; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 0 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
; AnimationSpeedFactorRange = 1.5 1.5 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
End
StateName = BowReady
End
AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = OneFrameOfShooting
AnimationName = IULurtz_SKL.IULurtz_ATKA2
AnimationMode = ONCE
; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
; AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
Behavior = SpecialPowerModule ModuleTag_LurtzCarnageStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityLurtzCarnage
StartsPaused = Yes
AttributeModifier = LurtzCarnage
AttributeModifierAffectsSelf = Yes
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_CarnageUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.