layers_special=0,1,5 layers_high=0,2,5 layers_medium=0,3,5 layers_low=0,4,5 layers_dead=0,1,5 shop_cost=11000 radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 hit_points=4 tiptoe_speed=0.1921 walk_speed=0.5 run_speed=1.2 head_locator=2 weapon_locator=0 weapon_shoot_locator=3 tag_locator=6 helmet_locator=7 thingy_locator=1 move_delay=0.2 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 helmet_locator=7 throw_locator=1 bsa_default=on anim_start="splat_new_blasterchar" action="splat" blend_in=0 blend_out=0 bsa=off no_headturn anim_end anim_start="forcechoke" action="choked" blend_in=0.2 blend_out=0.2 anim_end anim_start="forcelightning" action="zapped" blend_in=0.2 blend_out=0.2 anim_end anim_start="buildit" action="build" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="trooperaccess" action="TrooperAccess" cycle=off no_headturn blend_in=0.1 blend_out=0.1 anim_end anim_start="dizzy" action="deactivated" fpsec=30 blend_in=0.2 blend_out=0.2 gun_off no_headturn effect_start deb_name="DIZZY" num_particles=1 timing=constant locators=6 at_obj_speed effect_end anim_end anim_start="idle" action="idle" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="gunout" action="weaponout" no_headturn cycle_off blend_out=0.3 fpsec=30 frame1=55 frame2=60 anim_end anim_start="walk" action="walk" fpsec=30 footsteps frame3=1 frame4=13 no_headturn blend_in=0.2 blend_out=0.2 anim_end anim_start="jump" action="jump" cycle=off no_headturn anim_end anim_start="land" action="land" cycle=off no_headturn anim_end anim_start="fall" action="fall" no_headturn anim_end anim_start="run" action="run" footsteps fpsec=35 frame3=4 frame4=14 no_headturn blend_in=0.2 blend_out=0.2 anim_end anim_start="slide" action="slide" fpsec=30 blend_in=0.3 blend_out=0.3 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=1 frame4=14 blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="push" action="push" footsteps frame3=1 frame4=11 fpsec=35 blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="fallland" action="fallLand" fpsec=30 cycle=off blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="pulllever" action="pullLever" blend_out=0.1 no_headturn cycle=off fpsec=30 anim_end anim_start="punch1" action="punch1" cycle=off no_headturn blend_in=0 blend_out=0.2 frame1=8 speed=0.25 anim_end anim_start="punch2" action="punch2" cycle=off no_headturn blend_in=0 blend_out=0.2 frame1=9 speed=0.2 anim_end anim_start="punch3" action="punch3" cycle=off no_headturn blend_in=0 blend_out=0.2 frame1=10 speed=0.3 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_new_blasterchar" action="throw1" frame1=8 frame2=12 frame3=20 blend_in=0.2 blend_out=0.2 bsa=off cycle=off anim_end anim_start="helmeton" action="helmeton" bsa=on anim_end