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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 03-20-2005, 02:04 AM   #1 (permalink)
Senior Member
 
Join Date: Feb 2005
Location: Canada
Posts: 185
Default Animation Script

Heres the thing. I got this remake of colonel burton im workin on , and he uses three weapons now. An amped up assault rifle (made from the ranger weapon ability) , the traditional colonels knife , and he has a flame thrower that is designed to only able to do damage garrisoned buildings and units.

The thing is , i was thinking it would be easy to just have the fire shoot out of the gun as an animation , but colonel burton has all these animation modes , and i dont know how to make it work. The code below is what i ahve so far , and have triede many other things to no sucess so far. Anywone help with this, much appreciated.


;------------------------------------------------------------------------------
Object GermanInfantryKaiserVon

; *** ART Parameters ***
SelectPortrait = SABurton_L
ButtonImage = SABurton

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

; idle
DefaultConditionState
Model = AIHERO_SKN
IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25
IdleAnimation = AIHERO_SKL.AIHERO_IDA
IdleAnimation = AIHERO_SKL.AIHERO_IDB
AnimationMode = ONCE
TransitionKey = TRANS_FiringA ; TRANS_Stand
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
HideSubObject = MUZZLEFX01
End


; injured idle
ConditionState = REALLYDAMAGED
IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30
IdleAnimation = AIHERO_SKL.AIHERO_IIDA
IdleAnimation = AIHERO_SKL.AIHERO_IIDB
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End


TransitionState = TRANS_Stand TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_ISTAHIT
AnimationMode = ONCE
End

; moving
ConditionState = MOVING
Animation = AIHERO_SKL.AIHERO_RNA 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Walking
ParticleSysBone = None InfantryDustTrails
HideSubObject = MUZZLEFX01
End
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING FIRING_B
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B
AliasConditionState = MOVING RELOADING_B

; injured moving
ConditionState = MOVING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IRNA 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_WalkingInjured
ParticleSysBone = None InfantryDustTrails
HideSubObject = MUZZLEFX01
End
AliasConditionState = MOVING FIRING_A REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = MOVING RELOADING_A REALLYDAMAGED
AliasConditionState = MOVING FIRING_B REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
AliasConditionState = MOVING RELOADING_B REALLYDAMAGED


; Firing animation
ConditionState = FIRING_A
Animation = AIHERO_SKL.AIHERO_ATA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
TransitionKey = TRANS_FiringA
End

ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = AIHERO_SKL.AIHERO_ATA
AnimationMode = MANUAL
Flags = START_FRAME_LAST
WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasConditionState = RELOADING_A

; Injured Firing animation
ConditionState = FIRING_A REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
TransitionKey = TRANS_FiringAInjured
End

ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATA
AnimationMode = MANUAL
Flags = START_FRAME_LAST
WaitForStateToFinishIfPossible = TRANS_FiringAInjured
End
AliasConditionState = RELOADING_A REALLYDAMAGED

TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = AIHERO_SKL.AIHERO_IATAHIT
AnimationMode = ONCE
End

; Placing charge animation
ConditionState = UNPACKING
Animation = AIHERO_SKL.AIHERO_ATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING

; Injured Placing charge animation
ConditionState = UNPACKING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING REALLYDAMAGED

; Stab animations
ConditionState = PREATTACK_B
Animation = AIHERO_SKL.AIHERO_ATC
AnimationMode = ONCE
TransitionKey = TRANS_Stabbing
HideSubObject = MUZZLEFX01
End
AliasConditionState = PREATTACK_B MOVING
AliasConditionState = PREATTACK_B FIRING_B
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

ConditionState = FIRING_B
Animation = AIHERO_SKL.AIHERO_ATC
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_Stabbing
HideSubObject = MUZZLEFX01
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B
AliasConditionState = RELOADING_B

TransitionState = TRANS_Stabbing TRANS_Stand
Animation = AIHERO_SKL.AIHERO_ATC2
AnimationMode = ONCE
End

; Injured Stab animations
ConditionState = PREATTACK_B REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATC1
AnimationMode = ONCE
TransitionKey = TRANS_StabbingInjured
HideSubObject = MUZZLEFX01
End
AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

