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Hellboy
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hover_zombie.ast
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2000-08-18
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// DH INTERACTIVE LLC, COPYRIGHT (C) 2000
//
// zombie.ast written at Wed Jan 26 11:37 2000
//
24 // file_type
112 // file_version
spaz_model_name zombie_spaz
collision_joint_table attack_joint_table
{
r_wrist,
r_elbow,
l_wrist,
l_elbow
};
// zombie // Session name
//punch.wav
zombie_hit.wav
growl.wav
zombie_rotting.wav
zombie_block.wav
end
// *** This first section contains the names of all the win_anims used by the table
zombie_idle
zombie_idle_to_walk
zombie_walk_pt_1
zombie_walk_pt_2
zombie_walk_pt_1_to_idle
zombie_walk_pt_2_to_idle
zombie_turn
zombie_attack_pt_1
zombie_attack_pt_2
zombie_block
zombie_block_hold_idle
zombie_hit_front
zombie_hit_w_flesh_arm
zombie_hit_back
zombie_die
zombie_dead_rotting
end
// *** This second section contains the values for each anim state
zombie_idle
zombie_idle_hitable_1
zombie_walk
zombie_turn_right
zombie_turn_left
zombie_attack_pt_1
zombie_attack_pt_1_no_hit
zombie_attack_pt_2
zombie_attack_pt_2_hitable
zombie_attack_pt_2_to_idle
zombie_block
zombie_block_hold
zombie_hit_front
zombie_hit_front_small_1
zombie_hit_front_small_2
zombie_hit_back
zombie_die
zombie_dead
zombie_dead_rotting
zombie_dead_rotten
end
// *** Anim states
zombie_idle // name of this anim_state
zombie_idle // name for the win_anim for this state
zombie_idle // default link anim for this anim state
block_to zombie_block 80
// Begin entries for this anim state
up; zombie_walk
r; zombie_turn_right
l; zombie_turn_left
b; zombie_attack_pt_1
end_of_entries
zombie_idle_hitable_1 // name of this anim_state
zombie_idle // name for the win_anim for this state
zombie_idle // default link anim for this anim state
block_to zombie_block 20
// Begin entries for this anim state
end_of_entries
zombie_walk // name of this anim_state
zombie_idle // name for the win_anim for this state
zombie_walk // default link anim for this anim state
block_to zombie_block 80
// Begin entries for this anim state
extra_translation_velocity 0 0 -200
u; zombie_walk
e u; zombie_walk
r; zombie_turn_right
l; zombie_turn_left
c; zombie_attack_pt_1
end_of_entries
zombie_turn_right // name of this anim_state
zombie_idle // name for the win_anim for this state
zombie_idle // default link anim for this anim state
block_to zombie_block 80
extra_rotation_velocity 0.0000 1.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
u; zombie_walk
r; zombie_turn_right
l; zombie_turn_left
b; zombie_attack_pt_1
end_of_entries
zombie_turn_left // name of this anim_state
zombie_idle // name for the win_anim for this state
zombie_idle // default link anim for this anim state
block_to zombie_block 80
extra_rotation_velocity 0.0000 -1.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
up; zombie_walk
r; zombie_turn_right
l; zombie_turn_left
b; zombie_attack_pt_1
end_of_entries
zombie_attack_pt_1 // name of this anim_state
zombie_attack_pt_1 // name for the win_anim for this state
zombie_attack_pt_1_no_hit // default link anim for this anim state
joint_table attack_joint_table
attacking 0
standard_1
sound_effect 1
block_to zombie_block 80
begin_end_frame 0 0
// Begin entries for this anim state
end_of_entries
zombie_attack_pt_1_no_hit // name of this anim_state
zombie_attack_pt_1 // name for the win_anim for this state
zombie_attack_pt_2 // default link anim for this anim state
begin_end_frame 1 18
block_to zombie_block 80
// Begin entries for this anim state
end_of_entries
zombie_attack_pt_2 // name of this anim_state
zombie_attack_pt_2 // name for the win_anim for this state
zombie_attack_pt_2_hitable // default link anim for this anim state
block_to zombie_block 80
joint_table attack_joint_table
attacking 0
begin_end_frame 0 6
//standard_1
// Begin entries for this anim state
end_of_entries
zombie_attack_pt_2_hitable // name of this anim_state
zombie_attack_pt_2 // name for the win_anim for this state
zombie_attack_pt_2_to_idle // default link anim for this anim state
begin_end_frame 7 10
anim_time_multiplier 0.1
// Begin entries for this anim state
end_of_entries
zombie_attack_pt_2_to_idle // name of this anim_state
zombie_attack_pt_2 // name for the win_anim for this state
zombie_idle // default link anim for this anim state
begin_end_frame 11 28
// Begin entries for this anim state
end_of_entries
zombie_block // name of this anim_state
zombie_block // name for the win_anim for this state
zombie_block_hold // default link anim for this anim state
impervious
sound_effect 3
// Begin entries for this anim state
end_of_entries
zombie_block_hold // name of this anim_state
zombie_block_hold_idle // name for the win_anim for this state
zombie_idle // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
zombie_hit_front // name of this anim_state
zombie_hit_front // name for the win_anim for this state
zombie_idle // default link anim for this anim state
standard_3_reaction
impervious
hit
front
sound_effect 0
play_script zombie_hit_big
// Begin entries for this anim state
end_of_entries
zombie_hit_front_small_1 // name of this anim_state
zombie_hit_w_flesh_arm // name for the win_anim for this state
zombie_idle_hitable_1 // default link anim for this anim state
standard_1_reaction
impervious
hit
front
sound_effect 0
play_script zombie_hit_small
// Begin entries for this anim state
end_of_entries
zombie_hit_front_small_2 // name of this anim_state
zombie_hit_w_flesh_arm // name for the win_anim for this state
zombie_idle_hitable_1 // default link anim for this anim state
standard_2_reaction
impervious
hit
front
sound_effect 0
play_script zombie_hit_small
// Begin entries for this anim state
end_of_entries
zombie_hit_back // name of this anim_state
zombie_hit_back // name for the win_anim for this state
zombie_idle // default link anim for this anim state
impervious
//hit
//back
sound_effect 0
play_script zombie_hit_small
// Begin entries for this anim state
end_of_entries
zombie_die // name of this anim_state
zombie_die // name for the win_anim for this state
zombie_dead // default link anim for this anim state
hit
impervious
fatal
sound_effect 0
// Begin entries for this anim state
end_of_entries
zombie_dead // name of this anim_state
zombie_die // name for the win_anim for this state
zombie_dead // default link anim for this anim state
impervious
begin_end_frame 32 32
// Begin entries for this anim state
end_of_entries
zombie_dead_rotting // name of this anim_state
zombie_dead_rotting // name for the win_anim for this state
zombie_dead_rotten // default link anim for this anim state
impervious
sound_effect 2
// Begin entries for this anim state
end_of_entries
zombie_dead_rotten // name of this anim_state
zombie_dead_rotting // name for the win_anim for this state
zombie_dead_rotten // default link anim for this anim state
impervious
begin_end_frame 44 44
// Begin entries for this anim state
end_of_entries