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data_ini_object_createahero_createamountedheroanims.inc
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Text File
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2006-01-31
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6KB
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261 lines
//================== MOUNTED ANIMATIONS =================================================================
AnimationState = MOUNTED DEBUG ;shift delete to trigger
Animation
AnimationName = #(MODEL)_M_IDLA
AnimationMode = ONCE
End
ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes
ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes
ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes
End
; --- stunned anims
AnimationState = MOUNTED FREEFALL
Animation = freefall
AnimationName = #(MODEL)_M_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = #(MODEL)_M_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED PASSENGER
Animation = grabbed
AnimationName = #(MODEL)_M_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = #(MODEL)_M_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
; This is the no-spawn-horse type of death
AnimationState = MOUNTED DYING ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation = JustDie
AnimationName = #(MODEL)_M_DIEA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = #(MODEL)_M_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 3.5 3.5
End
End
AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = #(MODEL)_M_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = #(MODEL)_M_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; This is what happens when Theo gives his rousing speech
AnimationState = MOUNTED MOVING USING_SPECIAL_ABILITY
Animation = RousingSpeech
AnimationName = #(MODEL)_M_WLKB
AnimationMode = LOOP
End
;;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = #(MODEL)_M_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnLeft
AnimationName = #(MODEL)_M_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = #(MODEL)_M_TRNL
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = #(MODEL)_M_TRNR
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = #(MODEL)_M_ACCL
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = #(MODEL)_M_DECL
AnimationMode = ONCE
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = #(MODEL)_M_WLKA
AnimationMode = LOOP
End
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = #(MODEL)_M_BAKA
AnimationMode = LOOP
End
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = #(MODEL)_M_RUNA
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = PACKING_TYPE_2 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = #(MODEL)_M_SPCA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
AnimationState = PACKING_TYPE_1 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA
AnimationSpeedFactorRange = 0.842 0.842
AnimationMode = ONCE
End
End
AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = AttackA
AnimationName = #(MODEL)_M_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackB
AnimationName = #(MODEL)_M_ATKB #(MODEL)_M_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = MOUNTED ATTACKING
Animation = AttackA
AnimationName = #(MODEL)_M_ATKA
AnimationMode = MANUAL
End
End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds
StateName = Idle
Animation = LevelUp
AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.666 0.666
End
End
AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End
TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = #(MODEL)_M_ATNA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = #(MODEL)_M_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = #(MODEL)_M_IDLC #(MODEL)_M_IDLB #(MODEL)_M_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End