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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Packing & Unpacking Animation Problems - Code Included

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

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Old 09-26-2004, 04:34 PM   #1 (permalink)
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Default Packing & Unpacking Animation Problems - Code Included

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?
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Old 09-26-2004, 08:14 PM   #2 (permalink)
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Default

take longer time for him to shoot>>?
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Old 09-27-2004, 04:24 AM   #3 (permalink)
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Default

I don't follow? If he takes longer to deploy, then the moving animation will continue for longer before he is on the ground ...
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