Table des matières

fy_hof_default_1hsw_s.animation_set

Vous êtes libres de modifier le contenu de cette section et d'en ajouter autant que vous voulez. La seule section obligatoire est la section “Datasheet”.

Références

Ne pas éditer le contenu de cette section. Son contenu sera écrasé automatiquement par le script de synchronisation qui y générera les liens docuwiki vers les ressources ou fichiers référencés par le datasheet (non encore implémenté).

En cas d'anomalie constatée, contacter Liria pour corriger le script de synchronisation. Vous pouvez aussi proposer directement des améliorations du script. Le source est sous licence GPL et est disponible via le dépôt : https://bitbucket.org/liria/docuwiki-tools.

Datasheet

vous pouvez éditer le contenu de la section en modifiant le code du datasheet délimité par les balises <code xml>...</code>. Attention, la ligne ci-dessous référençant le nom et la position du datasheet ne doit pas être modifiée, car elle sert au script de synchronisation.

datasheet : “leveldesign/game_element/anim/anim_set/homin/fy_hof/fy_hof_default_1hsw_s.animation_set”

<?xml version="1.0"?>
<FORM Revision="$Revision: 1.7 $" State="modified">
  <PARENT Filename="fy_hof_lod__.animation_set"/>
  <PARENT Filename="fy_hof_emots_a__.animation_set"/>
  <STRUCT>
    <STRUCT Name="idle">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_idle.anim"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next1 weight" Value="10"/>
          <ATOM Name="next2" Value="1"/>
          <ATOM Name="next3" Value="2"/>
          <ATOM Name="next4" Value="3"/>
          <ATOM Name="next5" Value="4"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_idle_attente3.anim"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next2" Value="2"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_idle_attente4.anim"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next2" Value="1"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_idle_attente2.anim"/>
          <ATOM Name="next1" Value="0"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hof_ab_idle_to_idle1.anim"/>
          <ATOM Name="next1" Value="8"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_idle1_4.anim"/>
          <ATOM Name="next1" Value="8"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hof_ab_idle1_2.anim"/>
          <ATOM Name="next1" Value="8"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_idle1_5.anim"/>
          <ATOM Name="next1" Value="8"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hof_ab_idle1_0.anim"/>
          <ATOM Name="next1" Value="8"/>
          <ATOM Name="next1 weight" Value="10"/>
          <ATOM Name="next2" Value="5"/>
          <ATOM Name="next3" Value="6"/>
          <ATOM Name="next4" Value="7"/>
          <ATOM Name="next5" Value="9"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hof_ab_idle_to_idle1.anim"/>
          <ATOM Name="reverse" Value="true"/>
          <ATOM Name="next1" Value="0"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hof_ab_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hof_ab_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hof_ab_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hof_ab_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Zorai"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="run">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hof_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hof_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hof_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hof_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Zorai"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_marche_arriere.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_tourne_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_tourne_droite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_tourne_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_tourne_droite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_tourne_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_tourne_droite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="strafe_left">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_strafe_gauche.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="strafe_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_strafe_droite.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="impact">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_idle_Impact.