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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
-
-
-
-