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Text File  |  2000-08-18  |  4KB  |  132 lines

  1. //  DH INTERACTIVE LLC, COPYRIGHT (C) 1999 
  2. //
  3. //  arms_a.ast written at Wed Feb 10 16:48 1999
  4. //
  5.  
  6.  24                     //  file_type
  7. 112                     //  file_version
  8.  
  9. spaz_model_name arm_spaz
  10.  
  11. collision_joint_table hands_joint_table
  12. {
  13.     l_elbow,
  14.     l_wrist,
  15.     l_fingers,
  16.     l_thumb,
  17.     r_elbow,
  18.     r_wrist,
  19.     r_fingers,
  20.     r_thumb
  21. };
  22.  
  23. //  arms_a              //  Session name
  24. crazy_laugh.wav
  25. arm_scream.wav
  26. end
  27.  
  28. // *** This first section contains the names of all the win_anims used by the table
  29.  
  30. arm_ready
  31. arm_slash_pt_1
  32. arm_slash_pt_2
  33. arm_hit
  34. arm_ready_to_idle
  35. arm_idle
  36. arm_idle_to_ready
  37. end
  38.  
  39. // *** This second section contains the values for each anim state
  40. arm_ready
  41. arm_slash_pt_1
  42. arm_slash_pt_2
  43. arm_hit
  44. arm_ready_to_idle
  45. arm_idle
  46. arm_idle_to_ready
  47. arm_hit_fatal
  48. arm_ready_to_idle_fatal
  49. arm_dead
  50. end
  51.  
  52. //***********************************************
  53.  
  54. arm_ready                                // name of this anim_state
  55. arm_ready                                // name for the win_anim for this state
  56. arm_ready                                // default link anim for this anim state
  57. // Begin entries for this anim state
  58. ni; arm_ready
  59. end_of_entries
  60.  
  61. arm_slash_pt_1                           // name of this anim_state
  62. arm_slash_pt_1                           // name for the win_anim for this state
  63. arm_slash_pt_2                           // default link anim for this anim state
  64. combat_joint_table hands_joint_table
  65. attacking 17
  66. standard_1
  67. sound_effect 0
  68. anim_time_multiplier 0.1
  69. // Begin entries for this anim state
  70. end_of_entries
  71.  
  72. arm_slash_pt_2                           // name of this anim_state
  73. arm_slash_pt_2                           // name for the win_anim for this state
  74. arm_ready                                // default link anim for this anim state
  75. anim_time_multiplier 0.1
  76. // Begin entries for this anim state
  77. end_of_entries
  78.  
  79. arm_hit                                // name of this anim_state
  80. arm_hit                                // name for the win_anim for this state
  81. arm_ready_to_idle                      // default link anim for this anim state
  82. hit
  83. impervious
  84. sound_effect 1
  85. //fatal
  86. // Begin entries for this anim state
  87. end_of_entries
  88.  
  89. arm_ready_to_idle                       // name of this anim_state
  90. arm_ready_to_idle                       // name for the win_anim for this state
  91. arm_idle                                // default link anim for this anim state
  92. // Begin entries for this anim state
  93. end_of_entries
  94.  
  95. arm_idle                                // name of this anim_state
  96. arm_idle                                // name for the win_anim for this state
  97. arm_idle_to_ready                       // default link anim for this anim state
  98. // Begin entries for this anim state
  99. end_of_entries
  100.  
  101. arm_idle_to_ready                        // name of this anim_state
  102. arm_idle_to_ready                        // name for the win_anim for this state
  103. arm_ready                                // default link anim for this anim state
  104. // Begin entries for this anim state
  105. end_of_entries
  106.  
  107. arm_hit_fatal                          // name of this anim_state
  108. arm_hit                                // name for the win_anim for this state
  109. arm_ready_to_idle_fatal                // default link anim for this anim state
  110. hit
  111. impervious
  112. fatal
  113. // Begin entries for this anim state
  114. end_of_entries
  115.  
  116. arm_ready_to_idle_fatal                 // name of this anim_state
  117. arm_ready_to_idle                       // name for the win_anim for this state
  118. arm_dead                                // default link anim for this anim state
  119. impervious
  120. // Begin entries for this anim state
  121. end_of_entries
  122.  
  123. arm_dead                                // name of this anim_state
  124. arm_idle                                // name for the win_anim for this state
  125. arm_dead                                // default link anim for this anim state
  126. impervious
  127. // Begin entries for this anim state
  128. end_of_entries
  129.  
  130.  
  131.  
  132.