{ ;-------- ; Models ;-------- MODEL 0 "button" MODEL 1 "gates" MODEL 2 "lights1" MODEL 3 "lights2" MODEL 4 "lights3" SFX 0 "button_sound" ;---------------------------- ; Animations ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "button" ; 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 the animation needs to be triggered TriggerOnce true ; Whether the animation can be triggered multiple times PreCountdown false ; Whether the animation must start before countdown (in multiplayer) 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) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; 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) Translation 0.000 0.000 0.000 ; Translation RotationAxis -1.000 0.000 0.000 ; Rotation axis RotationAmount 0.0 ; Rotation (in degrees) SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 20 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } ; Update more bones here. } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.001 ; 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) Translation 0.000 0.000 0.000 ; Translation RotationAxis -1.000 0.000 0.000 ; Rotation axis RotationAmount 180.0 ; Rotation (in degrees) SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 30 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } ; Update more bones here. } ; Add more keyframes here. } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "gates" ; 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 the animation needs to be triggered TriggerOnce true ; Whether the animation can be triggered multiple times PreCountdown false ; Whether the animation must start before countdown (in multiplayer) 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) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 1000.000 0.000 ; Translation RotationAxis -1.000 0.000 0.000 ; Rotation axis RotationAmount 0.0 ; Rotation (in degrees) } ; Update more bones here. } ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "lights1" ; 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 the animation needs to be triggered TriggerOnce true ; Whether the animation can be triggered multiple times PreCountdown false ; Whether the animation must start before countdown (in multiplayer) 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) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; 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) Translation 0.000 2000.000 0.000 ; Translation RotationAxis -1.000 0.000 0.000 ; Rotation axis RotationAmount 0.0 ; Rotation (in degrees) } ; Update more bones here. } ANIMATION { Slot 3 ; Slot ID (0 to 255) Name "lights2" ; 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 the animation needs to be triggered TriggerOnce true ; Whether the animation can be triggered multiple times PreCountdown false ; Whether the animation must start before countdown (in multiplayer) 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) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; 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) Translation 0.000 2000.000 0.000 ; Translation RotationAxis -1.000 0.000 0.000 ; Rotation axis RotationAmount 0.0 ; Rotation (in degrees) } ; Update more bones here. } ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "lights3" ; 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 the animation needs to be triggered TriggerOnce true ; Whether the animation can be triggered multiple times PreCountdown false ; Whether the animation must start before countdown (in multiplayer) 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) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; 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) Translation 0.000 2000.000 0.000 ; Translation RotationAxis -1.000 0.000 0.000 ; Rotation axis RotationAmount 0.0 ; Rotation (in degrees) } ; Update more bones here. } ANIMATION { Slot 5 ; Slot ID (0 to 255) Name "Lights" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times PreCountdown false ; Whether the animation must start before countdown (in multiplayer) 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 -1 ; 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 15000.000 0.000 0.000 ; Offset to parent location OffsetRotationAxis 0.000 -1.000 0.000 ; Offset rotation axis OffsetRotationAmount 0.000 ; Offset rotation (in degrees) BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; 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 -15000.000 0.000 0.000 ; Offset to parent location OffsetRotationAxis 0.000 -1.000 0.000 ; Offset rotation axis OffsetRotationAmount 0.000 ; Offset rotation (in degrees) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 5.000 ; 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 1 ; Body part ID LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 150 50 50 ; Light color (RGB values, -1024 to 1024 for each component) Reach 8000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 2 ; Body part ID LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 50 50 150 ; Light color (RGB values, -1024 to 1024 for each component) Reach 8000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 0.000 ; Translation RotationAxis 0.000 -1.000 0.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) } ; Update more bones here. } ; Add more keyframes here. }