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#1 IthronAiwendil

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Posted 13 November 2006 - 07:56 PM

1. I created a bear transform thing for Grimbeorn. He transforms succesfully and the bear animation work fine except the moving anims don't work at all. Here's the whole animation code for him:
[codebox]
IdleAnimationState
Animation = IDLB
AnimationName = IUWildMan_IDLB
AnimationMode = ONCE
AnimationPriority = 6
End
Animation = IDLC
AnimationName = IUWildMan_IDLC
AnimationMode = ONCE
AnimationPriority = 6
End
Animation = IDLD
AnimationName = IUWildMan_IDLD
AnimationMode = ONCE
AnimationPriority = 6
End
Animation = IDLE
AnimationName = IUWildMan_IDLE
AnimationMode = ONCE
AnimationPriority = 6
End
Animation = IDLF
AnimationName = IUWildMan_IDLF
AnimationMode = ONCE
AnimationPriority = 6
End
Animation = IDLG
AnimationName = IUWildMan_IDLG
AnimationMode = ONCE
AnimationPriority = 6
End
StateName = Idle
End

AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = CUBear_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = CUBear_RUNA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED DYING
Animation = CUBear_DIEA
AnimationName = CUBear_DIEA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = CUBear_RUNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = CUBear_RUNA
AnimationMode = ONCE
End
End

AnimationState = DYING DEATH_2
Animation
AnimationName = IUWildMan_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = DYING BURNINGDEATH
Animation
AnimationName = IUWildMan_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUWildMan_DTHB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUWildMan_DTHC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING
Animation = DyingA
AnimationName = IUWildMan_DTHA
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = DyingB
AnimationName = IUWildMan_DTHB
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = DyingC
AnimationName = IUWildMan_DTHC
AnimationMode = ONCE
AnimationPriority = 10
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = IUWildMan_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = PARALYZED
Animation
AnimationName = IUWildMan_IDLB
AnimationMode = LOOP
End
End

AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = IUWildMan_BAKA
AnimationMode = LOOP
End
Animation = BackingUpB
AnimationName = IUWildMan_BAKB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOVING EMOTION_TERROR
Animation = Moving
AnimationName = IUWildMan_RUNC
AnimationMode = LOOP
End
Animation = MovingD
AnimationName = IUWildMan_RUND
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING DAMAGED
Animation = Moving
AnimationName = IUWildMan_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING
Animation = Moving
AnimationName = IUWildMan_RUNA
AnimationMode = LOOP
End
Animation = Moving
AnimationName = IUWildMan_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End

AnimationState = RAISING_FLAG
Animation
AnimationName = IUWildMan_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation
AnimationName = IUWildMan_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation
AnimationName = IUWildMan_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
Animation = FERA
AnimationName = IUWildMan_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
Animation
AnimationName = IUWildMan_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
End
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = IUWildMan_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation
AnimationName = IUWildMan_LNDA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED MOVING TURN_LEFT TURN_LEFT_HIGH_SPEED
Animation = MTurnLeft
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
End

AnimationState = MOUNTED MOVING TURN_RIGHT TURN_RIGHT_HIGH_SPEED
Animation = MTurnRight
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
End

AnimationState = MOUNTED MOVING TURN_LEFT
Animation = TurnRight
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
End

AnimationState = MOUNTED MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
End

AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOUNTED MOVING
StateName = STATE_moving
Animation = Moving
AnimationName = CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Alert" then CurDrawableSetTransitionAnimState("TRANS_AlertToIdle") end
EndScript
End

AnimationState = MOUNTED ATTACKING
Animation = Attacking
AnimationName = CUBear_WLKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = ATTACKING
Animation = Attacking
AnimationName = IUWildMan_ATKA
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = Attacking
AnimationName = IUWildMan_ATKB
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = Attacking
AnimationName = IUWildMan_ATKC
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = Attacking
AnimationName = IUWildMan_ATKD
AnimationMode = LOOP
AnimationPriority = 10
End
End


AnimationState = WAR_CHANT
Animation = ChantA
AnimationName = IUWildMan_TNTA
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = ChantB
AnimationName = IUWildMan_TNTB
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = ChantC
AnimationName = IUWildMan_TNTC
AnimationMode = LOOP
AnimationPriority = 10
End
End


;-emotions--

AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = IUWildMan_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
Animation = IDLB
AnimationName = CUBear_IDLB
AnimationMode = LOOP
End
StateName = AtAttentionIdle
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_Select") end
EndScript
End

TransitionState = TRANS_Select
Animation = IDLC
AnimationName = CUBear_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End

AnimationState = MOUNTED
StateName = STATE_Idle
Animation = IdleA
AnimationName = CUBear_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
;AnimationPriority = 20
End
Animation = IdleB
AnimationName = CUBear_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
;AnimationPriority = 1
End
Animation = IdleD
AnimationName = CUBear_IDLD
AnimationMode = ONCE
AnimationBlendTime = 10
;AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = USER_1
StateName = ATHELAS
Animation = ATKP
AnimationName = IUWildMan_CHRB
AnimationMode = ONCE
End
End

AnimationState = EMOTION_TAUNTING
Animation = TAUNTINGA
AnimationName = IUWildMan_TNTA
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = TAUNTINGB
AnimationName = IUWildMan_TNTB
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = TAUNTINGC
AnimationName = IUWildMan_TNTC
AnimationMode = LOOP
AnimationPriority = 10
End
End

;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;;


AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = IUWildMan_PNTA
AnimationMode = LOOP
End
Animation = Pointing1
AnimationName = IUWildMan_PNTB
AnimationMode = LOOP
End
End

AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = IUWildMan_CHRA
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = CHRA
AnimationName = IUWildMan_CHRB
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = CHRA
AnimationName = IUWildMan_CHRC
AnimationMode = LOOP
AnimationPriority = 10
End
End

AnimationState = EMOTION_ALERT
Animation = ALERT
AnimationName = IUWildMan_IDLA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
End
[/codebox]
Could someone look at this code try to find out what's wrong whit his moving anims?