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_stun_init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_stun_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_stun_end.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_good_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Bienveillant_Init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_good_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Bienveillant_Loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_good_fail">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Echec.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_good_fumble">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Fumble.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_good_success">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Ok.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_bad_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Host_Init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_bad_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Host_Loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_bad_fail">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Host_End_Echec.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_bad_fumble">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Host_End_Fumble.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_bad_success">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Host_End_Ok.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_neutral_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Neutre_Init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_neutral_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Neutre_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_neutral_fail">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Neutre_End_Echec.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_neutral_fumble">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Neutre_End_Fumble.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="cast_neutral_success">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Neutre_End_OK.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="offensive_cast_init">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="offensive_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_init">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_init">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="loot_init">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="loot_post_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="death_mode">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOF_AB_mort.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="LodCharacterAnimation" Value="FY_HOF_AB_mort.anim"/>
    </STRUCT>
    <STRUCT Name="bow">
      <ATOM Name="Display Objects" Value="false"/>
    </STRUCT>
    <STRUCT Name="wave">
      <ATOM Name="Display Objects" Value="false"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <COMMENTS>Converted from old format</COMMENTS>
  <LOG>Fri May 17 15:24:35 2002 (corvazier) File converted from old format
Thu Jul 11 19:18:28 2002 (beaume) .run.animations[0].filename = FY_HOF_Ab_course.anim
Tue Jul 30 23:46:39 2002 (puzin) Form Parents = 
Thu Aug 29 12:12:59 2002 (beaume) .about_face_left.animations[0].filename = FY_HOF_AB_demitour_go.anim
Thu Aug 29 12:12:59 2002 (beaume) .about_face_left_to_backward.animations[0].filename = FY_HOF_AB_demitour_go.anim
Thu Aug 29 12:12:59 2002 (beaume) .about_face_left_to_walk.animations[0].filename = FY_HOF_AB_demitour_go.anim
Thu Aug 29 12:12:59 2002 (beaume) .about_face_right.animations[0].filename = FY_HOF_AB_demitour_dr.anim
Thu Aug 29 12:12:59 2002 (beaume) .about_face_right_to_backward.animations[0].filename = FY_HOF_AB_demitour_dr.anim
Thu Aug 29 12:12:59 2002 (beaume) .about_face_right_to_walk.animations[0].filename = FY_HOF_AB_demitour_dr.anim
Thu Aug 29 12:12:59 2002 (beaume) .attack1.animations[0].filename = FY_HOF_Co_AB_coup1.anim
Thu Aug 29 12:12:59 2002 (beaume) .attack2.animations[0].filename = FY_HOF_Co_AB_coup2.anim
Thu Aug 29 12:12:59 2002 (beaume) .backward.animations[0].filename = FY_HOF_AB_marche_arriere.anim
Thu Aug 29 12:12:59 2002 (beaume) .death.animations[0].filename = FY_HOF_AB_mort.anim
Thu Aug 29 12:12:59 2002 (beaume) .death_idle.animations[0].filename = FY_HOF_AB_mort_idle.anim
Thu Aug 29 12:12:59 2002 (beaume) .idle.animations[0].filename = FY_HOF_AB_idle.anim
Thu Aug 29 12:12:59 2002 (beaume) .idle.animations[1].filename = FY_HOF_AB_idle_attente1.anim
