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data_ini_object_goodfaction_units_ents_genericentanims.inc
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2006-01-31
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IdleAnimationState
StateName = Idle
Animation = IDLA
AnimationName = RUTreeberd_IDLA ; Stand and breathe
AnimationBlendTime = 5
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
Prev = CurDrawablePrevAnimationState()
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.875 then CurDrawableSetTransitionAnimState("TRANS_Stop00") return end
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.625 then CurDrawableSetTransitionAnimState("TRANS_Stop75") return end
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.375 then CurDrawableSetTransitionAnimState("TRANS_Stop50") return end
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.125 then CurDrawableSetTransitionAnimState("TRANS_Stop25") return end
if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00") return end
if Prev == "STATE_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_Sprout") end
EndScript
ParticleSysBone = BAT_SPINE1 TreeBeardIdleLeaves FollowBone: no
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = RUTreeberd_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = RUTreeberd_DIE
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
AnimationState = DYING DEATH_2 ; fading out.
Animation = Die
AnimationName = RUTreeberd_IDLA
AnimationMode = ONCE
End
End
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = Die
AnimationName = RUTreeberd_DIEB
AnimationMode = ONCE
End
ParticleSysBone = BAT_SPINE1 TreebeardSplatDust FollowBone:Yes
End
AnimationState = DYING
Animation = Die
AnimationName = RUTreeberd_DIEA
AnimationMode = ONCE
End
ParticleSysBone = BAT_SPINE1 TreebeardSplatDust FollowBone:Yes
End
AnimationState = BURNINGDEATH
Animation
AnimationName = RUTreeberd_MFDA
AnimationMode = LOOP
Distance = 100
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
; -------- DEBATE ANIMS ---------------
AnimationState = JUST_BUILT
StateName = STATE_JustBuilt
Animation = Sprout
AnimationName = RUTreeberd_MOTC ;sprout animation
AnimationMode = ONCE ;MANUAL ;; hold first frame
AnimationBlendTime = 0
AnimationSpeedFactorRange = 0.5 0.5
End
BeginScript
CurDrawableShowSubObjectPermanently("ROCK")
EndScript
FXEvent = Frame:25 Name:FX_EntSprout
FXEvent = Frame:25 Name:FX_EntSproutButterflies
End
;------ Stunned anims
AnimationState = STUNNED_FLAILING
Animation = StunFlail
AnimationName = RUTreeberd_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED
Animation = Stun
AnimationName = RUTreeberd_LNDA
AnimationMode = ONCE
End
ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes
End
AnimationState = STUNNED_STANDING_UP
Animation = Stun
AnimationName = RUTreeberd_GTPA
AnimationMode = ONCE
End
End
;-------------------------------------- AFLAME states
AnimationState = AFLAME DYING SPLATTED
Animation = DieSplat
AnimationName = RUTreeberd_LNDA
AnimationMode = ONCE
End
ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes
End
AnimationState = AFLAME DYING
Animation = Die
AnimationName = RUTreeberd_DIEA
AnimationMode = ONCE
End
ParticleSysBone = BAT_SPINE1 TreebeardSplatDust FollowBone:Yes
End
AnimationState = USER_3 ;Panic prior to run. Used by FlammableUpdate
Animation = OnFire
AnimationName = RUTreeberd_RCTD
AnimationMode = ONCE
AnimationBlendTime = 20
End
FXEvent = Frame:54 Name:FX_EntRightFootStep
End
;--------------------------------------------------
;
; ROCK THROWING; WEAPONSET_TOGGLE_1
;
;--------------------------------------------------
AnimationState = RELOADING_A WEAPONSET_TOGGLE_1
Animation
AnimationName = RUTreeberd_GRBA
AnimationMode = ONCE
AnimationBlendTime = 0 ; Need this so the rock doesn't blend and slide.
