Hello,
After days of torment Ill try asking here,
I've been trying to add a new Isengard scout unit/horde, with a pike and a sword as a weapon switch. For the pike I used the Guardians of the White City pike animation, which works 100%. But for the sword weapon switch Im trying to add Lurtz's sword animations, but the units animations seem to be malfunctioning. Their walk, attack and other animations seem te be wrong, like their entire body is oddly shaped. It all looks rather derpy.
Now I am kinda new with animations, so pls let me know if I made mistakes.
I am hoping anyone can help me, thanks in advance!
With kind regards,
TiberiumLeader
;;====================== MODELS ================================================================ ; --------- With Spear ------------ DefaultModelConditionState Model = iu_pikescout ; gupalawchtrb Skeleton = GUTwrGrd_SKL End ; --------- With Sword ------------ ModelConditionState = WEAPONSET_TOGGLE_1 Model = iuscoutsword ; gupalawchtr Skeleton = iulurtz_skl End ;;================== ANIMATIONS ================================================================= ; ------ Flying ------- ; AnimationState = PASSENGER StateName = STATE_Grabbed Animation = Bow AnimationName = GUTwrGrd_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL StateName = STATE_Falling Animation = Bow AnimationName = GUTwrGrd_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End ;---------------------- ADDED ANIMATIONS--------- AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 Flags = RANDOMSTART Animation = FLYA AnimationName = IULurtz_SKL.IULurtz_FLYB ; bow AnimationMode = LOOP End End AnimationState = STUNNED_FLAILING StateName = STATE_Fly Animation AnimationName = GUTwrGrd_FLYA AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ;------------------------ADDED AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 Animation = LNDA AnimationName = IULurtz_SKL.IULurtz_LNDB ; sword AnimationMode = ONCE End End AnimationState = DYING SPLATTED StateName = STATE_Dead Animation = Bow AnimationName = GUTwrGrd_LNDA AnimationMode = ONCE End End ; ------ Dying ------- ; AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = DIEA AnimationName = IULurtz_SKL.IULurtz_DIEA ; sword AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = GUTwrGrd_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Animation = DIEA AnimationName = GUTwrGrd_DIEB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Animation = DIEA AnimationName = GUTwrGrd_DIEC AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 Animation = GTPB AnimationName = IULurtz_SKL.IULurtz_GTPB ; sword AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED_STANDING_UP StateName = STATE_GetUp Animation = Bow AnimationName = GUTwrGrd_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End Animation = WantBow AnimationName = GUTwrGrd_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End Flags = MAINTAIN_FRAME_ACROSS_STATES4 End AnimationState = STUNNED WEAPONSET_TOGGLE_1 ; sword Animation = LNDB AnimationName = IULurtz_SKL.IULurtz_LNDB AnimationMode = ONCE End End AnimationState = STUNNED StateName = STATE_Land Animation = Bow AnimationName = GUTwrGrd_LNDA AnimationMode = ONCE End Animation = WantBow AnimationName = GUTwrGrd_LNDA AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES3 End ;;======== TERROR AnimationState = MOVING EMOTION_TERROR StateName = Moving_Bow Animation = RunAway_3 AnimationName = GUTwrGrd_RUNE AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES End ; ------ Attacking ------- ; ; Bow Melee - Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = WithSword Animation = ATKH_CLOSE_Range3 AnimationName = IULurtz_SKL.IULurtz_ATKH AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 5 End Animation = ATKK_CLOSE_Range4 AnimationName = IULurtz_SKL.IULurtz_ATKK AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 1 End StateName = SwordReady End AnimationState = FIRING_OR_PREATTACK_A StateName = Ready_Bow Animation = AttackWithBowA AnimationName = GUTwrGrd_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackWithBowB AnimationName = GUTwrGrd_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackWithBowC AnimationName = GUTwrGrd_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End ;;------------------------- BACKUP -------------------------------------------------------------------- AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1 Animation = BackingUp AnimationName = IULurtz_SKL.IULurtz_BAKB ; IULurtz_SKL.IULurtz_BAKA AnimationMode = LOOP End Flags = RANDOMSTART StateName = SwordReady End AnimationState = MOVING BACKING_UP StateName = STATE_BackingUp Animation = Bow AnimationName = GUTwrGrd_BAKA AnimationMode = LOOP End Animation = WantBow AnimationName = GUTwrGrd_BAKB AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES4 End ; ------------ Moving ------------- ; AnimationState = MOVING WEAPONSET_TOGGLE_1 Animation = RunWithSword AnimationName = IULurtz_SKL.IULurtz_RUNA ; IULurtz_SKL.IULurtz_RUNA AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART ;BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end ;EndScript StateName = RunningSword End AnimationState = MOVING StateName = Moving_Bow SimilarRestart = Yes Animation AnimationName = GUTwrGrd_RUNA AnimationMode = LOOP End Animation AnimationName = GUTwrGrd_RUNB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = IULurtz_SKL.IULurtz_ATRA AnimationMode = LOOP End Flags = RANDOMSTART StateName = RunAndSwing End ; -------- Alert ------- ; AnimationState = EMOTION_ALERT StateName = Ready_Bow Animation = IDLB AnimationName = GUTwrGrd_IDLA AnimationMode = LOOP End End ;-----ENGAGED AnimationState = ENGAGED WEAPONSET_TOGGLE_1 Animation = IDLG AnimationName = IULurtz_SKL.IULurtz_IDLA ; sword idle AnimationMode = LOOP AnimationBlendTime = 15 End StateName = SwordReady End AnimationState = ENGAGED StateName = Ready_Bow Animation = IDLB AnimationName = GUTwrGrd_IDLA AnimationMode = LOOP End End ;---------TEST STUFF BELOW AnimationState = ATTACKING WEAPONSET_TOGGLE_1 StateName = WithSword Animation = ATKH_CLOSE_Range3 AnimationName = IULurtz_SKL.IULurtz_ATKH AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 5 End Animation = ATKK_CLOSE_Range4 AnimationName = IULurtz_SKL.IULurtz_ATKK AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 1 End StateName = SwordReady End AnimationState = ATTACKING StateName = Ready_Bow Animation = IDLB AnimationName = GUTwrGrd_IDLA AnimationMode = LOOP End End ;;------------ EMOTIONS ------------------------------------------------------------------ ;;======= AFRAID AnimationState = EMOTION_AFRAID StateName = STATE_Emotion_Bow Animation = Bow AnimationName = GUTwrGrd_FERA AnimationMode = LOOP End Animation = Bow2 AnimationName = GUTwrGrd_FERA AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End ;;====== CELEBRATING AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation = CHRB AnimationName = IULurtz_SKL.IULurtz_CHRB ;do we have another? AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 1.2 End StateName = SwordReady Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation AnimationName = IULurtz_SKL.IULurtz_TNTB AnimationMode = LOOP End StateName = SwordReady End AnimationState = EMOTION_CELEBRATING StateName = STATE_Emotion_Bow Animation = Bow AnimationName = GUTwrGrd_CHRA AnimationMode = LOOP End Animation = Bow2 AnimationName = GUTwrGrd_CHRB AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End ;;====== TAUNTING AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation AnimationName = IULurtz_SKL.IULurtz_TNTB AnimationMode = LOOP End StateName = SwordReady End AnimationState = EMOTION_TAUNTING StateName = STATE_Emotion_Bow Animation = Bow1 AnimationName = GUTwrGrd_TNTA AnimationMode = LOOP End Animation = Bow2 AnimationName = GUTwrGrd_TNTB AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End ;;====== POINTING AnimationState = EMOTION_POINTING StateName = STATE_Emotion_Bow Animation = Bow AnimationName = GUTwrGrd_PNTA AnimationMode = LOOP End Animation = Bow2 AnimationName = GUTwrGrd_PNTB AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End ; ------ Selected ------ ; AnimationState = SELECTED WEAPONSET_TOGGLE_1 Animation = ATNB AnimationName = IULurtz_SKL.IULurtz_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end EndScript StateName = BowReady End AnimationState = SELECTED StateName = Selected_Bow Animation = ATNE AnimationName = GUTwrGrd_ATNB