Thu Aug 29 12:12:59 2002 (beaume) .idle.animations[2].filename = FY_HOF_AB_idle_attente2.anim
Thu Aug 29 12:12:59 2002 (beaume) .run.animations[0].filename = FY_HOF_AB_course.anim
Thu Aug 29 12:12:59 2002 (beaume) .strafe_left.animations[0].filename = FY_HOF_AB_strafe_gauche.anim
Thu Aug 29 12:12:59 2002 (beaume) .strafe_right.animations[0].filename = FY_HOF_AB_strafe_droite.anim
Thu Aug 29 12:12:59 2002 (beaume) .turn_left.animations[0].filename = FY_HOF_AB_tourne_gauche.anim
Thu Aug 29 12:12:59 2002 (beaume) .turn_left_to_backward.animations[0].filename = FY_HOF_AB_tourne_gauche.anim
Thu Aug 29 12:12:59 2002 (beaume) .turn_left_to_walk.animations[0].filename = FY_HOF_AB_tourne_gauche.anim
Thu Aug 29 12:12:59 2002 (beaume) .turn_right.animations[0].filename = FY_HOF_AB_tourne_droite.anim
Thu Aug 29 12:12:59 2002 (beaume) .turn_right_to_backward.animations[0].filename = FY_HOF_AB_tourne_droite.anim
Thu Aug 29 12:12:59 2002 (beaume) .turn_right_to_walk.animations[0].filename = FY_HOF_AB_tourne_droite.anim
Thu Aug 29 12:12:59 2002 (beaume) .walk.animations[0].filename = FY_HOF_AB_marche.anim
Thu Aug 29 12:12:59 2002 (beaume) formName Resized = 1
Tue Jan 07 11:35:33 2003 (beaume) .turn_left.animations[1].filename = FY_HOF_AB_demitour_go.anim
Tue Jan 07 11:35:33 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOF_AB_demitour_go.anim
Tue Jan 07 11:35:33 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOF_AB_demitour_go.anim
Tue Jan 07 11:35:33 2003 (beaume) .turn_right.animations[1].filename = FY_HOF_AB_demitour_dr.anim
Tue Jan 07 11:35:33 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOF_AB_demitour_dr.anim
Tue Jan 07 11:35:33 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOF_AB_demitour_dr.anim
Tue Jan 07 11:35:33 2003 (beaume) formName Resized = 2
Fri Feb 21 14:05:47 2003 (arnaudb) .idle.animations[1].filename = FY_HOF_AB_idle_attente3.anim
Fri Feb 21 14:05:47 2003 (arnaudb) .idle.animations[2].filename = FY_HOF_AB_idle_attente4.anim
Fri Feb 21 14:05:47 2003 (arnaudb) .idle.animations[3].filename = FY_HOF_AB_idle_attente2.anim
Fri Feb 21 14:05:47 2003 (arnaudb) formName Resized = 4
Wed Mar 19 15:11:43 2003 (arnaudb) .impact.animations[0].filename = FY_HOF_AB_idle_Impact.anim
Wed Mar 19 15:11:43 2003 (arnaudb) formName Resized = 1
Tue Apr 15 23:47:43 2003 (puzin) .turn_left.animations[0].max_speed_factor = 4.0
Tue Apr 15 23:47:43 2003 (puzin) .turn_left.animations[0].min_speed_factor = 0.5
Tue Apr 15 23:47:43 2003 (puzin) .turn_left.animations[1].max_speed_factor = 4.0
Tue Apr 15 23:47:43 2003 (puzin) .turn_left.animations[1].min_speed_factor = 0.5
Tue Apr 15 23:47:43 2003 (puzin) .turn_right.animations[0].max_speed_factor = 4.0
Tue Apr 15 23:47:43 2003 (puzin) .turn_right.animations[0].min_speed_factor = 0.5
Tue Apr 15 23:47:43 2003 (puzin) .turn_right.animations[1].max_speed_factor = 4.0
Tue Apr 15 23:47:43 2003 (puzin) .turn_right.animations[1].min_speed_factor = 0.5
Tue Apr 15 23:47:43 2003 (puzin) formName Pasted = 
Fri Apr 18 18:31:25 2003 (arnaudb) Form Parents = 
Tue Jun 10 13:57:41 2003 (beaume) .death_mode.LodCharacterAnimation = FY_HOF_AB_mort.anim
Tue Jun 10 13:57:41 2003 (beaume) .death_mode.animations[0].filename = FY_HOF_AB_mort.anim
Tue Jun 10 13:57:41 2003 (beaume) formName Resized = 1
Thu Jul 10 11:46:39 2003 (beaume) .stun_begin.animations[0].filename = FY_HOF_AB_stun_init.anim
Thu Jul 10 11:46:39 2003 (beaume) .stun_end.animations[0].filename = FY_HOF_AB_stun_end.anim
Thu Jul 10 11:46:39 2003 (beaume) .stun_loop.animations[0].filename = FY_HOF_AB_stun_loop.anim
Thu Jul 10 11:46:39 2003 (beaume) formName Resized = 1
Tue Oct 28 11:00:55 2003 (beaume) .curative_cast_end.animations[0].filename = FY_HOF_AB_preinit.anim
Tue Oct 28 11:00:55 2003 (beaume) .curative_cast_end.animations[0].reverse = true
Tue Oct 28 11:00:55 2003 (beaume) .curative_cast_init.animations[0].filename = FY_HOF_AB_preinit.anim
Tue Oct 28 11:00:55 2003 (beaume) .mixed_cast_end.animations[0].filename = FY_HOF_AB_preinit.anim
Tue Oct 28 11:00:55 2003 (beaume) .mixed_cast_end.animations[0].reverse = true
Tue Oct 28 11:00:55 2003 (beaume) .mixed_cast_init.animations[0].filename = FY_HOF_AB_preinit.anim
Tue Oct 28 11:00:55 2003 (beaume) .offensive_cast_end.animations[0].filename = FY_HOF_AB_preinit.anim
Tue Oct 28 11:00:55 2003 (beaume) .offensive_cast_end.animations[0].reverse = true
Tue Oct 28 11:00:55 2003 (beaume) .offensive_cast_init.animations[0].filename = FY_HOF_AB_preinit.anim
 
