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Text File  |  2003-11-06  |  9KB  |  326 lines

  1. {events}
  2.     I:    GUN_SHOT = 3
  3.     I:    gun_shot_bone_id = 6000
  4.     F[3]:    guns_shot_playback_parameters
  5.         [0] = 100.000000
  6.         [1] = 200.000000
  7.         [2] = 0.000000
  8.     S[1]:    gun_shot_sfx
  9.         [0] = "mech_ak47_fire"
  10.     I:    FOOTSTEP_LEFT = 2
  11.     I:    footstep_left_bone_id = 4900
  12.     F[3]:    footstep_left_playback_parameters
  13.         [0] = 0.500000
  14.         [1] = 20.000000
  15.         [2] = 8.000000
  16.     S[4]:    footstep_left_sfx
  17.         [0] = "footstep1"
  18.         [1] = "footstep2"
  19.         [2] = "footstep3"
  20.         [3] = "footstep4"
  21.     I:    FOOTSTEP_RIGHT = 2
  22.     I:    footstep_right_bone_id = 3900
  23.     F[3]:    footstep_right_playback_parameters
  24.         [0] = 0.500000
  25.         [1] = 20.000000
  26.         [2] = 8.000000
  27.     S[4]:    footstep_right_sfx
  28.         [0] = "footstep1"
  29.         [1] = "footstep2"
  30.         [2] = "footstep3"
  31.         [3] = "footstep4"
  32.     I:    SCREAM1 = 1
  33.     I:    scream1_bone_id = 3900
  34.     F[3]:    scream1_playback_parameters
  35.         [0] = 0.500000
  36.         [1] = 55.000000
  37.         [2] = 3.000000
  38.     S[1]:    scream1_sfx
  39.         [0] = "human_guard_scream1"
  40.     I:    SCREAM2 = 1
  41.     I:    scream2_bone_id = 3900
  42.     F[3]:    scream2_playback_parameters
  43.         [0] = 0.500000
  44.         [1] = 35.000000
  45.         [2] = 3.000000
  46.     S[1]:    scream2_sfx
  47.         [0] = "human_guard_scream2"
  48.     I:    FOOTSTEP_QUIET = 2
  49.     I:    footstep_quiet_bone_id = 4900
  50.     F[3]:    footstep_quiet_playback_parameters
  51.         [0] = 0.5
  52.         [1] = 20.000000
  53.         [2] = 0.000000
  54.     S[4]:    footstep_quiet_sfx
  55.         [0] = "footstep1"
  56.         [1] = "footstep2"
  57.         [2] = "footstep3"
  58.         [3] = "footstep4"
  59.     I:    FOOTSCRAPE_QUIET = 2
  60.     I:    footscrape_quiet_right_bone_id = 3900
  61.     F[3]:    footscrape_quiet__playback_parameters
  62.         [0] = 0.500000
  63.         [1] = 20.000000
  64.         [2] = 20.000000
  65.     S[2]:    footscrape_quiet__sfx
  66.         [0] = "footscrape"
  67.         [1] = "footscrape1"
  68.     I:    FOOTSCRAPE = 2
  69.     I:    footscrape_right_bone_id = 3900
  70.     F[3]:    footscrape_playback_parameters
  71.         [0] = 0.500000
  72.         [1] = 20.000000
  73.         [2] = 16.000000
  74.     S[2]:    footscrape_sfx
  75.         [0] = "footscrape"
  76.         [1] = "footscrape1"
  77.     I:    GUN_HIT_HAND = 1
  78.     I:    gun_hit_hand_bone_id = 2600
  79.     F[3]:    gun_hit_hand_playback_parameters
  80.         [0] = 0.500000
  81.         [1] = 20.000000
  82.         [2] = 15.000000
  83.     S[1]:    gun_hit_hand_sfx
  84.         [0] = "mech_gun_hit"
  85.     I:    CLOTHES_SCRAPE = 1
  86.     I:    clothes_scrape_id = 6000
  87.     F[3]:    clothes_scrape_parameters
  88.         [0] = 0.500000
  89.         [1] = 20.000000
  90.         [2] = 6.000000
  91.     S[4]:    clothes_scrape_sfx
  92.         [0] = "human_clothes_swish1"
  93.         [1] = "human_clothes_swish2"
  94.         [2] = "human_clothes_swish3"
  95.         [3] = "human_clothes_swish4"
  96.     I:    LOCK_N_LOAD = 1
  97.     I:    lock_n_load_bone_id = 2600
  98.     F[3]:    lock_n_load_playback_parameters
  99.         [0] = 0.500000
  100.         [1] = 20.000000
  101.         [2] = 10.000000
  102.     S[1]:    lock_n_load_sfx
  103.         [0] = "mech_gun_lock_n_load"
  104.     I:    GUN_SHAKE = 1
  105.     I:    gun_shake_bone_id = 2600
  106.     F[3]:    gun_shake_playback_parameters
  107.         [0] = 0.500000
  108.         [1] = 20.000000
  109.         [2] = 15.000000
  110.     S[3]:    gun_shake_sfx
  111.         [0] = "mech_gun_shake1"
