103.     I:    LOCK_N_LOAD = 1
  104.     I:    lock_n_load_bone_id = 2600
  105.     F[3]:    lock_n_load_playback_parameters
  106.         [0] = 0.500000
  107.         [1] = 10.000000
  108.         [2] = 10.000000
  109.     S[1]:    lock_n_load_sfx
  110.         [0] = "mech_gun_lock_n_load"
  111.     I:    GUN_SHAKE = 1
  112.     I:    gun_shake_bone_id = 2600
  113.     F[3]:    gun_shake_playback_parameters
  114.         [0] = 0.500000
  115.         [1] = 10.000000
  116.         [2] = 15.000000
  117.     S[3]:    gun_shake_sfx
  118.         [0] = "mech_gun_shake1"
  119.         [1] = "mech_gun_shake2"
  120.         [2] = "mech_gun_shake3"
  121.     I:    TROUSER_SWISH_RUN = 1
  122.     I:    trouser_swish_run_bone_id = 1600
  123.     F[3]:    trouser_swish_run_playback_parameters
  124.         [0] = 0.500000
  125.         [1] = 40.000000
  126.         [2] = 1.000000
  127.     S[4]:    trouser_swish_run_sfx
  128.         [0] = "human_trouser_swish1"
  129.         [1] = "human_trouser_swish2"
  130.         [2] = "human_trouser_swish3"
  131.         [3] = "human_trouser_swish4"
  132.     I:    TROUSER_SWISH = 1
  133.     I:    trouser_swish_bone_id = 1600
  134.     F[3]:    trouser_swish_playback_parameters
  135.         [0] = 0.500000
  136.         [1] = 40.000000
  137.         [2] = 5.000000
  138.     S[4]:    trouser_swish_sfx
  139.         [0] = "human_trouser_swish1"
  140.         [1] = "human_trouser_swish2"
  141.         [2] = "human_trouser_swish3"
  142.         [3] = "human_trouser_swish4"
  143.     I:    GUN_RATTLE = 1
  144.     I:    gun_rattle_bone_id = 2600
  145.     F[3]:    gun_rattle_playback_parameters
  146.         [0] = 0.500000
  147.         [1] = 10.000000
  148.         [2] = 16.000000
  149.     S[1]:    gun_rattle_sfx
  150.         [0] = "mech_gun_rattle"
  151.     I:    SCRATCH_HEAD = 1
  152.     I:    scratch_head_bone_id = 5000
  153.     F[3]:    scratch_head_playback_parameters
  154.         [0] = 0.500000
  155.         [1] = 10.000000
  156.         [2] = 18.000000
  157.     S[1]:    scratch_head_sfx
  158.         [0] = "human_quick_scratch"
  159.     I:    CLOTHES_SCRAPE3 = 1
  160.     I:    clothes_scrape3_bone_id = 6000
  161.     F[3]:    clothes_scrape3_playback_parameters
  162.         [0] = 10.000000
  163.         [1] = 20.000000
  164.         [2] = 18.000000
  165.     S[1]:    clothes_scrape3_sfx
  166.         [0] = "human_clothes_scrape3"
  167.     I:    CLOTHES_SCRAPE1 = 1
  168.     I:    clothes_scrape1_bone_id = 6000
  169.     F[3]:    clothes_scrape1_playback_parameters
  170.         [0] = 10.000000
  171.         [1] = 20.000000
  172.         [2] = 18.000000
  173.     S[1]:    clothes_scrape1_sfx
  174.         [0] = "human_clothes_scrape1"
  175.     I:    CLOTHES_SCRAPE2 = 1
  176.     I:    clothes_scrape2_bone_id = 6000
  177.     F[3]:    clothes_scrape2_playback_parameters
  178.         [0] = 10.000000
  179.         [1] = 20.000000
  180.         [2] = 15.000000
  181.     S[1]:    clothes_scrape2_sfx
  182.         [0] = "human_clothes_scrape2"
  183. {\events}
  184. {DATA\SUSARRO2\GRAPHICS\ANIMATIONS\SUS204\GUARD_04.ANM}
  185.     F[3]:    PRESS_BUTTON
  186.         [0] = 1.569
  187.         [1] = 2.009
  188.         [2] = 2.330
  189. {\DATA\SUSARRO2\GRAPHICS\ANIMATIONS\SUS204\GUARD_04.ANM}
  190. {DATA\SUSARRO2\GRAPHICS\ANIMATIONS\SUS204\GUARD_07.ANM}
  191.     F[1]:    PRESS_BUTTON
  192.         [0] = 24.762
  193.  
  194. {\DATA\SUSARRO2\GRAPHICS\ANIMATIONS\SUS204\GUARD_07.ANM}
  195.  
  196. {DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD1_1_1.ANM}
  197.  