2. I'm trying to create a new unit based on a CaH model (The bald captain of gondor guy). I managed to put him ingame and I could hide some of his sub-objects, but none the anims worked... How could I get the CaH anims to work? This is some stuff what I had in my object's code:

[codebox]DefaultModelConditionState
Model = CHHW_CG_C_SKN
Skeleton = CHHW_CG_C_SKL
ModelAnimationPrefix = CHHW_CG
End

// --------- UNMOUNTED ------------

//------------------ DYING -------------------------------------------------------------

// --- Flying through the air.
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_B_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
StateName = STATE_Sword
Animation
AnimationName = #(MODEL)_U_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

// --- Dying anims
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_B_LNDA
AnimationMode = ONCE
End
End[/codebox]

#2 Solinx

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Posted 13 November 2006 - 10:58 PM

1. I created a bear transform thing for Grimbeorn. He transforms succesfully and the bear animation work fine except the moving anims don't work at all. Here's the whole animation code for him:

(codebox)

Could someone look at this code try to find out what's wrong whit his moving anims?

Try this one, I simply put the blocks containing the Mounted condition at the top, without checking anything else really...
IdleAnimationState			Animation = IDLB				AnimationName = IUWildMan_IDLB				AnimationMode = ONCE				AnimationPriority = 6			End			Animation = IDLC				AnimationName = IUWildMan_IDLC				AnimationMode = ONCE				AnimationPriority = 6			End			Animation = IDLD				AnimationName = IUWildMan_IDLD				AnimationMode = ONCE				AnimationPriority = 6			End			Animation = IDLE				AnimationName = IUWildMan_IDLE				AnimationMode = ONCE				AnimationPriority = 6			End			Animation = IDLF				AnimationName = IUWildMan_IDLF				AnimationMode = ONCE				AnimationPriority = 6			End			Animation = IDLG				AnimationName = IUWildMan_IDLG				AnimationMode = ONCE				AnimationPriority = 6			End			StateName = Idle		End		AnimationState				=	MOUNTED STUNNED_FLAILING			Animation				=	JustDie				AnimationName       =	CUBear_RUNA				AnimationMode       =	LOOP			End			Flags					=	RANDOMSTART		End		AnimationState				=	MOUNTED DYING SPLATTED			Animation				=	Land				AnimationName		=	CUBear_RUNA				AnimationMode		=	ONCE			End		End		AnimationState				=	MOUNTED DYING			Animation				=	CUBear_DIEA				AnimationName		=	CUBear_DIEA				AnimationMode		=	ONCE			End		End		AnimationState				=	MOUNTED STUNNED_STANDING_UP			Animation				=	StandUp				AnimationName       =	CUBear_RUNA				AnimationMode       =	ONCE				AnimationSpeedFactorRange = 1.5 1.5			End		End		AnimationState				=	 MOUNTED STUNNED			Animation				=	Land				AnimationName       =	CUBear_RUNA				AnimationMode       =	ONCE			End		End		AnimationState				=	MOUNTED MOVING TURN_LEFT TURN_LEFT_HIGH_SPEED 			Animation				=	MTurnLeft			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes			End		End		AnimationState				=	MOUNTED MOVING TURN_RIGHT TURN_RIGHT_HIGH_SPEED 			Animation				=	MTurnRight			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes			End		End		AnimationState				=	MOUNTED MOVING TURN_LEFT 			Animation				=	TurnRight			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes			End		End		AnimationState				=	MOUNTED MOVING TURN_RIGHT 			Animation				=	TurnRight			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes			End		End		AnimationState				=	MOUNTED MOVING ACCELERATE 			Animation				=	Accelerate			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes			End			;ParticleSysBone			=	None CalvaryDustTrails		End		AnimationState				=	MOUNTED MOVING DECELERATE 			Animation				=	Decelerate			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes			End			;ParticleSysBone			=	None CalvaryDustTrails		End				AnimationState				=	MOUNTED MOVING BACKING_UP 			Animation				=	BackingUp			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes			End			Flags					=	RANDOMSTART			;ParticleSysBone			=	None InfantryDustTrails  		End	AnimationState				=	MOUNTED MOVING 		StateName			=	STATE_moving		Animation			=	Moving			AnimationName	=	CUBear_WALKA			AnimationBlendTime	=	10			AnimationMustCompleteBlend = yes		End				BeginScript			Prev = CurDrawablePrevAnimationState()			if Prev == "STATE_Alert" then CurDrawableSetTransitionAnimState("TRANS_AlertToIdle") end		EndScript	End		AnimationState				=	MOUNTED ATTACKING			Animation				=	Attacking				AnimationName		=	CUBear_WLKA				AnimationMode		=	ONCE				UseWeaponTiming		=	Yes				AnimationBlendTime  =	10			End			Flags					=	RESTART_ANIM_WHEN_COMPLETE		End	AnimationState				=	MOUNTED SELECTED			SimilarRestart			=   Yes			Animation				=	IDLB				AnimationName		=	CUBear_IDLB				AnimationMode		=	LOOP			End			StateName				= AtAttentionIdle			BeginScript				Prev = CurDrawablePrevAnimationState()				if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end				if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_Select") end			EndScript		End		TransitionState				=	TRANS_Select			Animation           = IDLC				AnimationName     = CUBear_IDLC				AnimationMode   =	ONCE				AnimationSpeedFactorRange = 0.7 1.3			End		End		AnimationState				= MOUNTED		StateName					=   STATE_Idle		Animation = IdleA				AnimationName		=	CUBear_IDLA				AnimationMode		=	ONCE				AnimationBlendTime	=	10				;AnimationPriority   =	20			End			Animation			=	IdleB				AnimationName		=	CUBear_IDLB				AnimationMode		=	ONCE				AnimationBlendTime	=	10				;AnimationPriority   =	1			End			Animation			=	IdleD				AnimationName		=	CUBear_IDLD				AnimationMode		=	ONCE				AnimationBlendTime	