This post will contain the
FactionUnit.ini
Due to the immense size of this file, I made it a seperate post.
This is just a headstart, and isn't complete yet, if it can ever be.
First section:
; *** ART Parameters ***
Quote:
; *** ART Parameters ***
SelectPortrait = SABurton_L
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; idle
DefaultConditionState
Model = AIHERO_SKN
IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25
IdleAnimation = AIHERO_SKL.AIHERO_IDA
IdleAnimation = AIHERO_SKL.AIHERO_IDB
AnimationMode = ONCE
TransitionKey = TRANS_Stand
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
; injured idle
ConditionState = REALLYDAMAGED
IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30
IdleAnimation = AIHERO_SKL.AIHERO_IIDA
IdleAnimation = AIHERO_SKL.AIHERO_IIDB
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End
TransitionState = TRANS_Stand TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_ISTAHIT
AnimationMode = ONCE
End
; moving
ConditionState = MOVING
Animation = AIHERO_SKL.AIHERO_RNA 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Stand
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING FIRING_B
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B
AliasConditionState = MOVING RELOADING_B
; injured moving
ConditionState = MOVING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IRNA 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_StandInjured
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = MOVING RELOADING_A REALLYDAMAGED
AliasConditionState = MOVING FIRING_B REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
AliasConditionState = MOVING RELOADING_B REALLYDAMAGED
; Firing animation
ConditionState = FIRING_A
Animation = AIHERO_SKL.AIHERO_ATA
AnimationMode = ONCE
TransitionKey = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
; Injured Firing animation
ConditionState = FIRING_A REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATA
AnimationMode = ONCE
TransitionKey = TRANS_FiringAInjured
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = RELOADING_A REALLYDAMAGED
TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = AIHERO_SKL.AIHERO_IATAHIT
AnimationMode = ONCE
End
; Placing charge animation
ConditionState = UNPACKING
Animation = AIHERO_SKL.AIHERO_ATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING
; Injured Placing charge animation
ConditionState = UNPACKING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING REALLYDAMAGED
; Stab animations
ConditionState = PREATTACK_B
Animation = AIHERO_SKL.AIHERO_ATC
AnimationMode = ONCE
TransitionKey = TRANS_Stabbing
End
AliasConditionState = PREATTACK_B MOVING
AliasConditionState = PREATTACK_B FIRING_B
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B
ConditionState = FIRING_B
Animation = AIHERO_SKL.AIHERO_ATC
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_Stabbing
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B
AliasConditionState = RELOADING_B
TransitionState = TRANS_Stabbing TRANS_Stand
Animation = AIHERO_SKL.AIHERO_ATC2
AnimationMode = ONCE
End
; Injured Stab animations
ConditionState = PREATTACK_B REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATC1
AnimationMode = ONCE
TransitionKey = TRANS_StabbingInjured
End
AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
ConditionState = FIRING_B REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATC2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_StabbingInjured
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
AliasConditionState = RELOADING_B REALLYDAMAGED
TransitionState = TRANS_StabbingInjured TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_IATC2
AnimationMode = ONCE
End
; cheering
ConditionState = SPECIAL_CHEERING
Animation = AIHERO_SKL.AIHERO_CHA
AnimationMode = ONCE
End
; injured cheering
ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_ICHA
AnimationMode = ONCE
End
; climbing
ConditionState = CLIMBING
Animation = AIHERO_SKL.AIHERO_CLMID
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING
AliasConditionState = CLIMBING REALLYDAMAGED
AliasConditionState = RAPPELLING REALLYDAMAGED
ConditionState = CLIMBING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = CLIMBING MOVING REALLYDAMAGED
ConditionState = RAPPELLING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP_BACKWARDS
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING MOVING REALLYDAMAGED
; these transitions don't really work well with our code. leave 'em out.
; TransitionState = TRANS_Climbing TRANS_Stand
; Animation = AIHERO_SKL.AIHERO_CLMST
; AnimationMode = ONCE
; End
;
; TransitionState = TRANS_Stand TRANS_Climbing
; Animation = AIHERO_SKL.AIHERO_CLMST
; AnimationMode = ONCE_BACKWARDS
; End
; dying anims
ConditionState = DYING
Animation = AIHERO_SKL.AIHERO_DTA
Animation = AIHERO_SKL.AIHERO_DTB
Animation = AIHero_SKL.AIHero_IDTA
Animation = AIHero_SKL.AIHero_IDTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
AliasConditionState = RAPPELLING DYING
AliasConditionState = CLIMBING DYING
TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIHERO_SKL.AIHERO_ADTG21
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = AIHERO_SKL.AIHERO_ADTG22
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = AIHERO_SKL.AIHERO_ADTG23
AnimationMode = ONCE
TransitionKey = None
End
; misc anims
ConditionState = FREEFALL
Animation = AIHERO_SKL.AIHERO_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIHERO_SKL.AIHERO_PHG
AnimationMode = LOOP
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIHERO_SKL.AIHERO_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = AIHERO_SKL.AIHERO_PTD
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_PTD
AnimationMode = ONCE
End
; note: there are no surrender states because Col. Burton does not surrender.