  112.         [1] = "mech_gun_shake2"
  113.         [2] = "mech_gun_shake3"
  114.     I:    TROUSER_SWISH_RUN = 1
  115.     I:    trouser_swish_run_bone_id = 1600
  116.     F[3]:    trouser_swish_run_playback_parameters
  117.         [0] = 0.500000
  118.         [1] = 40.000000
  119.         [2] = 1.000000
  120.     S[4]:    trouser_swish_run_sfx
  121.         [0] = "human_trouser_swish1"
  122.         [1] = "human_trouser_swish2"
  123.         [2] = "human_trouser_swish3"
  124.         [3] = "human_trouser_swish4"
  125.     I:    TROUSER_SWISH = 1
  126.     I:    trouser_swish_bone_id = 1600
  127.     F[3]:    trouser_swish_playback_parameters
  128.         [0] = 0.500000
  129.         [1] = 40.000000
  130.         [2] = 5.000000
  131.     S[4]:    trouser_swish_sfx
  132.         [0] = "human_trouser_swish1"
  133.         [1] = "human_trouser_swish2"
  134.         [2] = "human_trouser_swish3"
  135.         [3] = "human_trouser_swish4"
  136.     I:    GUN_RATTLE = 1
  137.     I:    gun_rattle_bone_id = 2600
  138.     F[3]:    gun_rattle_playback_parameters
  139.         [0] = 0.500000
  140.         [1] = 20.000000
  141.         [2] = 16.000000
  142.     S[1]:    gun_rattle_sfx
  143.         [0] = "mech_gun_rattle"
  144.     I:    SCRATCH_HEAD = 1
  145.     I:    scratch_head_bone_id = 5000
  146.     F[3]:    scratch_head_playback_parameters
  147.         [0] = 0.500000
  148.         [1] = 20.000000
  149.         [2] = 18.000000
  150.     S[1]:    scratch_head_sfx
  151.         [0] = "human_quick_scratch"
  152. {\events}
  153. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\RUN.ANM}
  154.     F[1]:    FOOTSTEP_LEFT
  155.         [0] = 0.222000
  156.     F[1]:    FOOTSTEP_RIGHT
  157.         [0] = 0.666667
  158.     F[2]:    GUN_SHAKE
  159.         [0] = 0.490000
  160.         [1] = 0.212000
  161.     F[2]:    CLOTHES_SCRAPE
  162.         [0] = 0.259000
  163.         [1] = 0.731000
  164.     F[2]:    TROUSER_SWISH_RUN
  165.         [0] = 0.333000
  166.         [1] = 0.730000
  167. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\RUN.ANM}
  168. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\WALK.ANM}
  169.     F[1]:    FOOTSTEP_LEFT
  170.         [0] = 0.319000
  171.     F[1]:    FOOTSTEP_RIGHT
  172.         [0] = 0.945000
  173.     F[2]:    TROUSER_SWISH
  174.         [0] = 0.408000
  175.         [1] = 1.023000
  176. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\MOVING\WALK.ANM}
  177. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_DOWN.ANM}
  178.     F[1]:    FOOTSTEP_LEFT
  179.         [0] = 0.466667
  180.     F[1]:    FOOTSTEP_RIGHT
  181.         [0] = 0.933333
  182.     F[2]:    TROUSER_SWISH
  183.         [0] = 0.356000
  184.         [1] = 0.823000
  185.     F[2]:    GUN_RATTLE
  186.         [0] = 0.026000
  187.         [1] = 0.544000
  188. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_DOWN.ANM}
  189. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_UP.ANM}
  190.     F[1]:    FOOTSTEP_LEFT
  191.         [0] = 0.532000
  192.     F[1]:    FOOTSTEP_RIGHT
  193.         [0] = 0.012000
  194.     F[1]:    GUN_SHAKE
  195.         [0] = 0.234000
  196.     F[2]:    TROUSER_SWISH
  197.         [0] = 0.175000
  198.         [1] = 0.615000
  199. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\STAIRS\STAIRS_UP.ANM}
  200. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT.ANM}
  201.     F[2]:    FOOTSTEP_LEFT
  202.         [0] = 0.250000
  203.         [1] = 2.426000
  204.     F[2]:    FOOTSTEP_RIGHT
  205.         [0] = 0.598000
  206.         [1] = 2.946000
  207.     F[3]:    GUN_SHOT
  208.         [0] = 0.768000
  209.         [1] = 0.978000
  210.         [2] = 1.168000
  211. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT.ANM}
  212. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE2.ANM}
  213.     F[5]:    FOOTSTEP_QUIET
  214.         [0] = 0.972000
  215.         [1] = 1.625000
  216.         [2] = 0.563000
  217.         [3] = 1.313000
  218.         [4] = 2.013000