  198.     F[1]:    SCREAM1
  199.         [0] = 5.883164
  200. {\DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD1_1_1.ANM}
  201. {DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD2_1_1.ANM}
  202.  
  203.     F[1]:    SCREAM2
  204.         [0] = 9.461
  205. {\DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD2_1_1.ANM}
  206. /*
  207. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT.ANM}
  208.  
  209.     F[1]:    FIRE_AK47
  210.         [0] = 0.719
  211. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT.ANM}
  212. */
  213. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT_HIGH.ANM}
  214.     F[1]:    FOOTSTEP_LEFT
  215.         [0] = 0.239
  216.     F[1]:    FOOTSTEP_RIGHT
  217.         [0] = 2.773
  218.     F[2]:    FOOTSCRAPE
  219.         [0] = 0.315
  220.         [1] = 2.165
  221.     F[3]:    GUN_SHOT
  222.         [0] = 0.768000
  223.         [1] = 0.953
  224.         [2] = 1.151
  225.     F[1]:    TROUSER_SWISH
  226.         [0] = 0.197
  227.     F[1]:    CLOTHES_SCRAPE
  228.         [0] = 1.923
  229. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT_HIGH.ANM}
  230. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE1.ANM}
  231.     F[4]:    CLOTHES_SCRAPE
  232.         [0] = 0.092000
  233.         [1] = 0.827000
  234.         [2] = 1.315000
  235.         [3] = 2.021000
  236.     F[1]:    GUN_HIT_HAND
  237.         [0] = 2.453000
  238.     F[1]:    LOCK_N_LOAD
  239.         [0] = 1.287000
  240. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE1.ANM}
  241. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE3.ANM}
  242.     F[5]:    FOOTSCRAPE
  243.         [0] = 1.997000
  244.         [1] = 2.965000
  245.         [2] = 4.245000
  246.         [3] = 4.701000
  247.         [4] = 6.369000
  248.     F[1]:    GUN_HIT_HAND
  249.         [0] = 6.749000
  250.     F[3]:    CLOTHES_SCRAPE
  251.         [0] = 2.992000
  252.         [1] = 4.241000
  253.         [2] = 4.513000
  254.     F[2]:    FOOTSTEP_QUIET
  255.         [0] = 3.567000
  256.         [1] = 6.299000
  257. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE3.ANM}
  258. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\GO_GET_HIM.ANM}
  259.     F[1]:    FOOTSTEP_QUIET
  260.         [0] = 0.639000
  261.     F[1]:    GUN_HIT_HAND
  262.         [0] = 2.040000
  263.     F[1]:    TROUSER_SWISH
  264.         [0] = 0.608000
  265.     F[2]:    FOOTSCRAPE
  266.         [0] = 0.182000
  267.         [1] = 1.539000
  268.     F[1]:    CLOTHES_SCRAPE
  269.         [0] = 0.690000
  270.     F[1]:    GUN_RATTLE
  271.         [0] = 0.105000
  272. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\GO_GET_HIM.ANM}
  273. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\SCRATCHING_HEAD.ANM}
  274.     F[1]:    GUN_HIT_HAND
  275.         [0] = 3.107000
  276.     F[2]:    CLOTHES_SCRAPE
  277.         [0] = 0.378000
  278.         [1] = 3.008000
  279.     F[1]:    GUN_RATTLE
  280.         [0] = 1.293000
  281.     F[5]:    SCRATCH_HEAD
  282.         [0] = 0.965000
  283.         [1] = 1.235000
  284.         [2] = 1.414000
  285.         [3] = 1.615000
  286.         [4] = 1.783000
  287. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\SCRATCHING_HEAD.ANM}
  288. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\LOOKING_AROUND.ANM}
  289.     F[3]:    TROUSER_SWISH
  290.         [0] = 0.158000
  291.         [1] = 1.402000
  292.         [2] = 3.573000
  293.     F[1]:    CLOTHES_SCRAPE
  294.         [0] = 4.749000
  295.     F[2]:    GUN_HIT_HAND
  296.         [0] = 0.292000
  297.         [1] = 3.936000
  298.     F[1]:    GUN_RATTLE
  299.         [0] = 1.897000
  300. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\LOOKING_AROUND.ANM}
  301. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\RUN.ANM}
  302.     F[1]:    FOOTSTEP_LEFT
  303.         [0] = 0.222000
  304.     F[1]:    FOOTSTEP_RIGHT
  305.         [0] = 0.666667
  306.     F[2]:    GUN_SHAKE
  307.         [0] = 0.490000
  308.         [1] = 0.212000
  309.     F[2]:    CLOTHES_SCRAPE
  310.         [0] = 0.259000
  311.         [1] = 0.731000
  312.     F[2]:    TROUSER_SWISH_RUN
  313.         [0] = 0.333000
  314.         [1] = 0.730000
  315. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\RUN.ANM}
