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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-15-2004, 03:57 PM   #1 (permalink)
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Default transition states and animations

1 problem of my own:
I have a mech that has not got a turret, but needs to turn itsself to fire, like the marauder tank.
now walking + turning I can set a turnradius, but when it get an enemy in range it will turn itself on the spot.
I dont want to set the Locomotor to FOUR_WHEELS because then it will go out of its place to turn, and them mechs are able to tip-toe-turn.
I made an animation for that but here is the problem:
the mech has a DefaultConditonState, and the conditionstate TURRET_ROTATE.
I set it up to run the Pivot animation in the TURRET_ROTATE conditionstate, and give that state a "trasitionkey = TRANS_Turning"
The DefaultConditionState has TransitionKey = TRANS_Stand"
I also put int the "TransitionState = TRANS_Turning TRANS_Stand" with an animation that is basicly 1 static frame of the normal model, to make it stop (work for walking -> stopping)

Now what actually happens in the game is it will turn, using the proper animation but when it stops turning it keeps running the animation, and then when I order it to walk away, as soon as it stops (doing nothing further) it will again run the pivot animation.

can anybody explain to me how I can set it up properly ?
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Old 02-15-2004, 08:53 PM   #2 (permalink)
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They are 2 conditionstates indeed, TURRET_ROTATE and MOVING TURRET_ROTATE.
you need to add a conditionstate MOVING TURRET_ROTATE that has a trasitionkey = TRANS_MovingTurning and make right animations for the trasitionkeys.
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Old 02-16-2004, 01:36 AM   #3 (permalink)
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OK, I'll give that a try, thnx
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Old 02-16-2004, 12:45 PM   #4 (permalink)
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ehm, now that I have the time to put this in I'm thinking: why do I have to add a MOVING TURRET_ROTATE ? its not really moving when its rotating, and because it actually doesnt have a turret it would rotate just fine while its moving (the whole unit makes a good turn while walking)
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Old 02-17-2004, 01:29 AM   #5 (permalink)
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your problem was it ran the stand-turning animation when moving.
thus, you should defined 2 states as stand-turning and run-turning and make 2 anims for them. In ConditionState MOVING TURRET_ROTATE, the run-turning animation will be played, which you make it looks like still running, although it isnt really moving, while In ConditionState TURRET_ROTATE, the stand-turning animation will be played.
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