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canis_2.ast
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2000-08-18
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// DH INTERACTIVE LLC, COPYRIGHT (C) 2000
//
// canis_2.ast written at Thur Aug 03 17:00 2000
//
24 // file_type
112 // file_version
// canis // Session name
punch.wav
canis_bite.wav
end
// *** This first section contains the names of all the win_anims used by the table
canis_idle_crouch
canis_idle_crouch_to_walk_pt_1
canis_idle_crouch_to_idle_standing
canis_idle_standing
canis_idle_standing_to_walk_pt_1
canis_idle_standing_to_idle_crouch
canis_walk_pt_1
canis_walk_pt_2
canis_walk_pt_1_to_idle_crouch
canis_walk_pt_2_to_idle_crouch
canis_walk_pt_1_to_idle_standing
canis_walk_pt_2_to_idle_standing
canis_run
canis_run_no_trans
canis_crouch_turn_left
canis_crouch_turn_right
canis_turn_left
canis_turn_right
canis_jump_from_podium
canis_hit_superficial
canis_hit_omni_superficial
canis_bite
canis_claw
canis_jump
canis_statue
canis_die_dramatic
end
// *** This second section contains the values for each anim state
canis_idle_crouch
canis_idle_crouch_to_walk_pt_1
canis_idle_crouch_to_idle_standing
canis_idle_standing
canis_idle_standing_to_walk_pt_1
canis_idle_standing_to_idle_crouch
canis_walk_pt_1
canis_walk_left_pt_1
canis_walk_right_pt_1
canis_walk_pt_2
canis_walk_left_pt_2
canis_walk_right_pt_2
canis_walk_pt_1_to_idle_crouch
canis_walk_pt_2_to_idle_crouch
canis_walk_pt_1_to_idle_standing
canis_walk_pt_2_to_idle_standing
canis_run
canis_run_slow
canis_crouch_turn_left
canis_crouch_turn_right
canis_turn_left
canis_turn_right
canis_jump_from_podium
canis_hit_superficial
canis_hit_omni_superficial
canis_bite
canis_claw
canis_jump
canis_statue
canis_die_dramatic
canis_dead_dramatic
end
canis_idle_crouch // name of this anim_state
canis_idle_crouch // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
aiming
projectile_1
// Begin entries for this anim state
ni; canis_idle_crouch_to_idle_standing
u; canis_idle_crouch_to_walk_pt_1
l; canis_crouch_turn_left
r; canis_crouch_turn_right
l u; canis_idle_crouch_to_walk_pt_1
r u; canis_idle_crouch_to_walk_pt_1
x u; canis_idle_crouch_to_walk_pt_1
x l; canis_crouch_turn_left
x r; canis_crouch_turn_right
x r u; canis_idle_crouch_to_walk_pt_1
x l u; canis_idle_crouch_to_walk_pt_1
c; canis_bite
end_of_entries
canis_idle_crouch_to_walk_pt_1 // name of this anim_state
canis_idle_crouch_to_walk_pt_1 // name for the win_anim for this state
canis_walk_pt_2_to_idle_crouch // default link anim for this anim state
// Begin entries for this anim state
x e u; canis_walk_pt_1
e u; canis_walk_pt_1
e u l; canis_walk_left_pt_1
e u r; canis_walk_right_pt_1
end_of_entries
canis_idle_crouch_to_idle_standing // name of this anim_state
canis_idle_crouch_to_idle_standing // name for the win_anim for this state
canis_idle_standing // default link anim for this anim state
//lowering_weapon
projectile_1
// Begin entries for this anim state
end_of_entries
canis_idle_standing // name of this anim_state
canis_idle_standing // name for the win_anim for this state
canis_idle_standing // default link anim for this anim state
// Begin entries for this anim state
u; canis_idle_standing_to_walk_pt_1
l; canis_turn_left
r; canis_turn_right
u l; canis_idle_standing_to_walk_pt_1
u r; canis_idle_standing_to_walk_pt_1
c; canis_bite
end_of_entries
canis_idle_standing_to_walk_pt_1 // name of this anim_state
canis_idle_standing_to_walk_pt_1 // name for the win_anim for this state
canis_walk_pt_1 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_idle_standing_to_idle_crouch // name of this anim_state
canis_idle_standing_to_idle_crouch // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
//raising_weapon
projectile_1
// Begin entries for this anim state
end_of_entries
canis_walk_pt_1 // name of this anim_state
canis_walk_pt_1 // name for the win_anim for this state
canis_walk_pt_1_to_idle_standing // default link anim for this anim state
// Begin entries for this anim state
e u; canis_walk_pt_2
u l; canis_walk_left_pt_1
u r; canis_walk_right_pt_1
x e u; canis_walk_pt_2
x e; canis_walk_pt_1_to_idle_crouch
x u l; canis_walk_left_pt_1
x u r; canis_walk_right_pt_1
e x u l; canis_walk_left_pt_1
e u l; canis_walk_left_pt_1
e x u r; canis_walk_right_pt_1
e u r; canis_walk_right_pt_1
end_of_entries
canis_walk_left_pt_1 // name of this anim_state
canis_walk_pt_1 // name for the win_anim for this state
canis_walk_pt_1_to_idle_standing // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.75 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e u; canis_walk_pt_2
x e u; canis_walk_pt_2
x e; canis_walk_pt_1_to_idle_crouch
u; canis_walk_pt_1
e u l; canis_walk_left_pt_2
e u r; canis_walk_right_pt_2
end_of_entries
canis_walk_right_pt_1 // name of this anim_state
canis_walk_pt_1 // name for the win_anim for this state
canis_walk_pt_1_to_idle_standing // default link anim for this anim state
extra_rotation_velocity 0.0000 1.75 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e u; canis_walk_pt_2
x e u; canis_walk_pt_2
x e; canis_walk_pt_1_to_idle_crouch
u; canis_walk_pt_1
e u l; canis_walk_left_pt_2
e u r; canis_walk_right_pt_2
end_of_entries
canis_walk_pt_2 // name of this anim_state
canis_walk_pt_2 // name for the win_anim for this state
canis_walk_pt_2_to_idle_standing // default link anim for this anim state
// Begin entries for this anim state
e u; canis_walk_pt_1
u l; canis_walk_left_pt_2
u r; canis_walk_right_pt_2
x e u; canis_walk_pt_1
x e; canis_walk_pt_2_to_idle_crouch
end_of_entries
canis_walk_left_pt_2 // name of this anim_state
canis_walk_pt_2 // name for the win_anim for this state
canis_walk_pt_2_to_idle_standing // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.75 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e u; canis_walk_pt_1
x e u; canis_walk_pt_1
x e; canis_walk_pt_2_to_idle_crouch
u; canis_walk_pt_2
e u l; canis_walk_left_pt_1
e u r; canis_walk_right_pt_1
end_of_entries
canis_walk_right_pt_2 // name of this anim_state
canis_walk_pt_2 // name for the win_anim for this state
canis_walk_pt_2_to_idle_standing // default link anim for this anim state
extra_rotation_velocity 0.0000 1.75 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e u; canis_walk_pt_1
x e u; canis_walk_pt_1
x e; canis_walk_pt_2_to_idle_crouch
u; canis_walk_pt_2
e u l; canis_walk_left_pt_1
e u r; canis_walk_right_pt_1
end_of_entries
canis_walk_pt_1_to_idle_crouch // name of this anim_state
canis_walk_pt_1_to_idle_crouch // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_walk_pt_2_to_idle_crouch // name of this anim_state
canis_walk_pt_2_to_idle_crouch // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_walk_pt_1_to_idle_standing // name of this anim_state
canis_walk_pt_1_to_idle_standing // name for the win_anim for this state
canis_idle_standing // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_walk_pt_2_to_idle_standing // name of this anim_state
canis_walk_pt_2_to_idle_standing // name for the win_anim for this state
canis_idle_standing // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_run // name of this anim_state
canis_run // name for the win_anim for this state
canis_run // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_run_slow // name of this anim_state
canis_run_no_trans // name for the win_anim for this state
canis_run_slow // default link anim for this anim state
anim_time_multiplier 0.3
// Begin entries for this anim state
end_of_entries
canis_crouch_turn_left // name of this anim_state
canis_crouch_turn_left // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
extra_rotation_velocity 0.0000 -0.2 0.0000 // extra rotation velocities to apply during anim
aiming
projectile_1
// Begin entries for this anim state
c; canis_bite
end_of_entries
canis_crouch_turn_right // name of this anim_state
canis_crouch_turn_right // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
extra_rotation_velocity 0.0000 0.2 0.0000 // extra rotation velocities to apply during anim
aiming
projectile_1
// Begin entries for this anim state
c; canis_bite
end_of_entries
canis_turn_left // name of this anim_state
canis_turn_left // name for the win_anim for this state
canis_idle_standing // default link anim for this anim state
extra_rotation_velocity 0.0000 -0.2 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
c; canis_bite
end_of_entries
canis_turn_right // name of this anim_state
canis_turn_right // name for the win_anim for this state
canis_idle_standing // default link anim for this anim state
extra_rotation_velocity 0.0000 0.2 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
c; canis_bite
end_of_entries
canis_jump_from_podium // name of this anim_state
canis_jump_from_podium // name for the win_anim for this state
canis_idle_standing // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_hit_superficial // name of this anim_state
canis_hit_superficial // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
hit
impervious
sound_effect 0
// Begin entries for this anim state
end_of_entries
canis_hit_omni_superficial // name of this anim_state
canis_hit_omni_superficial // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
hit
impervious
sound_effect 0
// Begin entries for this anim state
end_of_entries
//canis_hit_double // name of this anim_state
//canis_hit_double // name for the win_anim for this state
//canis_idle_crouch // default link anim for this anim state
////hit
//// Begin entries for this anim state
//end_of_entries
canis_bite // name of this anim_state
canis_bite // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
attack 5
standard_1
sound_effect 1
// Begin entries for this anim state
end_of_entries
canis_claw // name of this anim_state
canis_claw // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
attack 16
standard_1
// Begin entries for this anim state
end_of_entries
canis_jump // name of this anim_state
canis_jump // name for the win_anim for this state
canis_idle_crouch // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_statue // name of this anim_state
canis_statue // name for the win_anim for this state
canis_statue // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
canis_die_dramatic // name of this anim_state
canis_die_dramatic // name for the win_anim for this state
canis_dead_dramatic // default link anim for this anim state
// Begin entries for this anim state
fatal
hit
impervious
sound_effect 0
end_of_entries
canis_dead_dramatic // name of this anim_state
canis_die_dramatic // name for the win_anim for this state
canis_dead_dramatic // default link anim for this anim state
// Begin entries for this anim state
begin_end_frame 54 54
end_of_entries