blaster zipup bounty_hunter layers_special=0,1 layers_high=0,1 layers_medium=0,1 layers_low=0,1 layers_dead=0,1 sfx_die="chr_greedo_death" sfx_misc="chr_greedo_vox" shop_cost=60000 already_got_hat radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 hit_points=4 tiptoe_speed=0.1553 walk_speed=0.6 run_speed=1.2 head_locator=2 weapon_locator=0 weapon_shoot_locator=3 tag_locator=6 helmet_locator=7 already_got_hat move_delay=0.2 lunge_gravity=-10 lunge_speed=1.5 lunge_jumpspeed=0.75 jump_speed=2.3 air_gravity=-6.0 water_gravity=0 slam_jumpspeed=3 slam_gravity=-15 shadow_locators=4,5 hand_locators=0,1 bsa_default=off anim_start="splat_new_blasterchar" action="splat" blend_in=0 blend_out=0 bsa=off anim_end anim_start="walk" action="walk" fpsec=30 footsteps frame3=3 frame4=15 anim_end anim_start="walk2" action="alt_walk" fpsec=30 footsteps frame3=3 frame4=15 anim_end anim_start="run" action="run" footsteps frame3=2 frame4=12 anim_end anim_start="run2" action="alt_run" footsteps frame3=2 frame4=12 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=24 frame4=47 anim_end anim_start="idle" action="idle" anim_end anim_start="idle2" action="alt_idle" anim_end anim_start="jump" action="jump" cycle=off anim_end anim_start="land" action="land" cycle=off blend_in=0 anim_end anim_start="fallland" action="fallland" cycle=off blend_in=0 no_headturn anim_end anim_start="fall" action="fall" anim_end anim_start="pullLever" action="pullLever" cycle=off anim_end //anim_start="Helmeton" //action="helmeton" //cycle=off //anim_end anim_start="gothat" action="helmeton2" cycle=off anim_end anim_start="trooperaccess" action="TrooperAccess" cycle=off anim_end anim_start="buildit" action="Build" cycle=on anim_end anim_start="forceLightning" action="zapped" fpsec=30 blend_in=0 anim_end anim_start="forceChoke" action="choked" fpsec=50 anim_end anim_start="walkGunOut" action="walk2" can_play_backwards footsteps frame3=3 frame4=15 anim_end anim_start="runGunOut" action="run2" footsteps frame3=2 frame4=12 anim_end anim_start="gunidle" action="weaponidle" anim_end anim_start="gunout" action="weaponout" cycle=off frame1=15 frame2=22 anim_end anim_start="gunin" action="weaponin" cycle=off frame1=16 frame2=20 anim_end anim_start="gunshoot" action="shoot" cycle=off blend_out=0.1 anim_end anim_start="punch1" action="punch1" cycle=off blend_in=0 blend_out=0.2 frame1=8 speed=0.31 fpsec=30 anim_end anim_start="punch2" action="punch2" cycle=off blend_in=0 blend_out=0.2 frame1=9. speed=0.31 fpsec=30 anim_end anim_start="punch3" action="punch3" cycle=off blend_in=0 blend_out=0.2 frame1=8 frame_stop=9 speed=0.31 fpsec=30 anim_end anim_start="push" action="push" speed=0.3 footsteps frame3=3 frame4=15 anim_end anim_start="shootright" action="shootright" no_headturn cycle=off frame1=6 anim_end anim_start="shootleft" action="shootleft" no_headturn cycle=off frame1=6 anim_end anim_start="shootbehind" action="shootback" no_headturn frame1=8 cycle=off anim_end anim_start="evadeRight" action="right" speed=0.47 cycle=off blend_in=0 anim_end anim_start="evadeLeft" action="left" speed=-0.47 cycle=off blend_in=0 anim_end anim_start="forceDizzy" action="deactivated" blend_in=0.15 gun_off no_headturn cycle=off fpsec=30 anim_end anim_start="Lunge" action="lunge" cycle=off speed=1.5 blend_in=0.1 anim_end anim_start="LungeLand" action="lungeland" cycle=off blend_in=0 speed=0.8 frame_stop=13 anim_end anim_start="LungeLandFire" action="lungefire" cycle=off blend_in=0 anim_end anim_start="Grapple" action="up" blend_in=0.1 anim_end anim_start="slide" action="slide" fpsec=35 anim_end anim_start="ride_bantha_new_blasterchar" action="ride_bantha" gun_off bsa=off anim_end anim_start="ride_dewback_new_blasterchar" action="ride_dewback" gun_off bsa=off anim_end anim_start="ride_landspeeder_new_blasterchar" action="ride_landspeeder" gun_off bsa=off anim_end anim_start="ride_speederbike_new_blasterchar" action="ride_speederbike" gun_off bsa=off anim_end anim_start="ride_hrc_new_blasterchar" action="ride_heavyrepeatingcannon" gun_off bsa=off anim_end anim_start="ride_tauntaun_new_blasterchar" action="ride_tauntaun" gun_off bsa=off anim_end anim_start="ride_generic_new_blasterchar" action="ride" gun_off bsa=off anim_end anim_start="throw" action="throw1" frame1=8 frame2=12 frame3=20 blend_in=0.2 blend_out=0.2 bsa=off cycle=off anim_end anim_start="hunteraccess" action="HunterAccess" cycle=off anim_end