=	10				;AnimationPriority   =	1			End			Flags				=	RESTART_ANIM_WHEN_COMPLETE		End		AnimationState			= DYING DEATH_2			Animation				AnimationName	= IUWildMan_IDLA				AnimationMode	= LOOP				AnimationBlendTime = 10			End		End		AnimationState			= DYING BURNINGDEATH			Animation				AnimationName	= IUWildMan_DTHA				AnimationMode	= ONCE				AnimationBlendTime = 10			End			Animation				AnimationName	= IUWildMan_DTHB				AnimationMode	= ONCE				AnimationBlendTime = 10			End			Animation				AnimationName	= IUWildMan_DTHC				AnimationMode	= ONCE				AnimationBlendTime = 10			End		End    AnimationState = DYING			Animation = DyingA				AnimationName = IUWildMan_DTHA				AnimationMode = ONCE				AnimationPriority = 10			End			Animation = DyingB				AnimationName = IUWildMan_DTHB				AnimationMode = ONCE				AnimationPriority = 10			End							Animation = DyingC				AnimationName = IUWildMan_DTHC				AnimationMode = ONCE				AnimationPriority = 10			End	    End    		AnimationState			= BURNINGDEATH			Animation				AnimationName	= IUWildMan_MFDA				AnimationMode	= LOOP				Distance		= 90			End		End	AnimationState						= PARALYZED		Animation			AnimationName				= IUWildMan_IDLB			AnimationMode				= LOOP		End	End	AnimationState = MOVING BACKING_UP		Animation = BackingUp			AnimationName = IUWildMan_BAKA			AnimationMode = LOOP		End		Animation = BackingUpB			AnimationName = IUWildMan_BAKB			AnimationMode = LOOP		End		Flags = RANDOMSTART	End		AnimationState = MOVING EMOTION_TERROR		Animation = Moving			AnimationName = IUWildMan_RUNC			AnimationMode = LOOP		End		Animation = MovingD			AnimationName = IUWildMan_RUND			AnimationMode = LOOP		End		Flags = RANDOMSTART		ParticleSysBone = None InfantryDustTrails    End	    AnimationState = MOVING DAMAGED			Animation = Moving				AnimationName = IUWildMan_WLKA				AnimationMode = LOOP			End			Flags = RANDOMSTART			ParticleSysBone = None InfantryDustTrails    End     AnimationState = MOVING			Animation = Moving				AnimationName = IUWildMan_RUNA				AnimationMode = LOOP			End			Animation = Moving				AnimationName = IUWildMan_RUNB				AnimationMode = LOOP			End						Flags = RANDOMSTART			ParticleSysBone = None InfantryDustTrails    End    	AnimationState							= RAISING_FLAG		Animation			AnimationName					= IUWildMan_CHRA			AnimationMode					= ONCE			AnimationSpeedFactorRange		= 0.9 1.1		End		Animation			AnimationName					= IUWildMan_CHRB			AnimationMode					= ONCE			AnimationSpeedFactorRange		= 0.9 1.1		End		Animation			AnimationName					= IUWildMan_CHRC			AnimationMode					= ONCE			AnimationSpeedFactorRange		= 0.9 1.1		End		Flags							= RESTART_ANIM_WHEN_COMPLETE	End		AnimationState							= EMOTION_UNCONTROLLABLY_AFRAID		Animation							= FERA			AnimationName					= IUWildMan_FERA			AnimationMode					= LOOP		End		Flags = RANDOMSTART	End		AnimationState			= STUNNED_FLAILING		Animation			AnimationName   = IUWildMan_FLYA			AnimationMode   = LOOP			AnimationSpeedFactorRange	= 0.4 0.6		End	End	AnimationState			= STUNNED_STANDING_UP		Animation			AnimationName   = IUWildMan_GTPA			AnimationMode   = ONCE		End	End	AnimationState			= STUNNED		Animation			AnimationName   = IUWildMan_LNDA			AnimationMode   = ONCE		End	End    AnimationState = ATTACKING			Animation = Attacking				AnimationName = IUWildMan_ATKA				AnimationMode = LOOP				AnimationPriority = 10			End			Animation = Attacking				AnimationName = IUWildMan_ATKB				AnimationMode = LOOP				AnimationPriority = 10			End			Animation = Attacking				AnimationName = IUWildMan_ATKC				AnimationMode = LOOP				AnimationPriority = 10			End			Animation = Attacking				AnimationName = IUWildMan_ATKD				AnimationMode = LOOP				AnimationPriority = 10			End						    End    AnimationState = WAR_CHANT		Animation = ChantA			AnimationName = IUWildMan_TNTA			AnimationMode = LOOP			AnimationPriority = 10		End		Animation = ChantB			AnimationName = IUWildMan_TNTB			AnimationMode = LOOP			AnimationPriority = 10		End		Animation = ChantC			AnimationName = IUWildMan_TNTC			AnimationMode = LOOP			AnimationPriority = 10		End			End				;-emotions--		AnimationState							= EMOTION_AFRAID		Animation							= FERA			AnimationName					= IUWildMan_FERA			AnimationMode					= LOOP		End		Flags = RANDOMSTART	End			AnimationState				= USER_1			StateName				= ATHELAS			Animation				= ATKP				AnimationName		= IUWildMan_CHRB				AnimationMode		= ONCE			End		End	AnimationState							= EMOTION_TAUNTING		Animation = TAUNTINGA			AnimationName = IUWildMan_TNTA			AnimationMode = LOOP			AnimationPriority = 10		End		Animation = TAUNTINGB			AnimationName = IUWildMan_TNTB			AnimationMode = LOOP			AnimationPriority = 10		End		Animation = TAUNTINGC			AnimationName = IUWildMan_TNTC			AnimationMode = LOOP			AnimationPriority = 10		End		End		;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;;		AnimationState							= EMOTION_POINTING		Animation							= Pointing1			AnimationName					= IUWildMan_PNTA			AnimationMode					= LOOP		End		Animation							= Pointing1			AnimationName					= IUWildMan_PNTB			AnimationMode					= LOOP		End	End	AnimationState							= EMOTION_CELEBRATING		Animation                           = CHRA			AnimationName					= IUWildMan_CHRA			AnimationMode					= LOOP			AnimationPriority = 10		End		Animation                           = CHRA			AnimationName					= IUWildMan_CHRB			AnimationMode					= LOOP			AnimationPriority = 10		End		Animation                           = CHRA			AnimationName					= IUWildMan_CHRC			AnimationMode					= LOOP			AnimationPriority = 10		End	End		AnimationState							= EMOTION_ALERT		Animation							= ALERT			AnimationName					= IUWildMan_IDLA			AnimationMode					= LOOP		End		Flags								= RESTART_ANIM_WHEN_COMPLETE RANDOMSTART	End


2. I'm trying to create a new unit based on a CaH model (The bald captain of gondor guy). I managed to put him ingame and I could hide some of his sub-objects, but none the anims worked... How could I get the CaH anims to work? This is some stuff what I had in my object's code:

Ok, if you look at the code, you'll notice that EA used a variable string that depends on the CaH class you have chosen. You just got to replace
#(MODEL)
with the correct input, which you can find in another .inc file of the CaH object. Surprisingly, it's named Createaheromodels.inc.

This is the relavant code for you:
ModelConditionState	= MOUNTED CREATE_A_HERO_00
	Model				 = CHHW_MW_M_SKN
	Skeleton			 = CHHW_MW_M_SKL
	ModelAnimationPrefix = CHHW_MW
	PortraitImageName	 = CPCaptainofGondor
	ButtonImageName		 = HICAHCaptainGondor
	WeaponLaunchBone	 = PRIMARY ARROW
End
I'm not entirely sure if the answer to your first question is right, but at least this one should get you further.

Solinx
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#3 Nazgul Lord

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Posted 15 November 2006 - 01:27 PM

On #2, just use Find/Replace to replace #(MODEL) with the thing in ModelAnimationPrefix. Then remove ModelAnimationPrefix from the modelstate.
Do not come between a Nazgul and his prey.
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#4 Solinx

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Posted 15 November 2006 - 05:51 PM

Ahh, yes, I was too much in a rush to notice he had the ModelAnimationPrefix already in his code. :p

Solinx
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#5 IthronAiwendil

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Posted 15 November 2006 - 06:27 PM

Well I have some good news for you: Grimbeorn's bear form moving anims are working now!

#6 IthronAiwendil

IthronAiwendil

    Retired modder

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  • Location:Finland
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Posted 27 November 2006 - 01:47 PM

I'm sorry to bump this old topic, but I still can't get any of the CaH anims working. This is the (really big) animation code for my unit:

[codebox]
DefaultModelConditionState
Model = CHHW_CG_C_SKN
Skeleton = CHHW_CG_C_SKL
End

//================== ANIMATIONS =================================================================

//-----------------------------------------------------------------------------
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_SELECTED_CHEER
StateName = STATE_SelectedCheer
Animation = Foot_ATNB // Bored Idle
AnimationName = CHHW_CG_C_ATNB CHHW_CG_C_ATND
AnimationMode = ONCE
AnimationPriority = 90
AnimationBlendTime = 20
End
Animation = Foot_ATND // Bored Fidget
AnimationName = CHHW_CG_C_ATND CHHW_CG_C_ATNB
AnimationMode = ONCE
AnimationPriority = 10
AnimationBlendTime = 20
End
Animation = Foot_ATNE // Bored Fidget
AnimationName = CHHW_CG_C_ATNE CHHW_CG_C_ATND CHHW_CG_C_ATNB
AnimationMode = ONCE
AnimationPriority = 3
AnimationBlendTime = 20
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript //script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Unselected" then
CurDrawableSetTransitionAnimState("Trans_SelectedCheer")
end
// if Prev == "STATE_SwapModels" then
// CurDrawableSetTransitionAnimState("Trans_SwapModels")
// end
EndScript
End

AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN
StateName = STATE_Unselected
Animation = Foot_ATNB // Bored Idle
AnimationName = CHHW_CG_C_ATNB CHHW_CG_C_ATND
AnimationMode = ONCE
AnimationPriority = 90
AnimationBlendTime = 10
End
Animation = Foot_ATND // Bored Fidget
AnimationName = CHHW_CG_C_ATND CHHW_CG_C_ATNB
AnimationMode = ONCE
AnimationPriority = 10
AnimationBlendTime = 10
End
Animation = Foot_ATNE // Bored Fidget
AnimationName = CHHW_CG_C_ATNE CHHW_CG_C_ATND CHHW_CG_C_ATNB
AnimationMode = ONCE
AnimationPriority = 3
AnimationBlendTime = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript //script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_SwapModels" then
CurDrawableSetTransitionAnimState("Trans_SwapModels")
end
EndScript
End

TransitionState = Trans_ExamineWeapon
Animation = Transition
AnimationName = CHHW_CG_C_WPNA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = Trans_ExamineSelf
Animation = Transition
AnimationName = CHHW_CG_C_CLRA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = Trans_SelectedCheer
Animation = Transition
AnimationName = CHHW_CG_C_SLCA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = Trans_SwapModels
StateName = STATE_Unselected
Animation = Transition
AnimationName = CHHW_CG_C_ATNB CHHW_CG_C_ATND
AnimationMode = ONCE
AnimationBlendTime = 0
End
End



//----------- Climbing/rappelling ---------------
AnimationState = CLIMBING WEAPONSET_TOGGLE_1
StateName = STATE_Climbing
Animation = Climbing
AnimationName = CHHW_CG_U_WALB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end
EndScript
End
TransitionState = Trans_RunningToClimbing_WeaponToggle
Animation = Transition
AnimationName = CHHW_CG_B_WALA
AnimationMode = ONCE
End
End

AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = CHHW_CG_U_WALB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
EndScript
End
TransitionState = Trans_RunningToClimbing
Animation = Transition
AnimationName = CHHW_CG_U_WALA
AnimationMode = ONCE
End
End

AnimationState = RAPPELLING WEAPONSET_TOGGLE_1
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = CHHW_CG_U_WALD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = CHHW_CG_U_WALD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
TransitionState = Trans_ClimbingToRappelling
Animation = Transition
AnimationName = CHHW_CG_U_WALC
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning_WeaponToggle
Animation = Transition
AnimationName = MUGblnSwrd_B_WALE
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = MUGblnSwrd_U_WALE
AnimationMode = ONCE
End
End




// --------- MOUNTED ------------

// --- Dying Anims
AnimationState = DYING AFLAME MOUNTED
Animation = Fire
AnimationName = CHHW_CG_M_MFDA
AnimationSpeedFactorRange = 0.9 1.1
End
BeginScript
CurDrawableHideSubObject("arrow") //Circumvents blend issues when the arrow is being shown...
EndScript
End

AnimationState = DYING SPLATTED MOUNTED
Animation
AnimationName = CHHW_CG_M_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING MOUNTED
StateName = STATE_Sword
Animation
AnimationName = CHHW_CG_M_DIEA
AnimationMode = ONCE
End
End

AnimationState = STUNNED_STANDING_UP MOUNTED
Animation
AnimationName = CHHW_CG_M_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED MOUNTED
Animation
AnimationName = CHHW_CG_M_LNDA
AnimationMode = ONCE
End
End

AnimationState = FREEFALL MOUNTED
Animation
AnimationName = CHHW_CG_M_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING MOUNTED
Animation
AnimationName = CHHW_CG_M_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = PASSENGER MOUNTED
Animation
AnimationName = CHHW_CG_M_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED LEVELED // This state clears itself in 3 of your Earth seconds
Animation
AnimationName = CHHW_CG_M_LVLA
AnimationMode = ONCE
End
End

// --- Attacking Anims
AnimationState = FIRING_OR_PREATTACK_A MOUNTED // Melee attack.
Animation
AnimationName = CHHW_CG_M_ATKA CHHW_CG_M_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

// --- Moving Anims
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation
AnimationName = CHHW_CG_M_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.8 1.8
AnimationBlendTime = 20
End
End

AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation
AnimationName = CHHW_CG_M_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.8 1.8
AnimationBlendTime = 20
End
End

AnimationState = MOVING TURN_LEFT MOUNTED
Animation
AnimationName = CHHW_CG_M_TRNL
AnimationMode = LOOP
End
// //ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING TURN_RIGHT MOUNTED
Animation
AnimationName = CHHW_CG_M_TRNR
AnimationMode = LOOP
End
// //ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING ACCELERATE MOUNTED
Animation
AnimationName = CHHW_CG_M_ACCL
AnimationMode = LOOP
End
//ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING DECELERATE MOUNTED
Animation
AnimationName = CHHW_CG_M_DECL
AnimationMode = ONCE
End
//ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING WALKING MOUNTED
Animation
AnimationName = CHHW_CG_M_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING BACKING_UP MOUNTED
Animation
AnimationName = CHHW_CG_M_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation
AnimationName = CHHW_CG_M_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOVING MOUNTED
Animation
AnimationName = CHHW_CG_M_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None CalvaryDustTrails
End

// --- Selected Anims
AnimationState = SELECTED MOUNTED
SimilarRestart = Yes
StateName = AtAttentionIdleMounted
Animation = ATNB
AnimationName = CHHW_CG_M_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end
EndScript
End

TransitionState = TRANS_Select
Animation
AnimationName = CHHW_CG_M_ATNA
AnimationMode = ONCE
End
End

// --- Idle Anims
AnimationState = MOUNTED
Animation
AnimationName = CHHW_CG_M_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// --------- UNMOUNTED ------------

//------------------ DYING -------------------------------------------------------------

// --- Flying through the air.
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = CHHW_CG_B_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
StateName = STATE_Sword
Animation
AnimationName = CHHW_CG_U_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

// --- Dying anims
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = CHHW_CG_B_LNDA
AnimationMode = ONCE
End
End

AnimationState = DYING SPLATTED
StateName = STATE_Sword
Animation
AnimationName = CHHW_CG_U_LNDA
AnimationMode = ONCE
End
End

AnimationState = DYING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE
StateName = STATE_Bow
Animation
AnimationName = CHHW_CG_B_DIEA
AnimationMode = ONCE
End
End

AnimationState = DYING
StateName = STATE_Sword
Animation
AnimationName = CHHW_CG_U_DIEA
AnimationMode = ONCE
End
Animation = GUHero_DIEB
AnimationName = CHHW_CG_U_DIEB
AnimationMode = ONCE
End
End


// --- Stunned anims


AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = CHHW_CG_B_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED_STANDING_UP
StateName = STATE_Sword
Animation
AnimationName = CHHW_CG_U_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = CHHW_CG_B_LNDA
AnimationMode = ONCE
End
End

AnimationState = STUNNED
StateName = STATE_Sword
Animation = GUHero_LNDA
AnimationName = CHHW_CG_U_LNDA
AnimationMode = ONCE
End
End

//------------------ SPECIAL POWER ANIMS ---------------------


// RAIN OF ARROWS SPECIAL POWER //
AnimationState = PACKING_TYPE_1 WEAPONSET_TOGGLE_1
StateName = rainofarrows
Animation
AnimationName = CHHW_CG_B_ATKA2
AnimationMode = LOOP
End
// FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End

// DOMINATE SPECIAL POWER //
AnimationState = PACKING_TYPE_1
StateName = Curse
Animation
AnimationName = CHHW_CG_U_LVLA
AnimationMode = ONCE
End
// FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End

// TELEPORT SPECIAL POWER //
AnimationState = PACKING_TYPE_3
StateName = Curse
Animation
AnimationName = CHHW_CG_U_SPCA
AnimationMode = ONCE
End
// FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End

//--------------------- Wound Arrow anim
AnimationState = SPECIAL_WEAPON_TWO
StateName = STATE_Bow
Animation
AnimationName = CHHW_CG_U_SPCL CHHW_CG_U_ATKC
AnimationMode = ONCE
End
FrameForPristineBonePositions = 59
BeginScript
CurDrawableShowSubObject("arrow")
EndScript
End

//------------------ ATTACKING --------------------------------------------------------------------
// Attacking Anims [Weapon_A]



// AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A
// Animation = TrotAndFire
// AnimationName = CHHW_CG_U_ATRA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// StateName = RunAndSwing
// End
//
// AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
// StateName = STATE_Sword
//
// Animation = ATKD
// AnimationName = CHHW_CG_U_ATKD
// AnimationMode = ONCE
// UseWeaponTiming = Yes
// AnimationSpeedFactorRange = 1.149 1.149
// End
//
// Animation = ATKE
// AnimationName = CHHW_CG_U_ATKE
// AnimationMode = ONCE
// UseWeaponTiming = Yes
// AnimationSpeedFactorRange = 1.149 1.149
// End
//
// Animation = ATKF
// AnimationName = CHHW_CG_U_ATKF
// AnimationMode = ONCE
// AnimationSpeedFactorRange = 1.47 1.47
// End
// Flags = RESTART_ANIM_WHEN_COMPLETE
// // FrameForPristineBonePositions = 59
// BeginScript
// Prev = CurDrawablePrevAnimationState()
// if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
// EndScript
// End

//------------------ MOVING -------------------------------------------------------------

AnimationState = MOVING USER_4 // Moving slaughter
StateName = Slaughter
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
Animation = GUHero_ATKE
AnimationName = CHHW_CG_U_ATKE
AnimationMode = LOOP
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
EndScript
End

//--- Running with bow
AnimationState = MOVING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE
StateName = STATE_RunningBow
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
Animation
AnimationName = CHHW_CG_B_RUNA
// AnimationMode = LOOP
AnimationSpeedFactorRange = 0.85 0.85
// Distance = 28
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end
EndScript
End

//--- Running with sword
AnimationState = MOVING
StateName = STATE_RunningSword
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
Animation
AnimationName = CHHW_CG_U_RUNA
// AnimationMode = LOOP
AnimationSpeedFactorRange = 0.85 0.85
// Distance = 28
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
EndScript
End

//---------------------------------------------------
//New style firing with bow
AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = CHHW_CG_B_ATKA1
AnimationMode = ONCE
// UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning
//AnimationBlendTime = 10
End
End

AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = CHHW_CG_B_ATKA2
AnimationMode = ONCE
// UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationSpeedFactorRange = 1.1 1.1 // Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
//AnimationBlendTime = 10
End
End
//---------------------End New style firing

//AnimationState = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1
// Animation = HangFrameWhileCoasting
// AnimationName = CHHW_CG_B_ATKA2
// AnimationMode = MANUAL
// End
//End

//AnimationState = CONTINUOUS_FIRE_SLOW WEAPONSET_TOGGLE_1
// //StateName = STATE_Idle_Bow
// Animation = PutAwayArrow
// AnimationName = CHHW_CG_U_ATKA3
// AnimationMode = ONCE
// End
//End

//End New style firing
//---------------------------------------------------

AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation
AnimationName = CHHW_CG_B_ATKA1
AnimationMode = ONCE
UseWeaponTiming = No // UseWeaponTiming plus random weapon field equals desync. Leaving as warning
End
End

AnimationState = FIRING_OR_PREATTACK_A // Melee attack.
Animation
AnimationName = CHHW_CG_U_ATKA1 CHHW_CG_U_ATKA CHHW_CG_U_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End



//-------------------- HIT REACTIONS -----------------------------------------------------------

// this hit animation attack stance
AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1
Animation
AnimationName = CHHW_CG_B_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1
Animation
AnimationName = CHHW_CG_B_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION
Animation = Sword_HITA
AnimationName = CHHW_CG_U_HITA
AnimationMode = ONCE
End
Animation = Sword_HITB
AnimationName = CHHW_CG_U_HITB
AnimationMode = ONCE
End

BeginScript
PrevAnim = CurDrawablePrevAnimation()
if PrevAnim == "Foot_IDLB"
then
return "Sword_HITB"
else
return "Swort_HITA"
end
EndScript
End

//------------ SPECIAL POWERS ------------------------------------------------------------------

AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim
StateName = STATE_ready
Animation
AnimationName = CHHW_CG_U_SPCA
AnimationMode = ONCE
End
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
; FXEvent = Name: FX_ElendilGlowEvent
End

// WORD OF POWER ANIMS ON FOOT //
AnimationState = SPECIAL_WEAPON_ONE
StateName = Attacking
Animation
AnimationName = CHHW_CG_U_SPCA
AnimationMode = ONCE
End
//FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End

// WIZARD BLAST ANIMS MOUNTED //
AnimationState = SPECIAL_WEAPON_TWO MOUNTED
StateName = Attacking
Animation
AnimationName = CHHW_CG_U_SPLD CHHW_CG_U_ATKA
AnimationMode = ONCE
End
End

// WIZARD BLAST ANIMS ON FOOT //
AnimationState = SPECIAL_WEAPON_TWO
StateName = Attacking
Animation
AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA
AnimationMode = ONCE
End
End

// ISTARI LIGHT STAFF WEAPON MOUNTED //
AnimationState = SPECIAL_WEAPON_THREE MOUNTED // FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = CHHW_CG_U_SPCD CHHW_CG_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End

// ISTARI LIGHT STAFF WEAPON ON FOOT //
AnimationState = SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = CHHW_CG_U_SPCE CHHW_CG_U_ATKA// isitari's light?
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End

; Throwing and cripple strike
AnimationState = SPECIAL_WEAPON_FOUR
StateName = Attacking
Animation
AnimationName = CHHW_CG_U_SPCD
AnimationMode = ONCE
End
FrameForPristineBonePositions = 44
End

AnimationState = SPECIAL_WEAPON_FIVE
StateName = Attacking
Animation
AnimationName = CHHW_CG_U_SPCE
AnimationMode = ONCE
End
End

AnimationState = SPECIAL_WEAPON_SIX
StateName = Attacking
Animation
AnimationName = CHHW_CG_U_SPCF
AnimationMode = ONCE
End
End

// Special Power 1
AnimationState = PACKING_TYPE_1 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = CHHW_CG_U_SPCC CHHW_CG_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge
// FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End

AnimationState = PACKING_TYPE_1 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = CHHW_CG_U_SPCA CHHW_CG_U_ATKA
AnimationMode = LOOP
End
End

AnimationState = PACKING_TYPE_1 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA
AnimationMode = ONCE
End
End

// (specific) dwarf train allies.
AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21
Animation
AnimationName = CHHW_CG_U_SPCC
AnimationMode = LOOP
End
End

// Special Power 2
AnimationState = PACKING_TYPE_2 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = CHHW_CG_U_SPCC CHHW_CG_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge
// FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End

AnimationState = PACKING_TYPE_2 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = CHHW_CG_U_SPCA CHHW_CG_U_ATKA
AnimationMode = LOOP
End
End

AnimationState = PACKING_TYPE_2 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA
AnimationMode = ONCE
End
End

//----------- Captain of Gondor - Sword --------------------------------------------
AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1
StateName = CaptainPower
Animation = GUHero_CHRC
AnimationName = CHHW_CG_U_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End

//----------- Captain of Gondor - Bow -----------------------------------------------
AnimationState = PACKING_TYPE_2
StateName = STATE_CaptainBow
Animation = GUHero_CHRD
AnimationName = CHHW_CG_U_SPCE CHHW_CG_U_SPCA CHHW_CG_U_CHRD
AnimationMode = ONCE
// AnimationSpeedFactorRange = 0.75 0.75
End
End

// Special Power 3
AnimationState = PACKING_TYPE_3 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = CHHW_CG_U_SPCC CHHW_CG_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge
// FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End

AnimationState = PACKING_TYPE_3 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = CHHW_CG_U_SPCA CHHW_CG_U_ATKA
AnimationMode = LOOP
End
End

AnimationState = PACKING_TYPE_3 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA
AnimationMode = ONCE
End
End

// Special Power 4
AnimationState = PACKING_TYPE_4 UNPACKING
Animation
AnimationName = CHHW_CG_U_SPCA
AnimationMode = ONCE
End
End

AnimationState = PACKING_TYPE_4 PREPARING
Animation
AnimationName = CHHW_CG_U_SPCA
AnimationMode = ONCE
End
End

AnimationState = PACKING_TYPE_4 PACKING
Animation
AnimationName = CHHW_CG_U_SPCA
AnimationMode = ONCE
End
End

// Special Power 5

// AnimationState = PACKING_TYPE_5 UNPACKING WEAPONSET_TOGGLE_1
// Animation
// AnimationName = CHHW_CG_B_SPCB
// AnimationMode = ONCE
// End
// End
//
// AnimationState = PACKING_TYPE_5 PREPARING WEAPONSET_TOGGLE_1
// Animation
// AnimationName = CHHW_CG_B_SPCB
// AnimationMode = ONCE
// End
// End

AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1
Animation
AnimationName = CHHW_CG_B_SPCB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7333 0.7333
End
End

// AnimationState = PACKING_TYPE_5 UNPACKING
// Animation
// AnimationName = CHHW_CG_U_SPCB
// AnimationMode = ONCE
// End
// End
//
// AnimationState = PACKING_TYPE_5 PREPARING
// Animation
// AnimationName = CHHW_CG_U_SPCB
// AnimationMode = ONCE
// End
// End

AnimationState = PACKING_TYPE_5 PACKING
Animation
AnimationName = CHHW_CG_U_SPCB
AnimationMode = ONCE
End
End

// Special Power 6
// AnimationState = PACKING_TYPE_6 UNPACKING
// Animation
// AnimationName = CHHW_CG_U_SPCD
// AnimationMode = ONCE
// End
// End
//
// AnimationState = PACKING_TYPE_6 PREPARING
// Animation
// AnimationName = CHHW_CG_U_SPCD
// AnimationMode = ONCE
// End
// End

AnimationState = PACKING_TYPE_6 PACKING
Animation
AnimationName = CHHW_CG_U_SPCD
AnimationMode = ONCE
End
End




//====== LEVELED
AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = CHHW_CG_B_CHRA CHHW_CG_B_LVLA
AnimationMode = ONCE
End
End

AnimationState = LEVELED // This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = CHHW_CG_U_CHRA CHHW_CG_U_LVLA
AnimationMode = ONCE
End
End

//---------------------- EMOTIONS ---------------------------------------------------------------

// cheer, mounted
AnimationState = EMOTION_CELEBRATING MOUNTED
Animation
AnimationName = CHHW_CG_M_CHRA CHHW_CG_M_IRFA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// cheer, w/ bow on foot
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
Animation
AnimationName = CHHW_CG_B_CHRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// cheer, on foot
AnimationState = EMOTION_CELEBRATING
Animation CHRA
AnimationName = CHHW_CG_U_CHRA CHHW_CG_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = CHHW_CG_U_CHRB CHHW_CG_U_CHRA CHHW_CG_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// taunt, mounted
AnimationState = EMOTION_TAUNTING MOUNTED
Animation
AnimationName = CHHW_CG_M_TNTA CHHW_CG_M_IRFA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// taunt, w/ bow on foot
AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
Animation
AnimationName = CHHW_CG_B_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// taunt, on foot
AnimationState = EMOTION_TAUNTING
Animation CHRA
AnimationName = CHHW_CG_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = CHHW_CG_U_TNTB CHHW_CG_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// Animation
// AnimationName = RUMerry_CHRA
// AnimationMode = ONCE
// End
// Animation
// AnimationName = RUMerry_CHRB
// AnimationMode = ONCE
// End
// Flags = RESTART_ANIM_WHEN_COMPLETE
// End
//
// AnimationState = EMOTION_TAUNTING
// Animation
// AnimationName = RUMerry_TNTB
// AnimationMode = LOOP
// End
// End
//
// AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
// StateName = STATE_Ready_Rocks
// Animation = IDLA
// AnimationName = RUMerry_IDLA
// AnimationMode = LOOP
// End
// End
// AnimationState = EMOTION_ALERT
// StateName = STATE_Ready_Sword
// Animation
// AnimationName = RUMerry_IDLB
// AnimationMode = LOOP
// End
// End



//====== ENGAGED
AnimationState = ENGAGED
StateName = STATE_ready
Animation
AnimationName = CHHW_CG_U_IDLA
AnimationMode = ONCE
End
End

// --- Idle Toggled
AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_Idle_Bow
Animation
AnimationName = CHHW_CG_B_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
EndScript
End

IdleAnimationState
StateName = STATE_Idle_Sword
Animation = Foot_IDLB // Bored Idle
AnimationName = CHHW_CG_U_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Foot_IDLC // Bored Fidget
AnimationName = CHHW_CG_U_IBFA
AnimationMode = ONCE
AnimationPriority = 2
End
//Animation = Foot_IDLD // Bored Fidget
// AnimationName = CHHW_CG_U_IBFB
// AnimationMode = ONCE
// AnimationPriority = 1
//End

BeginScript
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
EndScript
End


//---transitions--------------------------------------------

TransitionState = TRANS_BoredToSelectedSword
// Once we have proper animations for enter -> idle -> exit, fix this properly.
Animation = ANTD
AnimationName = CHHW_CG_U_ATNA CHHW_CG_U_ATND CHHW_CG_U_IDLA
AnimationMode = ONCE
End
End

TransitionState = TRANS_SelectedToBoredSword
Animation = ATNF
AnimationName = CHHW_CG_U_ATNC CHHW_CG_U_ATNF CHHW_CG_U_ATNE
AnimationMode = ONCE
End
End

TransitionState = TRANS_BoredToSelectedBow
Animation = ATNC
AnimationName = CHHW_CG_U_ATNF CHHW_CG_U_ATNE
AnimationMode = ONCE
End
End

TransitionState = TRANS_CaptainBowToSelectedBow
Animation = ATNC
AnimationName = CHHW_CG_U_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRange = 1.5 1.5
End
End

TransitionState = TRANS_SelectedToBoredBow
Animation = ATNA
AnimationName = CHHW_CG_U_ATNF
AnimationMode = ONCE
End
End


TransitionState = TRANS_BowToSword
Animation = CUHero_STHA
AnimationName = CHHW_CG_B_STHA
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow
Animation = CUHero_STHB
AnimationName = CHHW_CG_U_STHA
AnimationMode = ONCE
End
End

TransitionState = TRANS_BowToSword_Running
Animation = DrawSwords
AnimationName = CHHW_CG_B_STHB
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow_Running
Animation = DrawBow
AnimationName = CHHW_CG_U_STHB
AnimationMode = ONCE
End
End

End
[/codebox]

I would be thankful if someone had time to try to figure out what's wrong. I think some people have been able to use the CaH models for a new unit, but I don't really know everything about this thing... Thanks!




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