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- Draw = W3DHordeModelDraw ModuleTag_01
- OkToChangeModelColor = Yes
- StaticModelLODMode = Yes
- ; specify options for static LODs
- LodOptions = LOW
- AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
- MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
- MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
- MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
- End
- LodOptions = MEDIUM
- AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
- MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
- MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
- MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
- End
- LodOptions = HIGH
- AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
- MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
- MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
- MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
- End
- DefaultModelConditionState
- Model = GUTowerGrd_SKN
- Skeleton = GUTowerGrd_SKL
- End
- ModelConditionState WEAPONSET_PLAYER_UPGRADE
- Model = GUTowerGrd_SKN
- Skeleton = GUTowerGrd_SKL
- End
- AnimationState = THROWN_PROJECTILE
- Animation = FLYA
- AnimationName = GUTowerGrd_FLYA
- AnimationMode = LOOP
- End
- End
- AnimationState = PASSENGER FREEFALL
- Animation = Grabbed
- AnimationName = GUTowerGrd_FLLA
- AnimationMode = LOOP
- End
- End
- AnimationState = FREEFALL
- Animation = Falling
- AnimationName = GUTowerGrd_FLYA
- AnimationMode = LOOP
- AnimationBlendTime = 10
- End
- End
- AnimationState = MOVING FIRING_OR_PREATTACK_A
- ShareAnimation = Yes
- Animation = RunAndFire
- AnimationName = GUTowerGrd_ATRA
- AnimationMode = LOOP
- End
- Flags = RANDOMSTART
- End
- ;;=======TERROR
- AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
- ShareAnimation = Yes
- Animation = TerrorFromTheSky
- AnimationName = GUTowerGrd_RUNB
- AnimationMode = LOOP
- End
- End
- AnimationState = MOVING EMOTION_TERROR
- ShareAnimation = Yes
- Animation = Terror
- AnimationName = GUTowerGrd_RUNB
- AnimationMode = LOOP
- End
- End
- ;;----------------
- ;;=======BACK UP
- AnimationState = MOVING BACKING_UP
- ShareAnimation = Yes
- Animation = BackingUp
- AnimationName = GUTowerGrd_BAKA
- AnimationMode = LOOP
- End
- Flags = RANDOMSTART
- End
- ;;--------------------
- AnimationState = MOVING ALTERNATE_FORMATION
- ShareAnimation = Yes
- Animation = RUNA
- AnimationName = GUTowerGrd_PSHA
- AnimationMode = LOOP
- End
- Flags = RANDOMSTART
- ;ParticleSysBone = None InfantryDustTrails
- End
- AnimationState = MOVING USING_COMBO_LOCOMOTOR
- ShareAnimation = Yes
- Animation = RUNA
- AnimationName = GUTowerGrd_WLKA
- AnimationMode = LOOP
- Distance = 40
- End
- Flags = RANDOMSTART
- ;ParticleSysBone = None InfantryDustTrails
- End
- AnimationState = MOVING
- ShareAnimation = Yes
- Animation = RUNA
- AnimationName = GUTowerGrd_RUNA
- AnimationMode = LOOP
- End
- Flags = RANDOMSTART
- ;ParticleSysBone = None InfantryDustTrails
- End
- AnimationState = FIRING_OR_PREATTACK_A
- Animation = ATKA
- AnimationName = GUTowerGrd_ATKA
- AnimationMode = ONCE
- UseWeaponTiming = Yes
- End
- ;ParticleSysBone = None MeleeDust
- End
- AnimationState = STUNNED_FLAILING
- Animation = FLYA
- AnimationName = GUTowerGrd_FLYA
- AnimationMode = LOOP
- End
- Flags = RANDOMSTART
- End
- AnimationState = DYING SPLATTED
- Animation = LNDA
- AnimationName = GUTowerGrd_LNDB
- AnimationMode = ONCE
- End
- End
- AnimationState = DYING
- Animation = DIEA
- AnimationName = GUTowerGrd_DIEA
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 0.8 1.2
- End
- End
- AnimationState = STUNNED_STANDING_UP
- Animation = GTPA
- AnimationName = GUTowerGrd_GTPA
