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Text File  |  2006-01-31  |  6KB  |  261 lines

  1. //================== MOUNTED ANIMATIONS =================================================================
  2. AnimationState = MOUNTED DEBUG  ;shift delete to trigger
  3.     Animation
  4.         AnimationName =    #(MODEL)_M_IDLA       
  5.         AnimationMode =    ONCE
  6.     End
  7.     ParticleSysBone    = BAT_HHEAD    glowHorseGold FollowBone:Yes            
  8.     ParticleSysBone    = B_HHIPL glowHorseRearGold    FollowBone:Yes
  9.     ParticleSysBone    = BAT_SPINE2 glowGold FollowBone:Yes            
  10. End
  11.  
  12.  
  13.  
  14.  
  15. ; --- stunned anims
  16. AnimationState = MOUNTED FREEFALL 
  17.     Animation  = freefall
  18.         AnimationName =    #(MODEL)_M_FLYC
  19.         AnimationMode =    LOOP
  20.     End
  21.     Flags =    RANDOMSTART
  22. End
  23.  
  24. AnimationState = MOUNTED STUNNED_FLAILING 
  25.     Animation =    JustDie
  26.         AnimationName =    #(MODEL)_M_FLYC
  27.         AnimationMode =    LOOP
  28.     End
  29.     Flags =    RANDOMSTART
  30. End
  31.  
  32. AnimationState                =    MOUNTED PASSENGER
  33.     Animation                =    grabbed
  34.         AnimationName        =    #(MODEL)_M_GBDA
  35.         AnimationMode        =    LOOP
  36.     End
  37.     Flags                    =    RANDOMSTART
  38. End
  39.  
  40.  
  41.  
  42. AnimationState                =    MOUNTED DYING SPLATTED
  43.     Animation                =    Land
  44.         AnimationName        =    #(MODEL)_M_LNDA
  45.         AnimationMode        =    ONCE
  46.         AnimationBlendTime  =   2
  47.     End
  48.     FXEvent    = Frame:2 Name:FX_SplatDust
  49. End
  50.  
  51.  
  52. ; This is the no-spawn-horse type of death
  53. AnimationState                =    MOUNTED DYING    ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
  54.     Animation                =    JustDie
  55.         AnimationName        =    #(MODEL)_M_DIEA
  56.         AnimationMode        =    ONCE
  57.     End
  58. End
  59.  
  60. AnimationState                =    MOUNTED STUNNED_STANDING_UP
  61.     Animation                =    StandUp
  62.         AnimationName        =    #(MODEL)_M_GTPA
  63.         AnimationMode        =    ONCE
  64.         AnimationSpeedFactorRange = 3.5 3.5
  65.     End
  66. End
  67.         
  68. AnimationState                =    MOUNTED STUNNED
  69.     Animation                =    Land
  70.         AnimationName        =    #(MODEL)_M_LNDA
  71.         AnimationMode        =    ONCE
  72.     End
  73. End
  74.  
  75.  
  76. AnimationState        = MOUNTED MOVING FIRING_OR_PREATTACK_A
  77.     ShareAnimation        = Yes
  78.     Animation           = RunAndFire
  79.         AnimationName       = #(MODEL)_M_ATRA
  80.         AnimationMode       = LOOP
  81.     End
  82.     Flags               = RANDOMSTART 
  83. End
  84.  
  85.  
  86.  
  87. ; This is what happens when Theo gives his rousing speech
  88. AnimationState                =    MOUNTED MOVING USING_SPECIAL_ABILITY
  89.     Animation                =    RousingSpeech
  90.         AnimationName        =    #(MODEL)_M_WLKB
  91.         AnimationMode        =    LOOP
  92.     End
  93.     ;;ParticleSysBone            =    None CalvaryDustTrails
  94. End
  95.  
  96. AnimationState                =    MOUNTED TURN_LEFT_HIGH_SPEED
  97.     Animation                =    TurnLeft
  98.         AnimationName        =    #(MODEL)_M_TNL1
  99.         AnimationMode        =    LOOP
  100.         AnimationSpeedFactorRange= 1.2 1.2
  101.         AnimationBlendTime    =    20
  102.     End
  103. End
  104.  
  105. AnimationState                =    MOUNTED TURN_RIGHT_HIGH_SPEED
  106.     Animation                =    TurnLeft
  107.         AnimationName        =    #(MODEL)_M_TNR1
  108.         AnimationMode        =    LOOP
  109.         AnimationSpeedFactorRange= 1.2 1.2
  110.         AnimationBlendTime    =    20
  111.     End
  112. End
  113.  
  114.  
  115. AnimationState                =    MOUNTED MOVING TURN_LEFT 
  116.     Animation                =    TurnLeft
  117.         AnimationName        =    #(MODEL)_M_TRNL
  118.         AnimationMode        =    LOOP
  119.     End
  120. ;            ;ParticleSysBone            =    None CalvaryDustTrails
  121. End
  122.  
  123. AnimationState                =    MOUNTED MOVING TURN_RIGHT 
  124.     Animation                =    TurnRight
  125.         AnimationName        =    #(MODEL)_M_TRNR
  126.         AnimationMode        =    LOOP
  127.     End
  128. ;            ;ParticleSysBone            =    None CalvaryDustTrails
  129. End
  130.  
