DefaultConditionState
Model = AA_NSamA
Turret = Turret
TurretPitch = Turretel
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY Barrel
TransitionKey = TRANS_Idle
End
AliasConditionState = NIGHT
ConditionState = USING_WEAPON_A
Model = AA_NSam ; this is the static model
TransitionKey = TRANS_Firing
End
TransitionState = TRANS_Idle TRANS_Firing
Animation = AA_NSamA.AA_NSamA
AnimationMode = ONCE
End
TransitionState = TRANS_Firing TRANS_Idle
Animation = AA_NSamA.AA_NSamA
AnimationMode = ONCE_BACKWARDS
End
End
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