Code:
;*** PACKED STATE -- ready to move ***
ConditionState = MOVING
Animation = AIPFDR_SKL.AIPFDR_RNA 25
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = Trans_Moving
ParticleSysBone = None InfantryDustTrails
End
;*** UNPACKING STATE -- preparing to fire ***
ConditionState = UNPACKING
Model = parabellum-sold
Animation = AIPFDR_SKL.AIPFDR_SUA
AnimationMode = ONCE_BACKWARDS
TransitionKey = None
End
AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;*** PACKING STATE -- preparing to move ***
ConditionState = PACKING
Model = parabellum-sold
Animation = AIPFDR_SKL.AIPFDR_SUA
AnimationMode = ONCE
End
AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;*** DEPLOYED STATE -- ready to fire ***
ConditionState = DEPLOYED
Model = parabellum-sold
Animation = AIPFDR_SKL.AIPFDR_ATA
AnimationMode = ONCE_BACKWARDS
TransitionKey = TRANS_Deployed
End
AliasConditionState = DEPLOYED FIRING_A
AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED RELOADING_A
Above is some code; abit messy due to all the different changes I've tried to get the damn thing to work.
When the guy is stood still, and a target is selected within his range, he uses the unpacking animation to get down on the ground and fire. Then, when finished firing, he gets up again.
However, the moving animation does not seamlessly change to the unpacking animation. So, if the man is running and a target is selected, when he reaches within his range there is no unpacking animation; he runs on the spot for a time and then appears in the prone position.
Adding a transitionstate with this animation doesn't work because UnpackingTime = 3333. So, if this is attempted, he still does his little run and then starts firing as he goes into the prone position.
So, in summary, if in movement the guy just keeps using the moving animation until deployed, where he appears in the deployed position, completely bypassing the unpacking anim. Any ideas?