  131. AnimationState                =    MOUNTED MOVING ACCELERATE
  132.     Animation                =    Accelerate
  133.         AnimationName        =    #(MODEL)_M_ACCL
  134.         AnimationMode        =    LOOP
  135.     End
  136.     ;ParticleSysBone            =    None CalvaryDustTrails
  137. End
  138.  
  139. AnimationState                =    MOUNTED MOVING DECELERATE
  140.     Animation                =    Decelerate
  141.         AnimationName        =    #(MODEL)_M_DECL
  142.         AnimationMode        =    ONCE
  143.     End
  144.     ;ParticleSysBone            =    None CalvaryDustTrails
  145. End
  146.  
  147. AnimationState                =    MOUNTED MOVING WALKING
  148.     Animation                =    Walk
  149.         AnimationName        =    #(MODEL)_M_WLKA
  150.         AnimationMode        =    LOOP
  151.     End
  152.     ;ParticleSysBone            =    None InfantryDustTrails  
  153. End
  154.  
  155. AnimationState                =    MOUNTED MOVING BACKING_UP
  156.     Animation                =    BackingUp
  157.         AnimationName        =    #(MODEL)_M_BAKA
  158.         AnimationMode        =    LOOP
  159.     End
  160.     ;ParticleSysBone            =    None InfantryDustTrails  
  161. End
  162.  
  163.  
  164. AnimationState                =    MOUNTED MOVING
  165.     Animation                =    RunA
  166.         AnimationName        =    #(MODEL)_M_RUNA
  167.         AnimationMode        =    LOOP
  168.     End
  169.     ;ParticleSysBone            =    None CalvaryDustTrails  
  170. End
  171.  
  172. AnimationState                        =    PACKING_TYPE_2 MOUNTED
  173.     StateName                        =    SPELL
  174.     Animation                        =    SPCC
  175.         AnimationName                =    #(MODEL)_M_SPCA
  176.         AnimationMode                =    ONCE
  177.         AnimationBlendTime    =    20
  178.     End
  179. End
  180.  
  181. AnimationState                        =    PACKING_TYPE_1 MOUNTED
  182.     StateName                        =    SPELL
  183.     Animation                        =    SPCC
  184.         AnimationName                =    #(MODEL)_M_IDLB #(MODEL)_M_IDLA
  185.         AnimationSpeedFactorRange    =    0.842 0.842
  186.         AnimationMode                =    ONCE
  187.     End        
  188. End
  189.  
  190. AnimationState                =    MOUNTED FIRING_OR_PREATTACK_A
  191.     Animation                =    AttackA
  192.         AnimationName        =    #(MODEL)_M_ATKA
  193.         AnimationMode        =    ONCE
  194.         UseWeaponTiming        =    Yes
  195.     End
  196.     Animation                =    AttackB
  197.         AnimationName        =    #(MODEL)_M_ATKB #(MODEL)_M_ATKA
  198.         AnimationMode        =    ONCE
  199.         UseWeaponTiming        =    Yes
  200.     End
  201.     Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  202. End
  203.  
  204. AnimationState                =    MOUNTED ATTACKING
  205.     Animation                =    AttackA
  206.         AnimationName        =    #(MODEL)_M_ATKA
  207.         AnimationMode        =    MANUAL
  208.     End
  209. End
  210.  
  211. AnimationState                = MOUNTED LEVELED              ; This state clears itself in 3 seconds
  212.     StateName                = Idle
  213.     Animation                = LevelUp
  214.         AnimationName        = #(MODEL)_M_IDLB #(MODEL)_M_IDLA
  215.         AnimationMode        = ONCE
  216.         AnimationSpeedFactorRange    =    0.666 0.666
  217.     End
  218. End
  219.  
  220. AnimationState                =    MOUNTED SELECTED
  221.     SimilarRestart            =   Yes            
  222.     StateName                =    AtAttentionIdle
  223.     Animation                =    ATNB
  224.         AnimationName        =    #(MODEL)_M_IDLB #(MODEL)_M_IDLA
  225.         AnimationMode        =    LOOP
  226.     End
  227.     BeginScript
  228.         Prev = CurDrawablePrevAnimationState()
  229.         if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
  230.         if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
  231.     EndScript
  232. End
  233.  
  234. TransitionState                =    TRANS_MountedSelect
  235.     Animation                =    ATNA
  236.         AnimationName        =    #(MODEL)_M_ATNA
  237.         AnimationMode        =    ONCE
  238.     End
  239. End
  240.  
  241. AnimationState            = MOUNTED
  242.     StateName = Idle
  243.     Animation    =    IdleA
  244.         AnimationName        =    #(MODEL)_M_IDLA
  245.         AnimationPriority    =    20
  246.         AnimationMode        =    ONCE
  247.         AnimationBlendTime    =    15
  248.     End
  249.     Animation                =    IdleB
  250.         AnimationName        =    #(MODEL)_M_IDLB #(MODEL)_M_IDLA
  251.         AnimationMode        =    ONCE
  252.         AnimationBlendTime    =    15
  253.     End
  254.     Animation                =    IdleC
  255.         AnimationName        =    #(MODEL)_M_IDLC #(MODEL)_M_IDLB #(MODEL)_M_IDLA
  256.         AnimationMode        =    ONCE
  257.         AnimationBlendTime    =    15
  258.     End
  259.     Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  260. End
  261.