MODEL   0   "startobj"
MODEL   1   "startlaser1"
MODEL   2   "startlaser2"
MODEL   3   "startlaser3"
MODEL   4   "startlaser4"
MODEL   5   "blimp"

SFX     0   "sfx_start_beep"
SFX     1   "sfx_start_game"

  ANIMATION {
    Slot                      0                         ; Slot ID (0 to 255)
    Name                      "Countdown"                 ; 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              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)
      Parent                  0                         ; Body part parent ID; must be smaller than the bone ID; not present at the main body part
    }

    KEYFRAME {
      FrameNr                 0                         ; Number of the keyframe (0 to 255)
      Time                    2.000                     ; 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                0                         ; Body part ID

        SFX {
          SfxID               -1                        ; Sound ID (0 to 63, or -1)
          Range               0                         ; Range multiplier (0 to 100)
          Looping             false                     ; Whether the sound is continuous or one-shot
        }
      }
    }

    KEYFRAME {
      FrameNr                 1                         ; Number of the keyframe (0 to 255)
      Time                    1.000                     ; 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                0                         ; Body part ID

        SFX {
          SfxID               0                        ; Sound ID (0 to 63, or -1)
          Range               0                         ; 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                    1.000                     ; 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                0                         ; Body part ID

        SFX {
          SfxID               0                        ; Sound ID (0 to 63, or -1)
          Range               0                         ; Range multiplier (0 to 100)
          Looping             false                     ; Whether the sound is continuous or one-shot
        }
      }
    }

    KEYFRAME {
      FrameNr                 3                         ; Number of the keyframe (0 to 255)
      Time                    1.000                     ; 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                0                         ; Body part ID

        SFX {
          SfxID               0                        ; Sound ID (0 to 63, or -1)
          Range               0                         ; Range multiplier (0 to 100)
          Looping             false                     ; Whether the sound is continuous or one-shot
        }
      }
    }

    KEYFRAME {
      FrameNr                 4                         ; Number of the keyframe (0 to 255)
      Time                    1.000                     ; 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                0                         ; Body part ID

        SFX {
          SfxID               1                        ; Sound ID (0 to 63, or -1)
          Range               0                         ; Range multiplier (0 to 100)
          Looping             false                     ; Whether the sound is continuous or one-shot
        }
      }
    }
  }

  ANIMATION {
    Slot                      1                         ; Slot ID (0 to 255)
    Name                      "Start Obj 1"                 ; 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              false

    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
      OffsetRotationAxis      0.000 0.000 1.000
      OffsetRotationAmount    2.000
    }

    BONE {
      BoneID                  2                         ; Body part ID (0 to 15); part 0 is the main body part
      ModelID                 2                        ; Model ID (0 to 63, or -1)
      Parent                  0
      OffsetRotationAxis      0.000 0.000 1.000
      OffsetRotationAmount    4.000
    }

    BONE {
      BoneID                  3                         ; Body part ID (0 to 15); part 0 is the main body part
      ModelID                 3                        ; Model ID (0 to 63, or -1)
      Parent                  0
      OffsetRotationAxis      0.000 0.000 1.000
      OffsetRotationAmount    6.000
    }

    BONE {
      BoneID                  4                         ; Body part ID (0 to 15); part 0 is the main body part
      ModelID                 0                        ; Model ID (0 to 63, or -1)
      Parent                  0
      OffsetTranslation       320.000 35.000 -40.000
    }

    BONE {
      BoneID                  5                         ; Body part ID (0 to 15); part 0 is the main body part
      ModelID                 0                        ; Model ID (0 to 63, or -1)
      Parent                  0
      OffsetTranslation       -320.000 35.000 -40.000
    }

    KEYFRAME {
      FrameNr                 0                         ; Number of the keyframe (0 to 255)
      Time                    2.000                     ; 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                1                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                2                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                3                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                4                         ; Body part ID
        Translation           0.000 -10.000 0.000
      }
      BONE {
        BoneID                5                         ; Body part ID
        Translation           0.000 10.000 0.000
      }
    }

    KEYFRAME {
      FrameNr                 1                         ; Number of the keyframe (0 to 255)
      Time                    1.000                     ; 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
        Visible               true
        RotationAxis          0.000 0.000 1.000         ; Rotation axis
        RotationAmount        2.000
      }
      BONE {
        BoneID                4                         ; Body part ID
        Translation           0.000 -5.000 0.000
      }
      BONE {
        BoneID                5                         ; Body part ID
        Translation           0.000 5.000 0.000
      }
    }

