blaster zipup 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 variant=luke sfx_hurt="Luke_Hurt" sfx_die="Luke_Death" sfx_shoot="Luke_Fire" radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 hit_points=4 helmet_locator=7 tag_locator=8 tiptoe_speed=0.1616 walk_speed=0.6 run_speed=1.2 head_locator=2 hxxxead_joint=0 hair_layer=5 weapon_locator=0 weapon_shoot_locator=3 move_delay=0.2 lunge_speed=1.5 lunge_jumpspeed=0.75 jump_speed=2.3 air_gravity=-6.0 water_gravity=0 lunge_gravity=-10 slam_jumpspeed=3 slam_gravity=-15 shadow_locators=4,5 hand_locators=0,1 streak_1_locators=6,7 streak=blue slide_orientation bsa_default=on anim_start="splat_new_blasterchar" action="splat" blend_in=0 blend_out=0 bsa=off anim_end anim_start="slide" action="slide" anim_end anim_start="Heavyland" action="fallland" cycle=off blend_in=0 no_headturn anim_end anim_start="Grapple" action="up" blend_in=0.1 anim_end anim_start="forceChoke" action="choked" fpsec=45 anim_end anim_start="forceLightning" action="zapped" fpsec=36 blend_in=0 anim_end anim_start="fall" action="fall" anim_end anim_start="walk" action="walk" footsteps fpsec=30 frame3=5 frame4=16 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=13 frame4=34 anim_end anim_start="BuildIt" action="Build" cycle=on anim_end anim_start="helmeton" action="helmeton" cycle=off anim_end anim_start="TrooperAccess" action="TrooperAccess" cycle=off anim_end anim_start="idle" action="idle" anim_end anim_start="evadeRight" action="right" speed=0.5 cycle=off blend_in=0 blend_out=0.1 anim_end anim_start="evadeLeft" action="left" speed=-0.5 cycle=off blend_in=0 blend_out=0.1 anim_end anim_start="jump" action="jump" blend_in=0 cycle=off no_headturn anim_end anim_start="yipee" action="yipee" blend_in=0 cycle=off no_headturn anim_end anim_start="land" action="land" cycle=off blend_in=0 speed=0.0 anim_end anim_start="gunidle" action="weaponidle" anim_end anim_start="run" action="run" fpsec=28 footsteps frame3=10 frame4=20 anim_end anim_start="rungunout" action="run2" fpsec=28 footsteps frame3=10 frame4=20 anim_end anim_start="gunout" action="weaponout" cycle=off frame1=1 frame2=12 anim_end anim_start="gunin" action="weaponin" cycle=off frame1=18 frame2=25 anim_end anim_start="gunshoot" action="shoot" cycle=off blend_out=0.1 anim_end anim_start="Lunge" action="lunge" cycle=off speed=1.5 blend_in=0.1 no_headturn anim_end //anim_start="LungeLand" //action="lungeland" //cycle=off //blend_in=0 //speed=1 //fpsec=30 //no_headturn //frame_stop=13 //anim_end anim_start="LungeLand2" action="lungeland" cycle=off blend_in=0.2 speed=0.5133 no_headturn fpsec=30 anim_end //anim_start="LungeLandFire" //action="lungefire" //cycle=off //blend_in=0 //anim_end anim_start="GunShoot" action="lungefire" cycle=off blend_in=0 no_headturn anim_end anim_start="pullLever" action="pullLever" cycle=off anim_end anim_start="swipeCard" action="interface" cycle=off anim_end anim_start="push" action="push" speed=0.25 footsteps frame3=15 frame4=30 anim_end anim_start="melee1" action="punch1" cycle=off blend_in=0 frame1=8 speed=0.5128 anim_end anim_start="melee2" action="punch2" cycle=off blend_in=0 frame1=7 speed=0.5128 anim_end anim_start="melee3" action="punch3" cycle=off blend_in=0 frame1=7 frame_stop=8 speed=0.5128 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