; Death before dishonor!
End
|
SelectPortraitWhat for Portrait do I use when selected?
UpgradeCameo1 What for cameo to use for upgrade 1?
UpgradeCameo2 What for cameo to use for upgrade 2?
UpgradeCameo3 What for cameo to use for upgrade 3?
UpgradeCameo4 What for cameo to use for upgrade 4?
UpgradeCameo5 What for cameo to use for upgrade 5?
Draw What kind of Draw mode should be used? To make it invisible, nothing is required, but this makes something absolute invisible.
Available modes are:
- W3DTankDraw=
W3DTruckDraw=
W3DTankTruckDraw=
W3DSupplyDraw=
W3DScienceModelDraw=
W3DRopeDraw=
W3DProjectileStreamDraw=
W3DPoliceCarDraw=
W3DOverlordTankDraw=
W3DModelDraw=
W3DLaserDraw=
W3DDefaultDraw=
W3DTracerDraw=
See DZ's post for more details.
OkToChangeModelColor Can the model have remapable areas?
DefaultConditionState What for model to normally use.
ConditionState What for condition is this ART Parameter? Possible options are: PARACHUTING, RUBBLE, REALLYDAMAGED, MOVING, FIRING_A, BETWEEN_FIRING_SHOTS_A, RELOADING_A, FIRING_B, BETWEEN_FIRING_SHOTS_B, RELOADING_B, UNPACKING, PREATTACK_B, SPECIAL_CHEERING, CLIMBING, RAPPELLING, DYING, EXPLODED_FLAILING, EXPLODED_BOUNCING, FREEFALL, WEAPONSET_PLAYER_UPGRADE, JETEXHAUST, JETAFTERBURNER, DAMAGED, DOOR_1_OPENING, DOOR_1_CLOSING, SPLATTED, RAISING_FLAG, PACKING, PREATTACK_C, FIRING_C, RELOADING_C, and NONE.
Every conditionstate needs to be ended with
End!
Model What for model to use?
Turret What is the turret in the model?
TurretPitch What is the pitched turret in the model?
AltTurret What is the second turret in the model?
AltTurretPitch What is the pitched second turret in the model?
ShowSubObject Which subobject should be shown in the game?
HideSubObject Which subobject should be hidden in the game?
IdleAnimation What for animation to use when idle?
AnimationMode What is the mode of animation? Available are LOOP, ONCE, MANUAL, LOOP_BACKWARDS and ONCE_BACKWARDS,
AliasConditionState Gives another ConditionState exactly like the previous one, except with different conditions.
ParticleSysBone Which bone spawns which particle system?
WeaponFireFXBone Which weapon (PRIMARY, SECONDARY or TERTIARY) has which FireFXBone? To be specified in the w3d model.
WeaponMuzzleFlash Which weapon (PRIMARY, SECONDARY or TERTIARY) has which MuzzleFlash? To be specified in the w3d model.
WeaponLaunchBone Which weapon (PRIMARY, SECONDARY or TERTIARY) has which LaunchBone? To be specified in the w3d model.
WeaponHideShowBone Which weapon-fired (PRIMARY, SECONDARY or TERTIARY) will hide which bone?
WeaponRecoilBone Which weapon-fired (PRIMARY, SECONDARY or TERTIARY) will recoil which bone?
TransitionKey What is the name for the Condition when handling in a transition?
TransitionState When changing between conditions, which transitionkeys to look for? First state the first TransitionKey, then the second.
State the animation in a different line and the AnimationMode on another.
End with
End
Flags Which flags to look for? Available are: RANDOMSTART, START_FRAME_LAST, PRISTINE_BONE_POS_IN_FINAL_FRAME and START_FRAME_FIRST.
TrackMarks Which *.tga file to use for trackmarks?
Dust Which particlesystem to use for dust?
DirtSpray Which particlesystem to use for dirstspray?
PowerslideSpray Which particlesystem to use for PowerSlideSpray?
(These parameters are only used if the model has a separate suspension, and the locomotor has HasSuspension = Yes.)
LeftFrontTireBone Which bone is the left front tire?
RightFrontTireBone Which bone is the right front tire?
LeftRearTireBone Which bone is the left rear tire?
RightRearTireBone Which bone is the right rear tire?
TireRotationMultiplier What for multiplier for the tire rotation?
PowerslideRotationAddition What for rotation additon to use when model performs a powerslide?
(end of HasSuspension=yes extra parameters)
InitialRecoilSpeed What is the initial recoil speed for the recoil bone?
MaxRecoilDistance What is the maximal recoil distance?
RecoilSettleSpeed At which speed does the recoilled bone return to it's initial state?
TurretArtAngle At which angle is the turret setted? (initial is 0)
These were, as far as I know, all the Art Parameters.
Next up, ***DESIGN parameters ***!