;------- New Style Archery --------------------------------------------
AnimationState = PREATTACK_E
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = PREATTACK_A
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 10
End
End
AnimationState = FIRING_OR_RELOADING_E
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUArcher_ATKF2
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.1 1.1
AnimationBlendTime = 0
End
End
AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUArcher_ATKF2
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; Left in as reminder why not to use: UseWeaponTiming does not work for archers. Do not attempt to use this!
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
AnimationBlendTime = 0 ; Blend time needs to be zero or else the arrow subobject lingers length of blend.
End
End
AnimationState = PREATTACK_C
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 10
End
End
AnimationState = FIRING_OR_RELOADING_C
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUArcher_ATKF2
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; Left in as reminder why not to use: UseWeaponTiming does not work for archers. Do not attempt to use this!
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
AnimationBlendTime = 0 ; Blend time needs to be zero or else the arrow subobject lingers length of blend.
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)