i suggest u use animations from other infantry like the ranger,
the red part was copied from the ranger lines and added in as u see...
u must inculde the spaces too!!!!
to add other animations just do wut i did but try to keep them in order
*hint* look at other object lines and see how they got
ordered and
spaced
Quote:
;------------------------------------------------------------------------------
Object AmericaInfantrySecretService
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AISSRV_SKN
IdleAnimation = AISSRV_SKL.AISSRV_STA
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End
End
; --- moving
ConditionState = MOVING
Animation = AIRngr_SKL.AIRngr_RNA 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING
ConditionState = MOVING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_RNB 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
End
AliasConditionState = MOVING REALLYDAMAGED ATTACKING
; ***DESIGN parameters ***
DisplayName = OBJECT:BioHazardTech
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 150
Prerequisites
Object = AmericaBarracks
End
BuildCost = 100
BuildTime = 1.0 ;in seconds
; *** AUDIO Parameters ***
VoiceSelect = RangerVoiceSelect
VoiceMove = RangerVoiceMove
VoiceAttack = RangerVoiceAttack
SoundDie = RangerVoiceDie
SoundDieFire = DieByFireUSA
SoundDieToxin = DieByToxinUSA
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = ExperienceScalarUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SquishCollide ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_09
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_GIDie
End
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Behavior = PoisonedBehavior ModuleTag_11
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
;------------------------------------------------------------------------------
|
i hope this helps u!!!