End
FXEvent = Frame:20 Name: FX_EntRockGrab
FXEvent = Frame:24 Name: FX_EntRockYank
BeginScript
CurDrawableShowSubObjectPermanently("ROCK")
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A AIM_NEAR WEAPONSET_TOGGLE_1 ; Throw rock at feet
Animation = CloseRock
AnimationName = RUTreeberd_THRC
AnimationMode = ONCE
UseWeaponTiming = Yes
;AnimationBlendTime = 0
End
FrameForPristineBonePositions = 39
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 ; Throw rock at far target
Animation = FarRock
AnimationName = RUTreeberd_THRB
AnimationMode = ONCE
UseWeaponTiming = Yes
;AnimationBlendTime = 0
End
FrameForPristineBonePositions = 40
End
;--------------------------------------------------
;
; HAND ATTACKS
;
;--------------------------------------------------
AnimationState = MOVING FIRING_OR_PREATTACK_A WEAPONSET_ENRAGED
Animation = RunAndFire
AnimationName = RUTreeberd_ATRB
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = RunAndFire
AnimationName = RUTreeberd_ATRA
AnimationMode = LOOP
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = Punch
AnimationName = RUTreeberd_ATKA
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = Punt
AnimationName = RUTreeberd_ATKD
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = FrontKick
AnimationName = RUTreeberd_ATKE
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = KirkPunch
AnimationName = RUTreeberd_ATKF
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
BeginScript
if CurDrawableIsCurrentTargetKindof("MONSTER") then
if GetClientRandomNumberReal(0,1) > 0.50 then
return ("FrontKick")
else
return ("KirkPunch")
end
else
if GetClientRandomNumberReal(0,1) > 0.50 then
return ("Punch")
else
return ("Punt")
end
end
EndScript
End
AnimationState = FIRING_OR_PREATTACK_B
Animation = FrontKickOnBuilding
AnimationName = RUTreeberd_ATKE
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
Animation = KirkPunchOnBuilding
AnimationName = RUTreeberd_ATKF
AnimationMode = ONCE
AnimationBlendTime = 5
UseWeaponTiming = Yes
End
End
AnimationState = INITIAL_ENRAGED
StateName = Enraged
Animation = RUTreeBerd_MADA
AnimationName = RUTreeBerd_MADA
AnimationMode = ONCE
End
End
;-----------------------
; Enraged movement is before Aflame, because if he can't find water to run too, he gets pissed instead of panicky.
AnimationState = WEAPONSET_ENRAGED TURN_LEFT
Animation = Walk
AnimationName = RUTreeberd_TNL2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
End
AnimationState = WEAPONSET_ENRAGED TURN_RIGHT
Animation = Walk
AnimationName = RUTreeberd_TNR2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
End
AnimationState = WEAPONSET_ENRAGED MOVING
Animation = AngryStompWalk
AnimationName = RUTreeberd_WLKC
AnimationMode = LOOP
AnimationBlendTime = 5
Distance = 50
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FXEvent = Frame:0 Name:FX_EntLeftFootStep
FXEvent = Frame:26 Name:FX_EntRightFootStep
End
;-----------------------
AnimationState = DYING SPLATTED
Animation = DieSplat
AnimationName = RUTreeberd_LNDA
AnimationMode = ONCE
End
ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes
End
AnimationState = DYING SPLATTED
Animation = DieSplat
AnimationName = RUTreeberd_LNDA
AnimationMode = ONCE
End
ParticleSysBone = BAT_SPINE1 TreebeardSplatDust1 FollowBone:Yes
End
AnimationState = PACKING GRAB_BUILDING_CHUNK
Animation = Pack
AnimationName = RUTreeberd_GBB2
AnimationMode = ONCE
AnimationBlendTime = 0 ;We need to go instantly from unpacking to packing.
End
End
AnimationState = UNPACKING GRAB_BUILDING_CHUNK
Animation = Pack
AnimationName = RUTreeberd_GBB1
AnimationMode = ONCE
AnimationBlendTime = 20
End
ParticleSysBone = ParticleNode01 TreeBeardAttackLeavesFir
End
AnimationState = PACKING
Animation = Pack
AnimationName = RUTreeberd_GBA2
AnimationMode = ONCE
End
End
AnimationState = UNPACKING
Animation = Pack
AnimationName = RUTreeberd_GBA1
AnimationMode = ONCE
End
End
; --------- Moving anims.
