MODEL 0 "seagullbody" MODEL 1 "seagullhead" MODEL 2 "jetboat" MODEL 3 "jetprop" SFX 0 "jet" ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Seagull" ; 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) OffsetTranslation -000.000 0.000 -0.000 } 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) OffsetTranslation -000.000 -105.000 100.000 } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.5000 ; 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 } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 20.000 ; Rotation (in degrees) } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 2.0 ; 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 } BONE { BoneID 1 ; Body part ID } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.1000 ; 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 } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -20.000 ; Rotation (in degrees) } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 1.0 ; 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 } BONE { BoneID 1 ; Body part ID } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 0.5000 ; 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 } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -60.000 ; Rotation (in degrees) } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 3.0 ; 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 } BONE { BoneID 1 ; Body part ID } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 0.2000 ; 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 } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 60.000 ; Rotation (in degrees) } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 3.5 ; 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 } BONE { BoneID 1 ; Body part ID } } } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Jetboat" ; 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 -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 2 ; Model ID (0 to 63, or -1) OffsetTranslation -25000.000 0.000 -0.000 OffsetRotationAxis -0.8000 0.000 0.500 ; Offset rotation axis OffsetRotationAmount 10.000 ; Offset rotation (in degrees) } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) OffsetTranslation -25000.000 230.000 -1200.000 OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10.0000 ; 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) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 7200.000 ; Rotation (in degrees) SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } SPARK { Type 11 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 100 ; Average speed of particle (0 to 200) VariableSpeed 100 ; Speed variation of particle (0 to 200) Frequency 100 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } }