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Revista CD Expert 41
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CD Expert nº 41.iso
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Hellboy
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arms_other_old.ast
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2000-08-18
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// DH INTERACTIVE LLC, COPYRIGHT (C) 1999
//
// arms_a.ast written at Wed Feb 10 16:48 1999
//
24 // file_type
112 // file_version
spaz_model_name arm_spaz
collision_joint_table hands_joint_table
{
l_elbow,
l_wrist,
l_fingers,
l_thumb,
r_elbow,
r_wrist,
r_fingers,
r_thumb
};
// arms_a // Session name
crazy_laugh.wav
arm_scream.wav
end
// *** This first section contains the names of all the win_anims used by the table
arm_ready
arm_slash_pt_1
arm_slash_pt_2
arm_hit
arm_ready_to_idle
arm_idle
arm_idle_to_ready
end
// *** This second section contains the values for each anim state
arm_ready
arm_slash_pt_1
arm_slash_pt_2
arm_hit
arm_ready_to_idle
arm_idle
arm_idle_to_ready
arm_hit_fatal
arm_ready_to_idle_fatal
arm_dead
end
//***********************************************
arm_ready // name of this anim_state
arm_ready // name for the win_anim for this state
arm_ready // default link anim for this anim state
// Begin entries for this anim state
ni; arm_ready
end_of_entries
arm_slash_pt_1 // name of this anim_state
arm_slash_pt_1 // name for the win_anim for this state
arm_slash_pt_2 // default link anim for this anim state
combat_joint_table hands_joint_table
attacking 17
standard_1
sound_effect 0
anim_time_multiplier 0.1
// Begin entries for this anim state
end_of_entries
arm_slash_pt_2 // name of this anim_state
arm_slash_pt_2 // name for the win_anim for this state
arm_ready // default link anim for this anim state
anim_time_multiplier 0.1
// Begin entries for this anim state
end_of_entries
arm_hit // name of this anim_state
arm_hit // name for the win_anim for this state
arm_ready_to_idle // default link anim for this anim state
hit
impervious
sound_effect 1
//fatal
// Begin entries for this anim state
end_of_entries
arm_ready_to_idle // name of this anim_state
arm_ready_to_idle // name for the win_anim for this state
arm_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
arm_idle // name of this anim_state
arm_idle // name for the win_anim for this state
arm_idle_to_ready // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
arm_idle_to_ready // name of this anim_state
arm_idle_to_ready // name for the win_anim for this state
arm_ready // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
arm_hit_fatal // name of this anim_state
arm_hit // name for the win_anim for this state
arm_ready_to_idle_fatal // default link anim for this anim state
hit
impervious
fatal
// Begin entries for this anim state
end_of_entries
arm_ready_to_idle_fatal // name of this anim_state
arm_ready_to_idle // name for the win_anim for this state
arm_dead // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
arm_dead // name of this anim_state
arm_idle // name for the win_anim for this state
arm_dead // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries