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- // DH INTERACTIVE LLC, COPYRIGHT (C) 2000
- //
- // canis_1.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_simple
-
- 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_simple
- canis_dead_simple
- 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_simple // name of this anim_state
- canis_die_simple // name for the win_anim for this state
- canis_dead_simple // default link anim for this anim state
- // Begin entries for this anim state
- fatal
- hit
- impervious
- sound_effect 0
- end_of_entries
-
- canis_dead_simple // name of this anim_state
- canis_die_simple // name for the win_anim for this state
- canis_dead_simple // default link anim for this anim state
- // Begin entries for this anim state
- begin_end_frame 19 19
- end_of_entries
-