ConditionState = FIRING_B REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATC2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_StabbingInjured
HideSubObject = MUZZLEFX01
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
AliasConditionState = RELOADING_B REALLYDAMAGED

TransitionState = TRANS_StabbingInjured TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_IATC2
AnimationMode = ONCE
End

; cheering
ConditionState = SPECIAL_CHEERING
Animation = AIHERO_SKL.AIHERO_CHA
AnimationMode = ONCE
End

; injured cheering
ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_ICHA
AnimationMode = ONCE
End

; climbing
ConditionState = CLIMBING
Animation = AIHERO_SKL.AIHERO_CLMID
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING
AliasConditionState = CLIMBING REALLYDAMAGED
AliasConditionState = RAPPELLING REALLYDAMAGED

ConditionState = CLIMBING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = CLIMBING MOVING REALLYDAMAGED

ConditionState = RAPPELLING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP_BACKWARDS
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING MOVING REALLYDAMAGED


; dying anims
ConditionState = DYING
Animation = AIHERO_SKL.AIHERO_DTA
Animation = AIHERO_SKL.AIHERO_DTB
Animation = AIHero_SKL.AIHero_IDTA
Animation = AIHero_SKL.AIHero_IDTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
AliasConditionState = RAPPELLING DYING
AliasConditionState = CLIMBING DYING

TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIHERO_SKL.AIHERO_ADTG21
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = AIHERO_SKL.AIHERO_ADTG22
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = AIHERO_SKL.AIHERO_ADTG23
AnimationMode = ONCE
TransitionKey = None
End

; misc anims
ConditionState = FREEFALL
Animation = AIHERO_SKL.AIHERO_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING

ConditionState = PARACHUTING
Animation = AIHERO_SKL.AIHERO_PHG
AnimationMode = LOOP
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING

TransitionState = TRANS_Falling TRANS_Chute
Animation = AIHERO_SKL.AIHERO_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End

TransitionState = TRANS_Chute TRANS_Stand
Animation = AIHERO_SKL.AIHERO_PTD
AnimationMode = ONCE
End

TransitionState = TRANS_Chute TRANS_StandInjured
Animation = AIHERO_SKL.AIHERO_PTD
AnimationMode = ONCE
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:KaiserVonHeimlich
Side = German
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KaiserCombatRifle
Weapon = SECONDARY KaiserBuildingBuster
Weapon = TERTIARY ColonelBurtonKnifeWeapon
; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; AutoChooseSources = SECONDARY NONE
; AutoChooseSources = TERTIARY NONE
End


ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 500
; Prerequisites
; Object = GermanBarracks
; Object = GermanStrategyCenter
; End
BuildCost = 1; 1500
BuildTime = 20.0 ;in seconds

ExperienceValue = 50 100 100 150 ; Experience point value at each level
ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GermanInfantryKaiserVonCommandSet

MaxSimultaneousOfType = 1

; *** AUDIO Parameters ***
VoiceSelect = ColonelBurtonVoiceSelect
VoiceMove = ColonelBurtonVoiceMove
VoiceAttack = ColonelBurtonVoiceAttack
VoiceFear = ColonelBurtonVoiceFear
VoiceGuard = ColonelBurtonVoiceMove
SoundDie = ColonelBurtonVoiceDie
SoundDieFire = DieByFireUSA
SoundDieToxin = DieByToxinUSA
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff

UnitSpecificSounds
VoiceMelee = ColonelBurtonVoiceAttackKnife
VoiceCreate = ColonelBurtonVoiceCreate
VoiceGarrison = ColonelBurtonVoiceGarrison
VoiceEnter = ColonelBurtonVoiceMove
VoiceEnterHostile = ColonelBurtonVoiceMove
VoiceGetHealed = ColonelBurtonVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE HERO

Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit.
End

Behavior = AutoFindHealingUpdate ModuleTag_05 ; 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 ColonelBurtonGroundLocomotor ColonelBurtonCliffLocomotor

Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End

Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY
HintDetectableConditions = IS_FIRING_WEAPON
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End


Behavior = ExperienceScalarUpgrade ModuleTag_12
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

;Hero units can't be squished!
;Behavior = SquishCollide ModuleTag_13
; ;nothing
;End


; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
; --- end Death modules ---

Behavior = PoisonedBehavior ModuleTag_18
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
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