Awesome... again...
It make my little crazy....
Only thing that I've do is change TowerGuard to Towerguard from BFME1 an fix theyre anims.
[codebox]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 ;Only one move(other was terror)Fixed by Maroš
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 ;Fixed
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 DEATH_1 SPLATTED
Animation = LNDA
AnimationName = GUTowerGrd_LNDB
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_1
Animation = DIEA
AnimationName = GUTowerGrd_DIEA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = DYING DEATH_2
Animation = FadeOut
AnimationName = GUTowerGrd_IDLA
AnimationMode = ONCE
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 ;Fixed by Maroš
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
[/codebox]