Okay I changed the conditionstate "ATTACKING" to "USING_WEAPON_A". Here's the code.
Code:
;------------------------------------------------------------------------------
Object RebelsAirXwing
; *** ART Parameters ***
SelectPortrait = RAXwing_L
ButtonImage = RAXwing
UpgradeCameo1 = Upgrade_RebelsProtonTorpedoes
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = RVXWing_closed
HideSubObject = BurnerFX01 BurnerFX02 BurnerFx03 BurnerFx04
WeaponLaunchBone = PRIMARY WEAPONA
TransitionKey = TRANS_Normal
End
TransitionState = TRANS_Attacking TRANS_Normal
Model = RVXWing_opening
Animation = RVXWing_opening.RVXWing_opening
AnimationMode = Once_Backwards
HideSubObject = BurnerFX01 BurnerFX02 BurnerFx03 BurnerFx04
WeaponLaunchBone = PRIMARY WEAPONA
End
TransitionState = TRANS_Normal TRANS_Attacking
Model = RVXWing_opening
Animation = RVXWing_opening.RVXWing_opening
AnimationMode = Once
ShowSubObject = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Wingtip03 JetContrail
ParticleSysBone = Wingtip04 JetContrail
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
End
ConditionState = USING_WEAPON_A
Model = RVXWing_open
ShowSubObject = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Wingtip03 JetContrail
ParticleSysBone = Wingtip04 JetContrail
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
TransitionKey = TRANS_Attacking
End
ConditionState = JETEXHAUST
Model = RVXWing_closed
ShowSubObject = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Wingtip03 JetContrail
ParticleSysBone = Wingtip04 JetContrail
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
End
ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
Model = RVXWing_closed
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Wingtip03 JetContrail
ParticleSysBone = Wingtip04 JetContrail
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02 BurnerFX03 BurnerFX04
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
ParticleSysBone = Engine03 JetLenzflare
ParticleSysBone = Engine04 JetLenzflare
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
End
OkToChangeModelColor = Yes
End
The result was that the X-wing did not play any of the animations when it was already in the air and I targeted a unit, but the animation played if I told it to attack a unit when it was already on the airfield, and it would have to take off... then it performed the diving animation at the right time-- problem is that the playing backwards of that animation to go back to the normal stance did not seem to occur and so it was very abrupt.
Could I use a "Wait Until Transition State finished thing" to fix it perhaps?
And why is the animation only playing when you designate a target while it's on the field?
Plus I heard that Blitz2 has controllable diving aircraft (not just generals abilities ones)-- is this true?
Thanks.