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 1.5 1.5
- End
- End
- AnimationState = STUNNED
- Animation = LNDA
- AnimationName = GUTowerGrd_LNDB
- AnimationMode = ONCE
- End
- End
- TransitionState = TRANS_Plant
- Animation = PLTA
- AnimationName = GUTowerGrd_PLTA
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 0.8 1.2
- End
- End
- TransitionState = TRANS_Unplant
- Animation = PLTB
- AnimationName = GUTowerGrd_PLTB
- AnimationMode = ONCE
- AnimationSpeedFactorRange = 0.5 1.2
- End
- End
- ;;------------------ Hit Reaction ---------------------------------------
- AnimationState = HIT_REACTION
- Animation = HIT REACTION
- AnimationName = GUTowerGrd_HITA
- AnimationMode = ONCE
- End
- End
- ;;------------------ EMOTIONS -------------------------------------------
- ;;======= APPREHENSIVE
- AnimationState = EMOTION_ALERT EMOTION_AFRAID
- ShareAnimation = Yes
- Animation = Apprehensive
- AnimationName = GUTowerGrd_APPA
- AnimationMode = LOOP ;Change this to ONCE if adding additional anims
- End
- End
- ;;======= AFRAID
- AnimationState = EMOTION_AFRAID
- ShareAnimation = Yes
- Animation = FERA
- AnimationName = GUTowerGrd_FERA
- AnimationMode = LOOP
- End
- Animation = FERB
- AnimationName = GUTowerGrd_FERB
- AnimationMode = LOOP
- End
- End
- ;;======= TAUNTING
- AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION
- Animation = TNTA
- AnimationName = GUTowerGrd_TNTA
- AnimationMode = LOOP
- End
- End
- AnimationState = EMOTION_TAUNTING
- Animation = Taunting
- AnimationName = GUTowerGrd_TNTA
- AnimationMode = ONCE
- End
- Animation = Taunting2
- AnimationName = GUTowerGrd_TNTB
- AnimationMode = ONCE
- End
- Flags = RESTART_ANIM_WHEN_COMPLETE
- End
- ;;======= POINTING
- AnimationState = EMOTION_POINTING
- Animation = Pointing1
- AnimationName = GUTowerGrd_PNTA
- AnimationMode = LOOP
- End
- Flags = RANDOMSTART
- End
- ;;======= CELEBRATING
- AnimationState = EMOTION_CELEBRATING
- Animation = CHRA
- AnimationName = GUTowerGrd_CHRA
- AnimationMode = LOOP
- End
- End
- ;;-------------- ALERT STATE ------------------------------------------------------------
- AnimationState = EMOTION_ALERT
- Animation = CHRA
- AnimationName = GUTowerGrd_IDLA
- AnimationMode = LOOP
- End
- End
- ;;-------------- SELECTED & IDLE --------------------------------------------------------
- ;;======== SELECTED
- AnimationState = SELECTED ALTERNATE_FORMATION
- ShareAnimation = Yes
- StateName = STATE_SelectedAlternateFormation
- Animation = IDLB
- AnimationName = GUTowerGrd_IDLB
- AnimationMode = LOOP
- End
- End
- AnimationState = SELECTED
- StateName = STATE_Selected
- ShareAnimation = Yes
- Animation = ATNB
- AnimationName = GUTowerGrd_ATNB
- AnimationMode = LOOP
- End
- BeginScript
- Prev = CurDrawablePrevAnimationState()
- if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
- EndScript
- End
- ;;======== IDLE
- AnimationState = ALTERNATE_FORMATION
- StateName = STATE_SelectedAlternateFormation
- ShareAnimation = Yes
- Animation = IDLB
- AnimationName = GUTowerGrd_IDLB
- AnimationMode = LOOP
- End
- End
- IdleAnimationState
- StateName = STATE_Idle
- Animation = IDLA
- AnimationName = GUTowerGrd_IDLA
- AnimationMode = ONCE
- AnimationBlendTime = 15
- AnimationSpeedFactorRange = 0.8 1.2
- End
- Animation = IDLA
- AnimationName = GUTowerGrd_IDLA
- AnimationMode = ONCE_BACKWARDS
- AnimationBlendTime = 9
- AnimationSpeedFactorRange = 0.8 1.2
- End
- BeginScript
- Prev = CurDrawablePrevAnimationState()
- if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
- EndScript
- End
- ;;-------------------------------------------------------------------------------------------------------------
- End
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