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Oct 6th, 2015
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  1. Draw = W3DHordeModelDraw ModuleTag_01
  2. OkToChangeModelColor = Yes
  3.  
  4. StaticModelLODMode = Yes
  5.  
  6. ; specify options for static LODs
  7. LodOptions = LOW
  8. AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
  9. MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
  10. MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
  11. MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
  12. End
  13.  
  14. LodOptions = MEDIUM
  15. AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
  16. MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
  17. MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
  18. MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
  19. End
  20.  
  21. LodOptions = HIGH
  22. AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
  23. MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
  24. MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
  25. MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
  26. End
  27.  
  28. DefaultModelConditionState
  29. Model = GUTowerGrd_SKN
  30. Skeleton = GUTowerGrd_SKL
  31. End
  32.  
  33. ModelConditionState WEAPONSET_PLAYER_UPGRADE
  34. Model = GUTowerGrd_SKN
  35. Skeleton = GUTowerGrd_SKL
  36. End
  37.  
  38. AnimationState = THROWN_PROJECTILE
  39. Animation = FLYA
  40. AnimationName = GUTowerGrd_FLYA
  41. AnimationMode = LOOP
  42. End
  43. End
  44.  
  45. AnimationState = PASSENGER FREEFALL
  46. Animation = Grabbed
  47. AnimationName = GUTowerGrd_FLLA
  48. AnimationMode = LOOP
  49. End
  50. End
  51.  
  52. AnimationState = FREEFALL
  53. Animation = Falling
  54. AnimationName = GUTowerGrd_FLYA
  55. AnimationMode = LOOP
  56. AnimationBlendTime = 10
  57. End
  58. End
  59.  
  60.  
  61.  
  62.  
  63. AnimationState = MOVING FIRING_OR_PREATTACK_A
  64. ShareAnimation = Yes
  65. Animation = RunAndFire
  66. AnimationName = GUTowerGrd_ATRA
  67. AnimationMode = LOOP
  68. End
  69. Flags = RANDOMSTART
  70. End
  71.  
  72. ;;=======TERROR
  73. AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
  74. ShareAnimation = Yes
  75. Animation = TerrorFromTheSky
  76. AnimationName = GUTowerGrd_RUNB
  77. AnimationMode = LOOP
  78. End
  79. End
  80. AnimationState = MOVING EMOTION_TERROR
  81. ShareAnimation = Yes
  82. Animation = Terror
  83. AnimationName = GUTowerGrd_RUNB
  84. AnimationMode = LOOP
  85. End
  86. End
  87. ;;----------------
  88. ;;=======BACK UP
  89. AnimationState = MOVING BACKING_UP
  90. ShareAnimation = Yes
  91. Animation = BackingUp
  92. AnimationName = GUTowerGrd_BAKA
  93. AnimationMode = LOOP
  94. End
  95. Flags = RANDOMSTART
  96. End
  97. ;;--------------------
  98.  
  99. AnimationState = MOVING ALTERNATE_FORMATION
  100. ShareAnimation = Yes
  101. Animation = RUNA
  102. AnimationName = GUTowerGrd_PSHA
  103. AnimationMode = LOOP
  104. End
  105. Flags = RANDOMSTART
  106. ;ParticleSysBone = None InfantryDustTrails
  107. End
  108.  
  109. AnimationState = MOVING USING_COMBO_LOCOMOTOR
  110. ShareAnimation = Yes
  111. Animation = RUNA
  112. AnimationName = GUTowerGrd_WLKA
  113. AnimationMode = LOOP
  114. Distance = 40
  115. End
  116. Flags = RANDOMSTART
  117. ;ParticleSysBone = None InfantryDustTrails
  118. End
  119.  
  120. AnimationState = MOVING
  121. ShareAnimation = Yes
  122. Animation = RUNA
  123. AnimationName = GUTowerGrd_RUNA
  124. AnimationMode = LOOP
  125. End
  126. Flags = RANDOMSTART
  127. ;ParticleSysBone = None InfantryDustTrails
  128. End
  129.  
  130. AnimationState = FIRING_OR_PREATTACK_A
  131. Animation = ATKA
  132. AnimationName = GUTowerGrd_ATKA
  133. AnimationMode = ONCE
  134. UseWeaponTiming = Yes
  135. End
  136. ;ParticleSysBone = None MeleeDust
  137. End
  138.  
  139.  
  140. AnimationState = STUNNED_FLAILING
  141. Animation = FLYA
  142. AnimationName = GUTowerGrd_FLYA
  143. AnimationMode = LOOP
  144. End
  145. Flags = RANDOMSTART
  146. End
  147.  
  148. AnimationState = DYING SPLATTED
  149. Animation = LNDA
  150. AnimationName = GUTowerGrd_LNDB
  151. AnimationMode = ONCE
  152. End
  153. End
  154.  
  155.  
  156. AnimationState = DYING
  157. Animation = DIEA
  158. AnimationName = GUTowerGrd_DIEA
  159. AnimationMode = ONCE
  160. AnimationSpeedFactorRange = 0.8 1.2
  161. End
  162. End
  163.  
  164. AnimationState = STUNNED_STANDING_UP
  165. Animation = GTPA
  166. AnimationName = GUTowerGrd_GTPA
  167. AnimationMode = ONCE
  168. AnimationSpeedFactorRange = 1.5 1.5
  169. End
  170. End
  171.  
