The attacking code:
// --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A DISGUISED // Melee attack. Animation AnimationName = CUBear_SKL.CUBear_IDLF AnimationMode = ONCE UseWeaponTiming = NO End End
The DISGUISED model condition is the one I am using to change between human and bear
The other bear animation code:
CODE
;The walking code
AnimationState = DISGUISED MOVING PANICKING
Animation = RUNA
AnimationName = CUBear_SKL.CUBear_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DISGUISED MOVING
StateName = STATE_moving
Animation = Moving
AnimationName = CUBear_SKL.CUBear_WALKA
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Alert" then CurDrawableSetTransitionAnimState("TRANS_AlertToIdle") end
EndScript
End
;The death code
AnimationState = DISGUISED DYING
Animation = CUBear_DIEA
AnimationName = CUBear_SKL.CUBear_DIEA
AnimationMode = ONCE
End
End
;The idle code
AnimationState= DISGUISED
StateName = STATE_Idle
Animation = IdleA
AnimationName = CUBear_SKL.CUBear_IDLA
AnimationPriority = 10
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IdleB
AnimationName = CUBear_SKL.CUBear_IDLB
AnimationPriority = 10
AnimationMode = ONCE
AnimationBlendTime = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Alert" then CurDrawableSetTransitionAnimState("TRANS_AlertToIdle") end
EndScript
End