  219.     F[1]:    FOOTSCRAPE_QUIET
  220.         [0] = 1.775000
  221.     F[1]:    GUN_HIT_HAND
  222.         [0] = 2.497000
  223.     F[5]:    TROUSER_SWISH
  224.         [0] = 0.581000
  225.         [1] = 0.995000
  226.         [2] = 1.276000
  227.         [3] = 1.470000
  228.         [4] = 1.720000
  229. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE2.ANM}
  230. {DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD1_1_1.ANM}
  231.     F[1]:    SCREAM1
  232.         [0] = 5.883164
  233. {\DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD1_1_1.ANM}
  234. {DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD2_1_1.ANM}
  235.     F[1]:    SCREAM2
  236.         [0] = 9.461000
  237. {\DATA\PARIS3\GRAPHICS\ANIMATIONS\PAR3AE1\PAR3AE1_GUARD2_1_1.ANM}
  238. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE1.ANM}
  239.     F[4]:    CLOTHES_SCRAPE
  240.         [0] = 0.092000
  241.         [1] = 0.827000
  242.         [2] = 1.315000
  243.         [3] = 2.021000
  244.     F[1]:    GUN_HIT_HAND
  245.         [0] = 2.453000
  246.     F[1]:    LOCK_N_LOAD
  247.         [0] = 1.287000
  248. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE1.ANM}
  249. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE3.ANM}
  250.     F[5]:    FOOTSCRAPE
  251.         [0] = 1.997000
  252.         [1] = 2.965000
  253.         [2] = 4.245000
  254.         [3] = 4.701000
  255.         [4] = 6.369000
  256.     F[1]:    GUN_HIT_HAND
  257.         [0] = 6.749000
  258.     F[3]:    CLOTHES_SCRAPE
  259.         [0] = 2.992000
  260.         [1] = 4.241000
  261.         [2] = 4.513000
  262.     F[2]:    FOOTSTEP_QUIET
  263.         [0] = 3.567000
  264.         [1] = 6.299000
  265. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\IDLING\IDLE3.ANM}
  266. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\GO_GET_HIM.ANM}
  267.     F[1]:    FOOTSTEP_QUIET
  268.         [0] = 0.639000
  269.     F[1]:    GUN_HIT_HAND
  270.         [0] = 2.040000
  271.     F[1]:    TROUSER_SWISH
  272.         [0] = 0.608000
  273.     F[2]:    FOOTSCRAPE
  274.         [0] = 0.182000
  275.         [1] = 1.539000
  276.     F[1]:    CLOTHES_SCRAPE
  277.         [0] = 0.690000
  278.     F[1]:    GUN_RATTLE
  279.         [0] = 0.105000
  280. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\GO_GET_HIM.ANM}
  281. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\SCRATCHING_HEAD.ANM}
  282.     F[1]:    GUN_HIT_HAND
  283.         [0] = 3.107000
  284.     F[2]:    CLOTHES_SCRAPE
  285.         [0] = 0.378000
  286.         [1] = 3.008000
  287.     F[1]:    GUN_RATTLE
  288.         [0] = 1.293000
  289.     F[5]:    SCRATCH_HEAD
  290.         [0] = 0.965000
  291.         [1] = 1.235000
  292.         [2] = 1.414000
  293.         [3] = 1.615000
  294.         [4] = 1.783000
  295. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\SCRATCHING_HEAD.ANM}
  296. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\LOOKING_AROUND.ANM}
  297.     F[3]:    TROUSER_SWISH
  298.         [0] = 0.158000
  299.         [1] = 1.402000
  300.         [2] = 3.573000
  301.     F[1]:    CLOTHES_SCRAPE
  302.         [0] = 4.749000
  303.     F[2]:    GUN_HIT_HAND
  304.         [0] = 0.292000
  305.         [1] = 3.936000
  306.     F[1]:    GUN_RATTLE
  307.         [0] = 1.897000
  308. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\LOOKING_AROUND.ANM}
  309. {DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT_HIGH.ANM}
  310.     F[1]:    FOOTSTEP_LEFT
  311.         [0] = 0.239
  312.     F[1]:    FOOTSTEP_RIGHT
  313.         [0] = 2.773
  314.     F[2]:    FOOTSCRAPE
  315.         [0] = 0.315
  316.         [1] = 2.165
  317.     F[3]:    GUN_SHOT
  318.         [0] = 0.768000
  319.         [1] = 0.953
  320.         [2] = 1.151
  321.     F[1]:    TROUSER_SWISH
  322.         [0] = 0.197
  323.     F[1]:    CLOTHES_SCRAPE
  324.         [0] = 1.923
  325. {\DATA\GLOBAL\GRAPHICS\ANIMATIONS\GUARD_EXT\GENERIC\SHOOTING\SHOOT_HIGH.ANM}
  326.