The entity that has all the new tweaks we discussed during the meeting - it will break untill the code is updated
This was SVN commit r2204.
This commit is contained in:
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8698663367
commit
c51619264c
@ -2,28 +2,47 @@
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<actor version="1">
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<actor version="1">
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<castshadow/>
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<castshadow/>
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<loading attachpoint="r_hand"/>
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<group>
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<variant frequency="100" name="Base">
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<group>
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<animations>
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<variant frequency="100" name="Base">
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<animation file="biped/dudeidle.psa" name="Idle" speed="200"/>
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<animations>
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<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="700"/>
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<animation file="biped/dudeidle.psa" name="Idle" speed="200"/>
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<animation file="biped/dudebuild.psa" name="Build" speed="150"/>
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<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="700"/>
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<animation file="biped/dudechop.psa" name="Chop" speed="150"/>
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<animation file="biped/dudebuild.psa" name="Build" speed="150" event="0.50"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudechop.psa" name="Chop" speed="150" event="0.50"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
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<animation file="biped/inf_death_a.psa" name="Death" speed="200"/>
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<animation file="biped/inf_arch_atk_a.psa" name="Attack" speed="400"/>
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<animation file="biped/inf_death_b.psa" name="Death" speed="200"/>
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</animations>
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<animation file="biped/inf_death_c.psa" name="Death" speed="200"/>
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<mesh>skeletal/m_tunic_b.pmd</mesh>
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<animation file="biped/inf_death_d.psa" name="Death" speed="200"/>
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<props>
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<animation file="biped/inf_death_e.psa" name="Death" speed="200"/>
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<prop actor="props/temp/pers_sign_iar_b.xml" attachpoint="head_extra"/>
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<animation file="biped/inf_arch_atk_a.psa" name="Attack" speed="400" load="0.06" event="0.86"/>
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<prop actor="props/head/plac_head_pers.xml" attachpoint="head"/>
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</animations>
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<prop actor="props/weapon/weap_bow_recurve.xml" attachpoint="l_hand"/>
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<mesh>skeletal/m_tunic_b.pmd</mesh>
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<prop actor="props/temp/quiver.xml" attachpoint="back"/>
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<props>
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<prop actor="props/weapon/weap_arrow_back.xml" attachpoint="r_hand"/>
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<prop actor="props/temp/pers_sign_iar_b.xml" attachpoint="head_extra"/>
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<prop actor="props/head/plac_head_pers.xml" attachpoint="head"/>
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<prop actor="props/weapon/weap_bow_recurve.xml" attachpoint="l_hand"/>
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<prop actor="props/temp/quiver.xml" attachpoint="back"/>
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<prop actor="props/weapon/weap_arrow_front.xml" attachpoint="projectile"/>
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<prop actor="props/weapon/weap_arrow_back.xml" attachpoint="loading"/>
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</props>
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</props>
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<texture>skeletal/plac_pers_b.dds</texture>
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<texture>skeletal/plac_pers_b.dds</texture>
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</variant>
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</variant>
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</group>
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<group>
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<variant frequency="100" name="Default">
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</variant>
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<variant frequency="0" name="Build">
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<prop actor="props/tool/prop_mallet.xml" attachpoint="r_hand"/>
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<prop actor="" attachpoint="l_hand"/>
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</variant>
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<variant frequency="0" name="Chop">
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<prop actor="props/tool/handaxe.xml" attachpoint="r_hand"/>
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<prop actor="" attachpoint="l_hand"/>
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</variant>
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</group>
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</group>
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</actor>
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</actor>
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