Tue Oct 28 11:00:55 2003 (beaume) Form Parents = 
Fri Nov 28 14:51:25 2003 (beaume) .use_begin.animations[0].filename = FY_HOF_AB_idle.anim
Fri Nov 28 14:51:25 2003 (beaume) .use_end.animations[0].filename = FY_HOF_AB_idle.anim
Fri Nov 28 14:51:25 2003 (beaume) .use_loop.animations[0].filename = FY_HOF_AB_idle.anim
Fri Nov 28 14:51:25 2003 (beaume) formName Resized = 1
Thu Dec 04 14:15:58 2003 (beaume) .use_init.animations[0].filename = FY_HOF_AB_preinit.anim
Thu Dec 04 14:15:58 2003 (beaume) .use_post_end.animations[0].filename = FY_HOF_AB_preinit.anim
Thu Dec 04 14:15:58 2003 (beaume) .use_post_end.animations[0].reverse = true
Thu Dec 04 14:15:58 2003 (beaume) Form Parents = 
Thu Dec 04 14:15:58 2003 (beaume) formName Resized = 1
Thu Dec 04 14:19:07 2003 (beaume) .use_begin.animations[0].filename = FY_HOF_quartering_init.anim
Thu Dec 04 14:19:07 2003 (beaume) .use_end.animations[0].filename = FY_HOF_quartering_end.anim
Thu Dec 04 14:19:07 2003 (beaume) .use_loop.animations[0].filename = FY_HOF_quartering_loop.anim
Tue Jan 20 10:58:33 2004 (beaume) .loot_init.animations[0].filename = FY_HOF_AB_preinit.anim
Tue Jan 20 10:58:33 2004 (beaume) .loot_post_end.animations[0].filename = FY_HOF_AB_preinit.anim
Tue Jan 20 10:58:33 2004 (beaume) .loot_post_end.animations[0].reverse = true
Tue Jan 20 10:58:33 2004 (beaume) formName Resized = 0
Mon May 10 17:38:08 2004 (beaume) .idle.animations[0].next1 = 1
Mon May 10 17:38:08 2004 (beaume) .idle.animations[0].next2 = 2
Mon May 10 17:38:08 2004 (beaume) .idle.animations[0].next3 = 3
Mon May 10 17:38:08 2004 (beaume) .idle.animations[1].next1 = 2
Mon May 10 17:38:08 2004 (beaume) .idle.animations[1].next2 = 3
Mon May 10 17:38:08 2004 (beaume) .idle.animations[1].next3 = 4
Mon May 10 17:38:08 2004 (beaume) .idle.animations[1].next4 = 0
Mon May 10 17:38:08 2004 (beaume) .idle.animations[2].next1 = 1
Mon May 10 17:38:08 2004 (beaume) .idle.animations[2].next2 = 3
Mon May 10 17:38:08 2004 (beaume) .idle.animations[2].next3 = 4
Mon May 10 17:38:08 2004 (beaume) .idle.animations[3].next1 = 1
Mon May 10 17:38:08 2004 (beaume) .idle.animations[3].next2 = 2
Mon May 10 17:38:08 2004 (beaume) .idle.animations[3].next3 = 4
Mon May 10 17:38:08 2004 (beaume) .idle.animations[3].next4 = 0
Mon May 10 17:38:08 2004 (beaume) .idle.animations[4].filename = fy_hof_ab_idle_to_idle1.anim
Mon May 10 17:38:08 2004 (beaume) .idle.animations[4].next1 = 5
Mon May 10 17:38:08 2004 (beaume) .idle.animations[4].next2 = 6
Mon May 10 17:38:08 2004 (beaume) .idle.animations[4].next3 = 7
Mon May 10 17:38:08 2004 (beaume) .idle.animations[4].next4 = 8
Mon May 10 17:38:08 2004 (beaume) .idle.animations[5].filename = fy_hof_ab_idle1_1_epee.anim
Mon May 10 17:38:08 2004 (beaume) .idle.animations[5].next1 = 6
Mon May 10 17:38:08 2004 (beaume) .idle.animations[5].next2 = 7
Mon May 10 17:38:08 2004 (beaume) .idle.animations[5].next3 = 8
Mon May 10 17:38:08 2004 (beaume) .idle.animations[5].next4 = 9
Mon May 10 17:38:08 2004 (beaume) .idle.animations[6].filename = fy_hof_ab_idle1_2.anim
Mon May 10 17:38:08 2004 (beaume) .idle.animations[6].next1 = 5
Mon May 10 17:38:08 2004 (beaume) .idle.animations[6].next2 = 7
Mon May 10 17:38:08 2004 (beaume) .idle.animations[6].next3 = 8
Mon May 10 17:38:08 2004 (beaume) .idle.animations[6].next4 = 9
Mon May 10 17:38:08 2004 (beaume) .idle.animations[7].filename = fy_hof_ab_idle1_3_epee.anim
Mon May 10 17:38:08 2004 (beaume) .idle.animations[7].next1 = 5
Mon May 10 17:38:08 2004 (beaume) .idle.animations[7].next2 = 6
Mon May 10 17:38:08 2004 (beaume) .idle.animations[7].next3 = 8
Mon May 10 17:38:08 2004 (beaume) .idle.animations[7].next4 = 9
