blaster baddie zipup already_got_hat shop_cost=10000 coin_value=4990 variant=stormtrooper sfx_hurt="STroop_Hurt" sfx_die="STroop_Death" sfx_shoot="Trooper_Fire" layers_special=0,2,5 layers_high=0,2,5 layers_medium=0,3,5 layers_low=0,4,5 layers_dead=0,1,5 radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 hit_points=1 tag_locator=6 helmet_locator=7 tiptoe_speed=0.18 walk_speed=0.6 run_speed=1.2 backwards_factor=0.4 head_locator=2 head_joint=0 weapon_locator=0 weapon_shoot_locator=3 thingy_locator=1 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 bsa_default=on anim_start="splat_new_blasterchar" action="splat" blend_in=0 blend_out=0 bsa=off anim_end anim_start="ride_bantha_new_blasterchar" action="ride_bantha" gun_off bsa=off anim_end anim_start="ride_tauntaun_new_blasterchar" action="ride_tauntaun" 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_generic_new_blasterchar" action="ride" gun_off bsa=off anim_end anim_start="ride_landspeeder_new_blasterchar" action="ride_landspeeder" 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 anim_end anim_start="push" action="push" speed=0.24 no_headturn footsteps frame1=8 frame2=20 frame3=28 frame4=40 anim_end anim_start="BuildIt" action="Build" cycle=on anim_end anim_start="pullLever" action="pullLever" cycle=off no_headturn anim_end anim_start="HelmetOn" action="helmeton" cycle=off anim_end anim_start="Grapple" action="up" blend_in=0.1 anim_end anim_start="TrooperAccess" action="TrooperAccess" cycle=off anim_end anim_start="idle" action="idle" anim_end anim_start="idle2" action="idle2" type=idle cycle=off no_headturn anim_end anim_start="idle3" action="idle3" type=idle cycle=off no_headturn anim_end anim_start="idle4" action="idle4" type=idle cycle=off no_headturn anim_end anim_start="fishing" action="idle5" no_headturn anim_end anim_start="Jacuzzi" action="idle6" no_headturn anim_end anim_start="warmbum" action="idle7" no_headturn anim_end anim_start="gunout" action="weaponout" cycle=off frame1=6 frame2=14 anim_end anim_start="gunin" action="weaponin" cycle=off frame1=6 frame2=14 anim_end anim_start="gunidle" action="weaponidle" anim_end anim_start="gunshoot" action="shoot" blend_in=0 cycle=off anim_end anim_start="run" action="run" footsteps frame3=12 frame4=23 anim_end anim_start="rungunout" action="run2" footsteps frame3=12 frame4=23 anim_end anim_start="walk" action="walk" can_play_backwards footsteps frame3=5 frame4=17 anim_end anim_start="walkGunOut" action="walk2" can_play_backwards footsteps frame3=5 frame4=17 anim_end anim_start="fall" action="fall" anim_end anim_start="fallland" action="fallland" cycle=off gun_off anim_end anim_start="jump" action="jump" cycle=off blend_in=0 no_headturn anim_end anim_start="land" action="land" cycle=off anim_end anim_start="Lunge" action="lunge" cycle=on blend_in=0.1 speed=1.5 fpsec=45 no_headturn anim_end anim_start="LungeLand" action="lungeland" cycle=off blend_in=0 no_headturn anim_end anim_start="tiptoe" action="tiptoe" no_headturn footsteps frame3=14 frame4=18 anim_end anim_start="grabbed" action="grabbed" no_headturn anim_end anim_start="forceChoke" action="choked" no_headturn blend_in=0.2 fpsec=30 anim_end anim_start="forceLightning" action="zapped" fpsec=36 blend_in=0 anim_end anim_start="forceDizzy" action="deactivated" blend_in=0.15 gun_off no_headturn effect_start sfx="HelmetSpin" frame=2 effect_end // effect_start // deb_name="DIZZY" // num_particles=32 // timing=constant // locators=6 // at_obj_speed // effect_end cycle=off anim_end anim_start="armspulledout" action="attacked" cycle=off blend_in=0 anim_end anim_start="callcentre" action="communicate" fpsec=30 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="goergeFormby" action="idle8" effect_start frame=13 sfx="SqueakWash" effect_end effect_start frame=28 sfx="SqueakWash" effect_end effect_start frame=55 sfx="SqueakWash" effect_end effect_start frame=62 sfx="SqueakWash" effect_end effect_start frame=67 sfx="SqueakWash" effect_end effect_start frame=93 sfx="SqueakWash" effect_end anim_end