MODEL 0 "vinyl" MODEL 1 "pendulum" MODEL 2 "spool" MODEL 3 "door" MODEL 4 "wand1" MODEL 5 "wand2" MODEL 6 "key0" MODEL 7 "key1" MODEL 8 "key2" MODEL 9 "key3" MODEL 10 "key4" MODEL 11 "key5" MODEL 12 "key6" MODEL 13 "key7" MODEL 14 "key8" MODEL 15 "key9" MODEL 16 "lightning" SFX 0 "slam" SFX 1 "chime" SFX 2 "piano" SFX 3 "bonk" ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Rotating vinyl" ; 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) 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 1.81 ; 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 RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) } } } ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "Swinging pendulum" ; Display name (currently unused) Mode 2 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) 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) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.5 ; 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 RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 20.000 ; Rotation (in degrees) } } } ANIMATION { Slot 3 ; Slot ID (0 to 255) Name "Rotating spool" ; 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) 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 1.81 ; 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 RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) } } } ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "Falling 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 TriggerOnce true 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 2 ; 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 1.000 0.000 0.000 ; Rotation axis RotationAmount 22.500 ; Rotation (in degrees) Translation 0.000 -13.8739 0.000 } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.6 ; 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 RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 45.000 ; Rotation (in degrees) Translation 0.000 -22.5 0.000 } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.15 ; 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 RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 22.5 ; Rotation (in degrees) Translation 0.000 0.000 0.000 } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 0.5 ; Time (in seconds) since previous keyframe Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID Translation 0.000 -500.000 0.000 SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 50 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot} } } } ANIMATION { Slot 5 ; Slot ID (0 to 255) Name "main theme" ; Display name (currently unused) NeedsTrigger true TriggerOnce false Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) 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) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 7 ; Model ID (0 to 63, or -1) Parent 0 } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 8 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 0 -30.13 ; Offset to parent location } BONE { BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part ModelID 9 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 -26.8 -43.14 ; Offset to parent location } BONE { BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part ModelID 10 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 -26.972 -67.65 ; Offset to parent location } BONE { BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part ModelID 11 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 0 -100.19 ; Offset to parent location } BONE { BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part ModelID 12 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 0 -130.45 ; Offset to parent location } BONE { BoneID 7 ; Body part ID (0 to 15); part 0 is the main body part ModelID 13 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 -26.8 -143.1 ; Offset to parent location } BONE { BoneID 8 ; Body part ID (0 to 15); part 0 is the main body part ModelID 14 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 0 -175.66 ; Offset to parent location } BONE { BoneID 9 ; Body part ID (0 to 15); part 0 is the main body part ModelID 15 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0 0 -205.59 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.100 ; 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 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.882 ; 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 5 SFX { SfxID 2 ; Sound ID (0 to 63, or -1) Range 15 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.100 ; 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 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 0.100 ; 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 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 1.046 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 0.100 ; 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 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 6 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 0.372 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 0.100 ; 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 6 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 7 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 0.441 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ } KEYFRAME { FrameNr 9 ; Number of the keyframe (0 to 255) Time 0.100 ; 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 7 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 6 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 10 ; Number of the keyframe (0 to 255) Time 3.591 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ } KEYFRAME { FrameNr 11 Time 0.1 Type 3 BONE { BoneID 6 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 12 ; Number of the keyframe (0 to 255) Time 0.45 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ } KEYFRAME { FrameNr 13 Time 0.1 Type 3 BONE { BoneID 5 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 14 ; Number of the keyframe (0 to 255) Time 0.47 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ } KEYFRAME { FrameNr 15 Time 0.1 Type 3 BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 16 ; Number of the keyframe (0 to 255) Time 1.139 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot\ } KEYFRAME { FrameNr 17 Time 0.1 Type 3 BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 18 Time 0.39 Type 3 } KEYFRAME { FrameNr 19 Time 0.1 Type 3 BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 20 Time 0.47 Type 3 } KEYFRAME { FrameNr 21 Time 0.1 Type 3 BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 6.000 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -6.