    KEYFRAME {
      FrameNr                 2                         ; Number of the keyframe (0 to 255)
      Time                    1.000                     ; 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
        Visible               false
      }
      BONE {
        BoneID                2                         ; Body part ID
        Visible               true
        RotationAxis          0.000 0.000 1.000         ; Rotation axis
        RotationAmount        2.000
      }
      BONE {
        BoneID                4                         ; Body part ID
        Translation           0.000 -5.000 0.000
      }
      BONE {
        BoneID                5                         ; Body part ID
        Translation           0.000 5.000 0.000
      }
    }

    KEYFRAME {
      FrameNr                 3                         ; Number of the keyframe (0 to 255)
      Time                    1.000                     ; 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                2                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                3                         ; Body part ID
        Visible               true
        RotationAxis          0.000 0.000 1.000         ; Rotation axis
        RotationAmount        2.000
      }
      BONE {
        BoneID                4                         ; Body part ID
        Translation           0.000 -5.000 0.000
      }
      BONE {
        BoneID                5                         ; Body part ID
        Translation           0.000 5.000 0.000
      }
    }

    KEYFRAME {
      FrameNr                 4                         ; Number of the keyframe (0 to 255)
      Time                    1.000                     ; 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                3                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                4                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                5                         ; Body part ID
        Visible               false
      }
    }
  }

  ANIMATION {
    Slot                      2                         ; Slot ID (0 to 255)
    Name                      "Start Obj 2"                 ; 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

    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                 4                        ; Model ID (0 to 63, or -1)
      Parent                  0
      OffsetRotationAxis      0.000 0.000 1.000
      OffsetRotationAmount    8.000
    }

    BONE {
      BoneID                  2                         ; Body part ID (0 to 15); part 0 is the main body part
      ModelID                 0                        ; Model ID (0 to 63, or -1)
      Parent                  0
      OffsetTranslation       320.000 10.000 -40.000
    }

    BONE {
      BoneID                  3                         ; Body part ID (0 to 15); part 0 is the main body part
      ModelID                 0                        ; Model ID (0 to 63, or -1)
      Parent                  0
      OffsetTranslation       -320.000 60.000 -40.000
    }

    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                1                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                2                         ; Body part ID
        Visible               false
      }
      BONE {
        BoneID                3                         ; Body part ID
        Visible               false
      }
    }

    KEYFRAME {
      FrameNr                 1                         ; Number of the keyframe (0 to 255)
      Time                    10.000                     ; 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
        Visible               true
        RotationAxis          0.000 0.000 1.000         ; Rotation axis
        RotationAmount        -16.000
      }
      BONE {
        BoneID                2                         ; Body part ID
        Visible               true
        Translation           0.000 50.000 0.000
      }
      BONE {
        BoneID                3                         ; Body part ID
        Visible               true
        Translation           0.000 -50.000 0.000
      }
    }

    KEYFRAME {
      FrameNr                 2                         ; Number of the keyframe (0 to 255)
      Time                    10.000                     ; 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 0.000 1.000         ; Rotation axis
        RotationAmount        16.000
      }
      BONE {
        BoneID                2                         ; Body part ID
        Translation           0.000 -50.000 0.000
      }
      BONE {
        BoneID                3                         ; Body part ID
        Translation           0.000 50.000 0.000
      }
    }
  }

  ANIMATION {
    Slot                      3                         ; Slot ID (0 to 255)
    Name                      "Blimp"                 ; 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                 5                        ; Model ID (0 to 63, or -1)
    }

    KEYFRAME {
      FrameNr                 0                         ; Number of the keyframe (0 to 255)
      Time                    10.000                     ; 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                0                         ; Body part ID
        RotationAxis          0.000 1.000 0.000         ; Rotation axis
        RotationAmount        -30.000                   ; Rotation (in degrees)
        Translation           5000.000 1000.000 25000.000
      }
    }

    KEYFRAME {
      FrameNr                 1                         ; Number of the keyframe (0 to 255)
      Time                    10.000                     ; 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        110.000                   ; Rotation (in degrees)
        Translation           0.000 1000.000 25000.000
      }
    }
  }

}