AnimationMode = LOOP End End ; --------- Hit Reactions ---------- ; AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1 Animation = Hit_Level_1_a AnimationName = IULurtz_SKL.IULurtz_HITA AnimationMode = ONCE End Animation = Hit_Level_1_b AnimationName = IULurtz_SKL.IULurtz_HITB AnimationMode = ONCE End StateName = SwordReady End AnimationState = HIT_REACTION HIT_LEVEL_1 StateName = Bored_Bow Animation = Hit_Level_1_a AnimationName = GUTwrGrd_HITA AnimationMode = ONCE End End ; ------- Bored -------- ; AnimationState = WEAPONSET_TOGGLE_1 Animation = IDLF AnimationName = IULurtz_SKL.IULurtz_IDLF AnimationMode = ONCE End Animation = IDLB AnimationName = IULurtz_SKL.IULurtz_IDLB AnimationMode = ONCE End Animation = IDLC AnimationName = IULurtz_SKL.IULurtz_IDLC AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Sword") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE StateName = SwordIdle End IdleAnimationState StateName = Bored_Bow Animation = IDLA AnimationName = GUTwrGrd_IDLA AnimationMode = ONCE AnimationBlendTime = 15 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLC AnimationName = GUTowerGrd_IDLC AnimationMode = ONCE AnimationBlendTime = 5 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLD AnimationName = GUTowerGrd_IDLD AnimationMode = ONCE AnimationBlendTime = 5 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLE AnimationName = GUTowerGrd_IDLE AnimationMode = ONCE AnimationBlendTime = 5 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLF AnimationName = GUTowerGrd_IDLF AnimationMode = ONCE AnimationBlendTime = 5 AnimationSpeedFactorRange = 0.8 1.2 End ;BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end ; if Prev == "STATE_Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredBow") end ;EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End IdleAnimationState = WEAPONSET_TOGGLE_1 Animation = IDLI AnimationName = IULurtz_SKL.IULurtz_IDLI AnimationMode = ONCE AnimationPriority = 2 End ;this is his bow out idle Animation = IDLH AnimationName = IULurtz_SKL.IULurtz_IDLH AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLJ AnimationName = IULurtz_SKL.IULurtz_IDLJ AnimationMode = ONCE AnimationPriority = 2 End Animation = IDLK AnimationName = IULurtz_SKL.IULurtz_IDLK AnimationMode = ONCE AnimationPriority = 2 End Animation = IDLP AnimationName = IULurtz_SKL.IULurtz_IDLP AnimationMode = ONCE AnimationPriority = 1 End ;BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end ; if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end ; if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end ; if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end ;EndScript StateName = BowIdle End ;-------------- Weapon Change Transitions --------------------------; TransitionState = Trans_Bow_To_Sword Animation = BtoS2 AnimationName = IULurtz_SKL.IULurtz_IDLM AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow Animation = BtoS2 AnimationName = IULurtz_SKL.IULurtz_IDLL AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow_Running Animation = BtoS3 AnimationName = IULurtz_SKL.IULurtz_RUNC AnimationMode = ONCE End End TransitionState = Trans_Bow_To_Sword_Running Animation = BtoS3 AnimationName = IULurtz_SKL.IULurtz_RUND AnimationMode = ONCE End End TransitionState = Trans_Bow_To_Sword_Straight Animation = BtoS1 AnimationName = IULurtz_SKL.IULurtz_IDLO AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow_Straight Animation = BtoS1 AnimationName = IULurtz_SKL.IULurtz_IDLN AnimationMode = ONCE End End TransitionState = Trans_To_Attention_Bow Animation = ATNF AnimationName = IULurtz_SKL.IULurtz_ATNF AnimationMode = ONCE End End TransitionState = Trans_To_Attention_Sword Animation = ATNA AnimationName = IULurtz_SKL.IULurtz_ATNA AnimationMode = ONCE End End TransitionState = Trans_To_Bored_Sword Animation = TBoredSword AnimationName = IULurtz_SKL.IULurtz_ATNC AnimationMode = ONCE End End TransitionState = Trans_To_Bored_Bow Animation = TBoredBow AnimationName = IULurtz_SKL.IULurtz_ATNH AnimationMode = ONCE End End ;;------------------------------------------------------------------------------------------------------------ End Draw = W3DScriptedModelDraw Icon ModelConditionState = NONE Model = bbox End End