Mon May 10 17:38:08 2004 (beaume) .idle.animations[8].filename = fy_hof_ab_idle1_0.anim
Mon May 10 17:38:08 2004 (beaume) .idle.animations[8].next1 = 5
Mon May 10 17:38:08 2004 (beaume) .idle.animations[8].next2 = 6
Mon May 10 17:38:08 2004 (beaume) .idle.animations[8].next3 = 7
Mon May 10 17:38:08 2004 (beaume) .idle.animations[9].filename = fy_hof_ab_idle_to_idle1.anim
Mon May 10 17:38:08 2004 (beaume) .idle.animations[9].next1 = 1
Mon May 10 17:38:08 2004 (beaume) .idle.animations[9].next2 = 2
Mon May 10 17:38:08 2004 (beaume) .idle.animations[9].next3 = 3
Mon May 10 17:38:08 2004 (beaume) .idle.animations[9].next4 = 0
Mon May 10 17:38:08 2004 (beaume) .idle.animations[9].reverse = true
Mon May 10 17:38:08 2004 (beaume) formName Resized = 10
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[0].next1 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[0].next2 weight = 10
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[0].next3 weight = 25
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[1].next1 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[1].next2 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[1].next3 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[2].next1 weight = 10
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[2].next2 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[2].next3 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[3].next1 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[3].next2 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[3].next3 weight = 40
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[3].next4 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[4].next1 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[4].next2 weight = 10
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[4].next3 weight = 25
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[4].next4 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[5].filename = FY_HOF_AB_idle1_4.anim
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[5].next1 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[5].next2 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[5].next3 weight = 40
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[5].next4 weight = 40
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[6].next1 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[6].next2 weight = 10
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[6].next3 weight = 10
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[6].next4 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[7].filename = FY_HOF_AB_idle1_5.anim
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[7].next1 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[7].next2 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[7].next3 weight = 10
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[7].next4 weight = 35
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[8].next1 weight = 20
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[8].next2 weight = 50
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[8].next3 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[9].next1 weight = 15
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[9].next2 weight = 30
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[9].next3 weight = 5
Tue Jul 20 18:30:28 2004 (beaume) .idle.animations[9].next4 weight = 50
Fri Sep 24 18:30:38 2004 (beaume) Form Parents = 
Thu Oct 07 16:05:18 2010 (sywindt) .bow.Display Objects = false
Thu Oct 07 16:05:18 2010 (sywindt) .wave.Display Objects = false</LOG>
</FORM>