MODEL 0 "garage" MODEL 1 "rules2" MODEL 2 "game2" MODEL 3 "game3" MODEL 4 "game4" MODEL 5 "game5a" MODEL 6 "game5b" MODEL 7 "message" MODEL 8 "ramp" MODEL 9 "maindoor" MODEL 10 "window" MODEL 11 "doorover" MODEL 12 "twodoors" MODEL 13 "info" MODEL 14 "code1" MODEL 15 "code2" MODEL 16 "code3" MODEL 17 "code4" MODEL 18 "code5" MODEL 19 "code6" MODEL 20 "onedoora" MODEL 21 "onedoorb" MODEL 22 "doorsmla" MODEL 23 "doorsmlb" ;---------------------------- ; Garage door ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Garage door" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 0 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 5.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 1.100 0.000 ; Translation RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 90.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 50.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 5.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 1.100 0.000 ; Translation RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -90.000 ; Rotation (in degrees) } } } ;---------------------------- ; Game 2 ;---------------------------- ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "Game 2" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Game 3 ;---------------------------- ANIMATION { Slot 3 ; Slot ID (0 to 255) Name "Game 3" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Game 4 ;---------------------------- ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "Game 4" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 4 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Game 5 (Medium matoku) ;---------------------------- ANIMATION { Slot 5 ; Slot ID (0 to 255) Name "Game 5a" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Game 6 (Hard matoku) ;---------------------------- ANIMATION { Slot 6 ; Slot ID (0 to 255) Name "Game 6a" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 6 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Message ;---------------------------- ANIMATION { Slot 7 ; Slot ID (0 to 255) Name "Message" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 7 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Ramp ;---------------------------- ANIMATION { Slot 8 ; Slot ID (0 to 255) Name "Ramp" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 8 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.010 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.010 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Main entrance doors ;---------------------------- ANIMATION { Slot 9 ; Slot ID (0 to 255) Name "Main entrance" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 9 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 9 ; Model ID (0 to 63, or -1) OffsetTranslation 1000.000 0.000 0.000 ; Initial offset } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 3.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation -1000.000 0.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID Translation 2000.000 0.000 0.000 ; Translation } } } ;---------------------------- ; Opening window ;---------------------------- ANIMATION { Slot 10 ; Slot ID (0 to 255) Name "Window" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 10 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 5.000 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 120.000 ; Rotation (in degrees) } } } ;---------------------------- ; One closing door ;---------------------------- ANIMATION { Slot 11 ; Slot ID (0 to 255) Name "Closing door" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 11 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Two closing doors ;---------------------------- ANIMATION { Slot 12 ; Slot ID (0 to 255) Name "Closing doors" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 9 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 9 ; Model ID (0 to 63, or -1)* Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 1000.000 0.000 0.000 ; Initial offset } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 1 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 1 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Disappearing door ;---------------------------- ANIMATION { Slot 13 ; Slot ID (0 to 255) Name "Disappearing door" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 12 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.500 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.500 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Main building opened ;---------------------------- ANIMATION { Slot 14 ; Slot ID (0 to 255) Name "Main building opened" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 13 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Code for A ;---------------------------- ANIMATION { Slot 15 ; Slot ID (0 to 255) Name "Code A" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 14 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Code for I ;---------------------------- ANIMATION { Slot 16 ; Slot ID (0 to 255) Name "Code I" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Code for J ;---------------------------- ANIMATION { Slot 17 ; Slot ID (0 to 255) Name "Code J" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 16 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Code for M ;---------------------------- ANIMATION { Slot 18 ; Slot ID (0 to 255) Name "Code M" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 17 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Code for S ;---------------------------- ANIMATION { Slot 19 ; Slot ID (0 to 255) Name "Code S" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 18 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Code for T ;---------------------------- ANIMATION { Slot 20 ; Slot ID (0 to 255) Name "Code T" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 19 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.250 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } } ;---------------------------- ; Other doors opened by the player ;---------------------------- ANIMATION { Slot 21 ; Slot ID (0 to 255) Name "Other door" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 20 ; Model ID (0 to 63, or -1) } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 21 ; Model ID (0 to 63, or -1) OffsetTranslation 2000.000 0.000 0.000 ; Initial offset } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 2.000 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 120.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -120.000 ; Rotation (in degrees) } } } ;---------------------------- ; Small dining room door ;---------------------------- ANIMATION { Slot 22 ; Slot ID (0 to 255) Name "Dining room door" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; whether it has to be triggered to start TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 45.000 ; Offset rotation (in degrees) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 22 ; Model ID (0 to 63, or -1) } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 23 ; Model ID (0 to 63, or -1) OffsetTranslation 1414.216 0.000 0.000 ; Initial offset } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 1.500 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 80.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -80.000 ; Rotation (in degrees) } } }