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 22 Time 3.26 Type 3 } KEYFRAME { FrameNr 23 Time 0.1 Type 3 BONE { BoneID 2 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 24 Time 0.867 Type 3 } KEYFRAME { FrameNr 25 Time 0.1 Type 3 BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } } KEYFRAME { FrameNr 26 Time 0.1 Type 3 BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 27 Time 0.97 Type 3 } KEYFRAME { FrameNr 28 Time 0.1 Type 3 BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 6 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 29 Time 0.388 Type 3 } KEYFRAME { FrameNr 30 Time 0.1 Type 3 BONE { BoneID 6 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 7 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 31 Time 0.434 Type 3 } KEYFRAME { FrameNr 32 Time 0.1 Type 3 BONE { BoneID 7 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 8 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 33 Time 2.596 Type 3 } KEYFRAME { FrameNr 34 Time 0.1 Type 3 BONE { BoneID 8 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 9 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 35 Time 0.437 Type 3 } KEYFRAME { FrameNr 36 Time 0.1 Type 3 BONE { BoneID 9 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 7 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 37 Time 0.439 Type 3 } KEYFRAME { FrameNr 38 Time 0.1 Type 3 BONE { BoneID 7 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 6 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 39 Time 0.427 Type 3 } KEYFRAME { FrameNr 40 Time 0.1 Type 3 BONE { BoneID 6 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 41 Time 0.469 Type 3 } KEYFRAME { FrameNr 42 Time 0.1 Type 3 BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 4 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 43 Time 1.395 Type 3 } KEYFRAME { FrameNr 44 Time 0.1 Type 3 BONE { BoneID 4 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount 6.000 } } KEYFRAME { FrameNr 45 Time 4 Type 3 } KEYFRAME { FrameNr 46 Time 0.1 Type 3 BONE { BoneID 5 RotationAxis 0.000 0.000 1.000 RotationAmount -6.000 } } KEYFRAME { FrameNr 47 Time 5 Type 3 } } ANIMATION { Slot 6 ; Slot ID (0 to 255) Name "wand2" ; 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) 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 ; Time (in seconds) since previous keyframe Type 0 } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 3600 ; 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 RotationAxis 0.000 0.000 -1.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) SFX { SfxID 1 ; Sound ID (0 to 63, or -1) Range 10 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } } ANIMATION { Slot 7 ; Slot ID (0 to 255) Name "wand1" ; 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) 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 43200 ; 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 RotationAxis 0.000 0.000 -1.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) } } } ANIMATION { Slot 8 ; Slot ID (0 to 255) Name "Lightning" ; 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) 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 3 ; Time (in seconds) since previous keyframe } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 50 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) } } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 100 100 100 ; 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) } } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 0.10 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; 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) } } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 50 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) } } } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 100 100 100 ; 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) } } } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 0.10 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; 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) } } } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 13 ; Time (in seconds) since previous keyframe } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 0 ; Time (in seconds) since previous keyframe BONE { BoneID 0 ; Body part ID LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; 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) } } } KEYFRAME { FrameNr 9 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 50 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) } } } KEYFRAME { FrameNr 10 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 100 100 100 ; 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) } } } KEYFRAME { FrameNr 11 ; Number of the keyframe (0 to 255) Time 0.10 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; 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) } } } KEYFRAME { FrameNr 12 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 50 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) } } } KEYFRAME { FrameNr 13 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 100 100 100 ; 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) } } } KEYFRAME { FrameNr 14 ; Number of the keyframe (0 to 255) Time 0.10 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; 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) } } } KEYFRAME { FrameNr 15 ; Number of the keyframe (0 to 255) Time 32 ; Time (in seconds) since previous keyframe } KEYFRAME { FrameNr 16 ; Number of the keyframe (0 to 255) Time 0 ; Time (in seconds) since previous keyframe BONE { BoneID 0 ; Body part ID LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; 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) } } } KEYFRAME { FrameNr 17 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 100 100 100 ; Light color (RGB values, -1024 to 1024 for each component) Reach 10000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 18 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 150 150 150 ; Light color (RGB values, -1024 to 1024 for each component) Reach 10000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 19 ; Number of the keyframe (0 to 255) Time 0.10 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 10000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 20 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 100 100 100 ; Light color (RGB values, -1024 to 1024 for each component) Reach 10000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 21 ; Number of the keyframe (0 to 255) Time 0.05 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 150 150 150 ; Light color (RGB values, -1024 to 1024 for each component) Reach 10000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 22 ; Number of the keyframe (0 to 255) Time 0.10 ; 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 LIGHT { Type 1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 10000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 23 ; Number of the keyframe (0 to 255) Time 24.309 ; Time (in seconds) since previous keyframe } } ANIMATION { Slot 9 ; Slot ID (0 to 255) Name "Piano hit" ; 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 TriggerOnce false 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 5 ; 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 SFX { SfxID 3 ; Sound ID (0 to 63, or -1) Range 10 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } }