OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");
Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
// Throw stuff....
ThrowAnimation("stand_throw");
State("CATCH_SABRE")
{
Posture("Stand");
// Sound("saber_catch");
Animation("stand_catch")
{
AimType("None");
BlendOutTime(0.2);
}
InputLock("All", "!Thrust");
AlignedToThrust();
}
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");
Transition("BACK_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
Thrust(">", 0.25);
ThrustAngle(135, 225);
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch", "Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex
//NOTE: This may not allow luke to jump attack during longer falls
// or falling from a force jump when it could.
//VelocityY(">", -6.3);
Button("Fire", "Press");
}
}
}
State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.3);
}
Sound("com_weap_throw");
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(99999);
Push(2.0);
}
Attack()
{
Edge(1);
DamageTime(4, 9, "Frames");
DamageLength(0.3);
DamageWidth(0.75);
Damage(99999);
Push(4.0);
}
Attack()
{
Edge(0);
DamageTime(13, 20, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(99999);
Push(2.0);
}
Attack()
{
Edge(1);
DamageTime(13, 20, "Frames");
DamageLength(0.3);
DamageWidth(0.75);
Damage(99999);
Push(4.0);
}
Transition("IDLE");
}
//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1b_end");
Animation("stand_attack1c");
State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a");
Sound("com_weap_throw");
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(5, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(99999);
Push(2.0);
}
Transition("ATTACK2")
{
If()
{
TimeStart(5, "Frames");
TimeEnd(16, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}
State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("com_weap_throw");
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(7, 12, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(99999);
Push(2.0);
}
Transition("ATTACK3")
{
If()
{
TimeStart(7, "Frames");
TimeEnd(17, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}
State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Transition("IDLE");
}
State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("com_weap_throw", 10, "Frames");
//set a duration so we will go to state RECOVER3 before the animation ends
Duration(18, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
DamageTime(8, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(99999);
Push(3.0);
}
Attack()
{
AttackID("MaceA3");
DamageTime(16, 28, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(99999);
Push(3.0);
}
Transition("ATTACK3_LAND");
}
State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("com_weap_throw");
//set a duration so we will go to state RECOVER3 before the animation ends
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
Until()
{
Break(28, "Frames");
}
}
AlignedToThrust();
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
AttackID("MaceA3");
DamageTime(16, 28, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(99999);
Push(3.0);
}
Transition("IDLE");
}
// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");
State("JUMPATTACK_FALL")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("com_weap_throw");
Duration(0);
EnergyRestoreRate(0.0);
Gravity(4.0);
GravityVelocityTarget(-15.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(90.0);
VelocityFromStrafe(0.0);
}
InputLock("All", "!Thrust"); // lock all buttons for duration of state
AlignedToThrust();
Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
}
State("JUMPATTACK_LAND")
{
Posture("Stand");
Sound("com_weap_throw");
Animation("jumpattack_land")
{
AimType("FullBody");
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}
Attack()
{
Edge(0);
DamageTime(0, 8, "Frames");
DamageLength(1.75);
DamageWidth(0.75);
Damage(99999);
Push(3);
}
Attack()
{
Edge(1);
DamageTime(0, 8, "Frames");
DamageLength(0.3);
DamageWidth(0.75);
Damage(99999);
Push(3);
}
EnergyRestoreRate(0.0);
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Transition("JUMPATTACK_RECOVER");
}
State("JUMPATTACK_RECOVER")
{
Posture("Stand");
Animation("jumpattack_recover")
{
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}
EnergyRestoreRate(0.0);
TurnFactor(0.3);
InputLock("All", "!Thrust");
Transition("IDLE");
}