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bigcanis_e3.ast
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2000-08-18
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// DH INTERACTIVE LLC, COPYRIGHT (C) 1999
//
// hb_set.ast written at Tues Nov 17 16:06 1998
//
24 // file_type
112 // file_version
spaz_model_name bigcanis_spaz
collision_joint_table head_joint_table
{
collar..neck
};
collision_joint_table ass_joint_table
{
waist..spine1
};
collision_joint_table arms_joint_table
{
l_shoulder..l_wrist,
r_shoulder..r_wrist
};
// bigcanis // Session name
bigcanis_sound1.wav
bigcanis_sound2.wav
bigcanis_roar.wav
punch.wav
bigcanis_e3_die.wav
end
// *** This first section contains the names of all the win_anims used by the table
bigcanis_standing_idle
bigcanis_crouch_idle
bigcanis_hurt_idle
bigcanis_crouch_idle_to_standing_idle
bigcanis_hurt_idle_to_standing_idle
bigcanis_gets_up_from_crouch
bigcanis_idle_to_walk_pt_1
bigcanis_walk_pt_1
bigcanis_walk_pt_2
bigcanis_walk_pt_1_to_idle
bigcanis_walk_pt_2_to_idle
bigcanis_turn_left
bigcanis_turn_right
bigcanis_attack_1
bigcanis_attack_2
bigcanis_attack_3
bigcanis_attack_4
bigcanis_knocked_in_head
bigcanis_hit_from_hurt_idle
bigcanis_die_from_hurt_idle
bigcanis_roar
bigcanis_appear
bigcanis_disappear
end
// *** This second section contains the values for each anim state
bigcanis_standing_idle
bigcanis_crouch_idle
bigcanis_hurt_idle
bigcanis_hurt_idle_1
bigcanis_hurt_idle_2
bigcanis_hurt_idle_trans
bigcanis_crouch_idle_to_standing_idle
bigcanis_hurt_idle_to_standing_idle
bigcanis_gets_up_from_crouch
bigcanis_idle_to_walk_pt_1
bigcanis_walk_pt_1
bigcanis_walk_pt_2
bigcanis_walk_pt_1_to_idle
bigcanis_walk_pt_2_to_idle
bigcanis_turn_left
bigcanis_turn_right
bigcanis_walk_pt_1_turn_left
bigcanis_walk_pt_2_turn_left
bigcanis_walk_pt_1_turn_right
bigcanis_walk_pt_2_turn_right
bigcanis_attack_1
bigcanis_attack_1_pt_2
bigcanis_attack_2
bigcanis_attack_3
bigcanis_attack_4
bigcanis_knocked_in_head
bigcanis_hit_from_hurt_idle
bigcanis_die_from_hurt_idle
bigcanis_dead
bigcanis_roar
bigcanis_appear
bigcanis_disappear
bigcanis_gone
end
bigcanis_standing_idle // name of this anim_state
bigcanis_standing_idle // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
u; bigcanis_idle_to_walk_pt_1
u; bigcanis_idle_to_walk_pt_1
e u; bigcanis_idle_to_walk_pt_1
l; bigcanis_turn_left
r; bigcanis_turn_right
u l; bigcanis_idle_to_walk_pt_1
u r; bigcanis_idle_to_walk_pt_1
end_of_entries
// hit him in the head in this state!
bigcanis_crouch_idle // name of this anim_state
bigcanis_crouch_idle // name for the win_anim for this state
bigcanis_crouch_idle_to_standing_idle // default link anim for this anim state
// Begin entries for this anim state
anim_time_multiplier 0.5
combat_joint_table head_joint_table
end_of_entries
bigcanis_hurt_idle // name of this anim_state
bigcanis_hurt_idle // name for the win_anim for this state
bigcanis_hurt_idle_1 // default link anim for this anim state
// Begin entries for this anim state
combat_joint_table ass_joint_table
block_to bigcanis_hit_from_hurt_idle 100
end_of_entries
bigcanis_hurt_idle_1 // name of this anim_state
bigcanis_hurt_idle // name for the win_anim for this state
bigcanis_hurt_idle_2 // default link anim for this anim state
// Begin entries for this anim state
combat_joint_table ass_joint_table
block_to bigcanis_hit_from_hurt_idle 100
end_of_entries
bigcanis_hurt_idle_2 // name of this anim_state
bigcanis_hurt_idle // name for the win_anim for this state
bigcanis_hurt_idle_to_standing_idle // default link anim for this anim state
// Begin entries for this anim state
combat_joint_table ass_joint_table
block_to bigcanis_hit_from_hurt_idle 100
end_of_entries
bigcanis_hurt_idle_trans // name of this anim_state
bigcanis_hurt_idle // name for the win_anim for this state
bigcanis_hurt_idle_to_standing_idle // default link anim for this anim state
// Begin entries for this anim state
anim_time_multiplier 2.0
impervious
end_of_entries
bigcanis_crouch_idle_to_standing_idle // name of this anim_state
bigcanis_crouch_idle_to_standing_idle // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
combat_joint_table head_joint_table
end_of_entries
bigcanis_hurt_idle_to_standing_idle // name of this anim_state
bigcanis_hurt_idle_to_standing_idle // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_gets_up_from_crouch // name of this anim_state
bigcanis_gets_up_from_crouch // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_idle_to_walk_pt_1 // name of this anim_state
bigcanis_idle_to_walk_pt_1 // name for the win_anim for this state
bigcanis_walk_pt_2_to_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
u; bigcanis_walk_pt_1
e u l; bigcanis_walk_pt_1_turn_left
e u r; bigcanis_walk_pt_1_turn_right
e u; bigcanis_walk_pt_1
end_of_entries
bigcanis_walk_pt_1 // name of this anim_state
bigcanis_walk_pt_1 // name for the win_anim for this state
bigcanis_walk_pt_1_to_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
e u; bigcanis_walk_pt_2
u l; bigcanis_walk_pt_1_turn_left
u r; bigcanis_walk_pt_1_turn_right
e u l; bigcanis_walk_pt_2_turn_left
e u r; bigcanis_walk_pt_2_turn_right
end_of_entries
bigcanis_walk_pt_2 // name of this anim_state
bigcanis_walk_pt_2 // name for the win_anim for this state
bigcanis_walk_pt_2_to_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
e u; bigcanis_walk_pt_1
u l; bigcanis_walk_pt_2_turn_left
u r; bigcanis_walk_pt_2_turn_right
e u l; bigcanis_walk_pt_1_turn_left
e u r; bigcanis_walk_pt_1_turn_right
end_of_entries
bigcanis_walk_pt_1_to_idle // name of this anim_state
bigcanis_walk_pt_1_to_idle // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_walk_pt_2_to_idle // name of this anim_state
bigcanis_walk_pt_2_to_idle // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_turn_left // name of this anim_state
bigcanis_turn_left // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_turn_right // name of this anim_state
bigcanis_turn_right // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_walk_pt_1_turn_left // name of this anim_state
bigcanis_walk_pt_1 // name for the win_anim for this state
bigcanis_walk_pt_1_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.0 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
impervious
e u; bigcanis_walk_pt_2
u l; bigcanis_walk_pt_1_turn_left
u r; bigcanis_walk_pt_1_turn_right
e u l; bigcanis_walk_pt_2_turn_left
e u r; bigcanis_walk_pt_2_turn_right
end_of_entries
bigcanis_walk_pt_2_turn_left // name of this anim_state
bigcanis_walk_pt_2 // name for the win_anim for this state
bigcanis_walk_pt_2_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.0 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
impervious
e u; bigcanis_walk_pt_1
u l; bigcanis_walk_pt_2_turn_left
u r; bigcanis_walk_pt_2_turn_right
e u l; bigcanis_walk_pt_1_turn_left
e u r; bigcanis_walk_pt_1_turn_right
end_of_entries
bigcanis_walk_pt_1_turn_right // name of this anim_state
bigcanis_walk_pt_1 // name for the win_anim for this state
bigcanis_walk_pt_1_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 1.0 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
impervious
e u; bigcanis_walk_pt_2
u l; bigcanis_walk_pt_1_turn_left
u r; bigcanis_walk_pt_1_turn_right
e u l; bigcanis_walk_pt_2_turn_left
e u r; bigcanis_walk_pt_2_turn_right
end_of_entries
bigcanis_walk_pt_2_turn_right // name of this anim_state
bigcanis_walk_pt_2 // name for the win_anim for this state
bigcanis_walk_pt_2_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 1.0 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
impervious
e u; bigcanis_walk_pt_1
u l; bigcanis_walk_pt_2_turn_left
u r; bigcanis_walk_pt_2_turn_right
e u l; bigcanis_walk_pt_1_turn_left
e u r; bigcanis_walk_pt_1_turn_right
end_of_entries
bigcanis_attack_1 //this is the swat // name of this anim_state
bigcanis_attack_1 // name for the win_anim for this state
bigcanis_attack_1_pt_2 // default link anim for this anim state
attack 15
sound_effect 0
standard_3
begin_end_frame 0 39
combat_joint_table arms_joint_table
// Begin entries for this anim state
end_of_entries
bigcanis_attack_1_pt_2 //this is the swat // name of this anim_state
bigcanis_attack_1 // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
// Begin entries for this anim state
begin_end_frame 40 55
anim_time_multiplier 0.2
end_of_entries
// this is not used ...
bigcanis_attack_2 //crush under hands // name of this anim_state
bigcanis_attack_2 // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
//attack 15
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_attack_3 //grab (to crouch) // name of this anim_state
bigcanis_attack_3 // name for the win_anim for this state
bigcanis_crouch_idle // default link anim for this anim state
sound_effect 0
standard_1
attack 15
combat_joint_table arms_joint_table
// Begin entries for this anim state
end_of_entries
bigcanis_attack_4 //shockwave stomp // name of this anim_state
bigcanis_attack_4 // name for the win_anim for this state
bigcanis_standing_idle // default link anim for this anim state
sound_effect 1
attack 30
standard_2
play_script bigcanis_e3_shock_wave
// Begin entries for this anim state
end_of_entries
bigcanis_knocked_in_head // name of this anim_state
bigcanis_knocked_in_head // name for the win_anim for this state
bigcanis_hurt_idle // default link anim for this anim state
impervious
hit
sound_effect 3
translation_multiplier 1 1 0
// Begin entries for this anim state
end_of_entries
bigcanis_hit_from_hurt_idle // name of this anim_state
bigcanis_hit_from_hurt_idle // name for the win_anim for this state
bigcanis_hurt_idle_trans // default link anim for this anim state
// Begin entries for this anim state
play_script big_canis_e3_hit_from_hurt_idle
impervious
end_of_entries
bigcanis_die_from_hurt_idle // name of this anim_state
bigcanis_die_from_hurt_idle // name for the win_anim for this state
bigcanis_dead // default link anim for this anim state
// Begin entries for this anim state
sound_effect 4
//anim_time_multiplier 0.75
fatal
impervious
end_of_entries
bigcanis_dead // name of this anim_state
bigcanis_die_from_hurt_idle // name for the win_anim for this state
bigcanis_dead // default link anim for this anim state
// Begin entries for this anim state
impervious
begin_end_frame 67 67
end_of_entries
bigcanis_roar
bigcanis_roar
bigcanis_standing_idle
sound_effect 2
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_appear
bigcanis_appear
bigcanis_standing_idle
//anim_time_multiplier 0.1
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_disappear
bigcanis_disappear
bigcanis_gone
// Begin entries for this anim state
impervious
end_of_entries
bigcanis_gone
bigcanis_disappear
bigcanis_gone
begin_end_frame 25 25
// Begin entries for this anim state
impervious
end_of_entries