  316. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\WALK.ANM}
  317.     F[1]:    FOOTSTEP_LEFT
  318.         [0] = 0.319000
  319.     F[1]:    FOOTSTEP_RIGHT
  320.         [0] = 0.945000
  321.     F[2]:    TROUSER_SWISH
  322.         [0] = 0.408000
  323.         [1] = 1.023000
  324. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\WALK.ANM}
  325. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_DOWN.ANM}
  326.     F[1]:    FOOTSTEP_LEFT
  327.         [0] = 0.466667
  328.     F[1]:    FOOTSTEP_RIGHT
  329.         [0] = 0.933333
  330.     F[2]:    TROUSER_SWISH
  331.         [0] = 0.356000
  332.         [1] = 0.823000
  333.     F[2]:    GUN_RATTLE
  334.         [0] = 0.026000
  335.         [1] = 0.544000
  336. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_DOWN.ANM}
  337. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_UP.ANM}
  338.     F[1]:    FOOTSTEP_LEFT
  339.         [0] = 0.532000
  340.     F[1]:    FOOTSTEP_RIGHT
  341.         [0] = 0.012000
  342.     F[1]:    GUN_SHAKE
  343.         [0] = 0.234000
  344.     F[2]:    TROUSER_SWISH
  345.         [0] = 0.175000
  346.         [1] = 0.615000
  347. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_UP.ANM}
  348. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT.ANM}
  349.     F[2]:    FOOTSTEP_LEFT
  350.         [0] = 0.250000
  351.         [1] = 2.426000
  352.     F[2]:    FOOTSTEP_RIGHT
  353.         [0] = 0.598000
  354.         [1] = 2.946000
  355.     F[3]:    GUN_SHOT
  356.         [0] = 0.768000
  357.         [1] = 0.978000
  358.         [2] = 1.168000
  359. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT.ANM}
  360. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE2.ANM}
  361.     F[5]:    FOOTSTEP_QUIET
  362.         [0] = 0.972000
  363.         [1] = 1.625000
  364.         [2] = 0.563000
  365.         [3] = 1.313000
  366.         [4] = 2.013000
  367.     F[1]:    FOOTSCRAPE
  368.         [0] = 1.775000
  369.     F[1]:    GUN_HIT_HAND
  370.         [0] = 2.497000
  371.     F[5]:    CLOTHES_SCRAPE
  372.         [0] = 0.581000
  373.         [1] = 0.995000
  374.         [2] = 1.276000
  375.         [3] = 1.470000
  376.         [4] = 1.720000
  377. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE2.ANM}
  378. {DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\GET_UP.ANM}
  379.         F[1]:    CLOTHES_SCRAPE1
  380.             [0] = 0.01
  381.         F[1]:    CLOTHES_SCRAPE2
  382.             [0] = 0.700
  383.         F[1]:    CLOTHES_SCRAPE3
  384.             [0] = 2.318
  385.         F[3]:    FOOTSCRAPE
  386.             [0] = 1.821
  387.             [1] = 2.078
  388.             [2] = 2.416
  389.         F[1]:    GUN_SHAKE
  390.             [0] = 0.292
  391.         F[1]:    GUN_RATTLE
  392.             [0] = 1.114
  393.         F[2]:    FOOTSTEP_LEFT
  394.         [0] = 2.794
  395.         [1] = 2.99
  396.  
  397. {\DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\GET_UP.ANM}
  398. {DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\LOOK_TO_SIT.ANM}
  399.         F[1]:    CLOTHES_SCRAPE1
  400.             [0] = 0.01
  401.         F[1]:    CLOTHES_SCRAPE2
  402.             [0] = 0.400
  403.  
  404.         F[1]:    GUN_SHAKE
  405.             [0] = 0.02
  406.  
  407.  
  408. {\DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\LOOK_TO_SIT.ANM}
  409. {DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\SIT_TO_LOOK.ANM}
  410.         F[1]:    CLOTHES_SCRAPE1
  411.             [0] = 0.01
  412.  
  413.         F[1]:    GUN_SHAKE
  414.             [0] = 0.02
  415.  
  416.  
  417. {\DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\SIT_TO_LOOK.ANM}
  418. {DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\STAND_TO_SIT.ANM}
  419.  
  420.         F[4]:    FOOTSCRAPE
  421.             [0] = 0.266
  422.             [1] = 0.684
  423.             [2] = 1.132
  424.  
  425.             [3] = 1.926
  426.         F[1]:    CLOTHES_SCRAPE1
  427.             [0] = 0.826
  428.         F[1]:    CLOTHES_SCRAPE2
  429.             [0] = 1.491
  430.          F[1]:    GUN_SHAKE
  431.             [0] = 0.699
  432.  
  433. {\DATA\CATACOMBS\GRAPHICS\ANIMATIONS\GUARD_INT\STAND_TO_SIT.ANM}
  434.