  172. AnimationState = STUNNED
  173. Animation = LNDA
  174. AnimationName = GUTowerGrd_LNDB
  175. AnimationMode = ONCE
  176. End
  177. End
  178.  
  179. TransitionState = TRANS_Plant
  180. Animation = PLTA
  181. AnimationName = GUTowerGrd_PLTA
  182. AnimationMode = ONCE
  183. AnimationSpeedFactorRange = 0.8 1.2
  184. End
  185. End
  186.  
  187. TransitionState = TRANS_Unplant
  188. Animation = PLTB
  189. AnimationName = GUTowerGrd_PLTB
  190. AnimationMode = ONCE
  191. AnimationSpeedFactorRange = 0.5 1.2
  192. End
  193. End
  194. ;;------------------ Hit Reaction ---------------------------------------
  195. AnimationState = HIT_REACTION
  196. Animation = HIT REACTION
  197. AnimationName = GUTowerGrd_HITA
  198. AnimationMode = ONCE
  199. End
  200. End
  201. ;;------------------ EMOTIONS -------------------------------------------
  202. ;;======= APPREHENSIVE
  203. AnimationState = EMOTION_ALERT EMOTION_AFRAID
  204. ShareAnimation = Yes
  205. Animation = Apprehensive
  206. AnimationName = GUTowerGrd_APPA
  207. AnimationMode = LOOP ;Change this to ONCE if adding additional anims
  208. End
  209. End
  210.  
  211. ;;======= AFRAID
  212.  
  213. AnimationState = EMOTION_AFRAID
  214. ShareAnimation = Yes
  215. Animation = FERA
  216. AnimationName = GUTowerGrd_FERA
  217. AnimationMode = LOOP
  218. End
  219. Animation = FERB
  220. AnimationName = GUTowerGrd_FERB
  221. AnimationMode = LOOP
  222. End
  223. End
  224.  
  225. ;;======= TAUNTING
  226.  
  227. AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION
  228. Animation = TNTA
  229. AnimationName = GUTowerGrd_TNTA
  230. AnimationMode = LOOP
  231. End
  232. End
  233. AnimationState = EMOTION_TAUNTING
  234. Animation = Taunting
  235. AnimationName = GUTowerGrd_TNTA
  236. AnimationMode = ONCE
  237. End
  238. Animation = Taunting2
  239. AnimationName = GUTowerGrd_TNTB
  240. AnimationMode = ONCE
  241. End
  242. Flags = RESTART_ANIM_WHEN_COMPLETE
  243. End
  244.  
  245. ;;======= POINTING
  246.  
  247. AnimationState = EMOTION_POINTING
  248. Animation = Pointing1
  249. AnimationName = GUTowerGrd_PNTA
  250. AnimationMode = LOOP
  251. End
  252. Flags = RANDOMSTART
  253. End
  254.  
  255. ;;======= CELEBRATING
  256.  
  257. AnimationState = EMOTION_CELEBRATING
  258. Animation = CHRA
  259. AnimationName = GUTowerGrd_CHRA
  260. AnimationMode = LOOP
  261. End
  262. End
  263. ;;-------------- ALERT STATE ------------------------------------------------------------
  264.  
  265. AnimationState = EMOTION_ALERT
  266. Animation = CHRA
  267. AnimationName = GUTowerGrd_IDLA
  268. AnimationMode = LOOP
  269. End
  270. End
  271.  
  272. ;;-------------- SELECTED & IDLE --------------------------------------------------------
  273. ;;======== SELECTED
  274.  
  275. AnimationState = SELECTED ALTERNATE_FORMATION
  276. ShareAnimation = Yes
  277. StateName = STATE_SelectedAlternateFormation
  278. Animation = IDLB
  279. AnimationName = GUTowerGrd_IDLB
  280. AnimationMode = LOOP
  281. End
  282. End
  283. AnimationState = SELECTED
  284. StateName = STATE_Selected
  285.  
  286. ShareAnimation = Yes
  287. Animation = ATNB
  288. AnimationName = GUTowerGrd_ATNB
  289. AnimationMode = LOOP
  290. End
  291. BeginScript
  292. Prev = CurDrawablePrevAnimationState()
  293. if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
  294. EndScript
  295. End
  296.  
  297. ;;======== IDLE
  298.  
  299. AnimationState = ALTERNATE_FORMATION
  300. StateName = STATE_SelectedAlternateFormation
  301.  
  302. ShareAnimation = Yes
  303. Animation = IDLB
  304. AnimationName = GUTowerGrd_IDLB
  305. AnimationMode = LOOP
  306. End
  307. End
  308. IdleAnimationState
  309. StateName = STATE_Idle
  310. Animation = IDLA
  311. AnimationName = GUTowerGrd_IDLA
  312. AnimationMode = ONCE
  313. AnimationBlendTime = 15
  314. AnimationSpeedFactorRange = 0.8 1.2
  315. End
  316. Animation = IDLA
  317. AnimationName = GUTowerGrd_IDLA
  318. AnimationMode = ONCE_BACKWARDS
  319. AnimationBlendTime = 9
  320. AnimationSpeedFactorRange = 0.8 1.2
  321. End
  322. BeginScript
  323. Prev = CurDrawablePrevAnimationState()
  324. if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
  325. EndScript
  326. End
  327.  
  328. ;;-------------------------------------------------------------------------------------------------------------
  329. End
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