AnimationState = TURN_RIGHT WEAPONSET_TOGGLE_1
StateName = Turn
Animation
AnimationName = RUTreeberd_TNR2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
End
AnimationState = TURN_LEFT WEAPONSET_TOGGLE_1
StateName = Turn
Animation
AnimationName = RUTreeberd_TNL2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
End
AnimationState = MOVING WEAPONSET_TOGGLE_1
StateName = Moving
Animation
AnimationName = RUTreeberd_WLKE
Distance = 50
AnimationMode = LOOP
AnimationBlendTime = 5
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_AccelerateR") end
if Prev == "Turn" then CurDrawableSetTransitionAnimState("TRANS_AccelerateR") end
EndScript
Flags = MAINTAIN_FRAME_ACROSS_STATES
FXEvent = Frame:0 Name:FX_EntLeftFootStep
FXEvent = Frame:26 Name:FX_EntRightFootStep
End
AnimationState = TURN_RIGHT
StateName = Turn
Animation = Walk
AnimationName = RUTreeberd_TRNR
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT
StateName = Turn
Animation = Walk
AnimationName = RUTreeberd_TRNL
AnimationMode = LOOP
End
End
AnimationState = MOVING PANICKING
Animation = Jump
AnimationName = RUTreeberd_MFDA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5
AnimationBlendTime = 5
Distance = 50
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
FXEvent = Frame:4 Name:FX_EntLeftFootStep
FXEvent = Frame:18 Name:FX_EntRightFootStep
End
AnimationState = MOVING
StateName = Moving
Animation = Walk
AnimationName = RUTreeberd_WLKC
Distance = 50
AnimationMode = LOOP
AnimationBlendTime = 5
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate") end
if Prev == "Turn" then CurDrawableSetTransitionAnimState("TRANS_Accelerate") end
EndScript
Flags = MAINTAIN_FRAME_ACROSS_STATES
FXEvent = Frame:0 Name:FX_EntLeftFootStep
FXEvent = Frame:39 Name:FX_EntRightFootStep
FXEvent = Frame:79 Name:FX_EntLeftFootStep
FXEvent = Frame:129 Name:FX_EntRightFootStep
End
AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_a
AnimationName = RUTreeberd_HITB
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = RUTreeberd_HITA
AnimationMode = ONCE
End
End
AnimationState = WEAPONSET_TOGGLE_1 ; Idle, holding rock.
StateName = Idle
Animation
AnimationName = RUTreeberd_IDLB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_JustBuilt" then CurDrawableShowSubObjectPermanently("ROCK") return end ; This is for the initial rock turn on.
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.875 then CurDrawableSetTransitionAnimState("TRANS_Stop00R") return end
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.625 then CurDrawableSetTransitionAnimState("TRANS_Stop75R") return end
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.375 then CurDrawableSetTransitionAnimState("TRANS_Stop50R") return end
if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.125 then CurDrawableSetTransitionAnimState("TRANS_Stop25R") return end
if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00R") return end
EndScript
ParticleSysBone = BAT_SPINE1 TreeBeardIdleLeaves FollowBone: no
End
AnimationState = WEAPONSET_ENRAGED
Animation = AngryIdle
AnimationName = RUTreeberd_IDLC
AnimationMode = LOOP
End
End
TransitionState = TRANS_Accelerate
Animation = Transition
AnimationName = RUTreeberd_ACLA
AnimationMode = ONCE
AnimationBlendTime = 5
; AnimationSpeedFactorRange 0.75 0.75
End
End
TransitionState = TRANS_Stop75
Animation = Transition
AnimationName = RUTreeberd_DCLC
AnimationMode = ONCE
AnimationBlendTime = 5
; AnimationSpeedFactorRange 0.66 0.66
End
End
TransitionState = TRANS_Stop50
Animation = Transition
AnimationName = RUTreeberd_DCLB
AnimationMode = ONCE
AnimationBlendTime = 5
; AnimationSpeedFactorRange 0.66 0.66
End
End
TransitionState = TRANS_Stop25
Animation = Transition
AnimationName = RUTreeberd_DCLD
AnimationMode = ONCE
AnimationBlendTime = 5
; AnimationSpeedFactorRange 0.66 0.66
End
End
TransitionState = TRANS_Stop00
Animation = Transition
AnimationName = RUTreeberd_DCLA
AnimationMode = ONCE
AnimationBlendTime = 5
; AnimationSpeedFactorRange 0.66 0.66
End
End
; Rock holding versions-------------------------------
TransitionState = TRANS_AccelerateR
Animation = Transition
AnimationName = RUTreeberd_ACLB
AnimationMode = ONCE
AnimationBlendTime = 5
;AnimationSpeedFactorRange 0.75 0.75
End
End
TransitionState = TRANS_Stop75R
Animation
AnimationName = RUTreeberd_DCLG
AnimationMode = ONCE
AnimationBlendTime = 5
;AnimationSpeedFactorRange 0.66 0.66
End
End
TransitionState = TRANS_Stop50R
Animation
AnimationName = RUTreeberd_DCLF
AnimationMode = ONCE
AnimationBlendTime = 5
;AnimationSpeedFactorRange 0.66 0.66
End
End
TransitionState = TRANS_Stop25R
Animation
AnimationName = RUTreeberd_DCLH
AnimationMode = ONCE
AnimationBlendTime = 5
;AnimationSpeedFactorRange 0.66 0.66
End
End
TransitionState = TRANS_Stop00R
Animation
AnimationName = RUTreeberd_DCLE
AnimationMode = ONCE
AnimationBlendTime = 5
;AnimationSpeedFactorRange 0.66 0.66
End
End