so the only problem is that the anim is gone
my guess is that the idle state doesnt allow anims
any ideas?
heres my .combo
Code: Select all
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");
//TurnOffLightsaber();
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(-10.0);
DeflectAnimation("stand_block_front1", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_front2", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left1", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left2", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right1", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right2", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
}
Transition("DEFLECT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5); // at least half a second worth of deflect time
Button("FireSecondary", "Press");
}
}
Transition("DEFLECT2")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5); // at least half a second worth of deflect time
Button("Fire", "Hold");
}
}
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");
Button("Fire", "Press");
}
}
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("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);
TimeInPosture(">", 0.25);
Button("Fire", "Press");
}
}
}
Transition("DEFLECT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5); // at least half a second worth of deflect time
Button("FireSecondary", "Press");
}
}
Transition("DEFLECT2")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5); // at least half a second worth of deflect time
Button("Fire", "Hold");
}
}
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");
Button("Fire", "Press");
}
}
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}
Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("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);
TimeInPosture(">", 0.25);
Button("Fire", "Press");
}
}
}
State("DEFLECT")
{
Posture("Stand");
Sound("imp_weap_lightsabre_block");
//TurnoffLightsaber();
Animation("stand_block_idle")
{
Loop();
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
LowResPose(0, "Frames");
}
Duration(0.0); // infinite duration, looping anim
InputLock(0.0, "All", "!Thrust"); // lock all but move controller for duration of state
EnergyRestoreRate(0.0); // drain energy while ready to deflect
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(-10.0);
DeflectAnimation("stand_block_front1", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_front2", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left1", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left2", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right1", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right2", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Fire", "Press");
}
}
Transition("DEFLECT_ROLL") // same as the code checking for rolling
{
EnergyCost(25.0);
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Crouch", "Press");
Thrust(">", 0.9);
ThrustAngle(-120, 120);
}
}
Transition("DEFLECT_CROUCH")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Crouch", "Press");
}
}
Transition("DEFLECT_JUMP")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Jump", "Press");
}
}
Transition("DEFLECT_SPRINT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Sprint", "Down");
}
}
Transition("IDLE")
{
If()
{
Break();
Energy("<=", 0.0); // if no energy left
}
Or()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
}
Or()
{
Break(20, "Frames"); // all transitions are breaking if Duration is 0
Button("FireSecondary", "Press");
}
Or()
{
Break(); // all transitions are breaking if Duration is 0
Button("Reload", "Press");
}
}
}
State("DEFLECT2")
{
Posture("Stand");
Sound("imp_weap_lightsabre_block");
//TurnoffLightsaber();
Animation("stand_block_idle")
{
Loop();
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
LowResPose(0, "Frames");
}
Duration(0.0); // infinite duration, looping anim
InputLock(0.0, "All", "!Thrust"); // lock all but move controller for duration of state
EnergyRestoreRate(0.0); // drain energy while ready to deflect
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(5.0);
DeflectAnimation("stand_block_front1", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_front2", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left1", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left2", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right1", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right2", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Fire", "Press");
}
}
Transition("DEFLECT_ROLL") // same as the code checking for rolling
{
EnergyCost(25.0);
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Crouch", "Press");
Thrust(">", 0.9);
ThrustAngle(-120, 120);
}
}
Transition("DEFLECT_CROUCH")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Crouch", "Press");
}
}
Transition("DEFLECT_JUMP")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Jump", "Press");
}
}
Transition("DEFLECT_SPRINT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Sprint", "Down");
}
}
Transition("IDLE")
{
If()
{
Break();
Energy("<=", 0.0); // if no energy left
}
Or()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
}
Or()
{
Break(20, "Frames"); // all transitions are breaking if Duration is 0
Button("FireSecondary", "Press");
}
Or()
{
Break(); // all transitions are breaking if Duration is 0
Button("Reload", "Press");
}
}
}
State("DEFLECT_JUMP")
{
Posture("Jump");
MustShowOneFrame();
Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}
State("DEFLECT_CROUCH")
{
Posture("Crouch");
MustShowOneFrame();
Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}
State("DEFLECT_ROLL")
{
Posture("Roll");
MustShowOneFrame();
Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}
State("DEFLECT_SPRINT")
{
Posture("Sprint");
MustShowOneFrame();
Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}
State("DASHATTACK")
{
Posture("Sprint");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("saber_double", 4, "Frames");
AnimatedMove()
{
VelocityZ(15.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
If()
{
Break(15, "Frames");
}
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Attack()
{
DamageTime(5, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(8.0);
}
Attack()
{
DamageTime(13, 18, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(8.0);
}
Transition("IDLE");
{
If()
{
Break(30, "Frames");
ButtonsPressed("Any");
}
}
}
State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("saber_double", 4, "Frames");
Duration(35, "Frames");
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(6, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(6.0);
}
Attack()
{
DamageTime(17, 22, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(6.0);
}
Transition("IDLE");
}
//Forward declare animations to allow BlendTimeTo references:
Animation("stand_vaderdash");
Animation("stand_obiwan1b");
Animation("stand_obiwan1b_end");
Animation("stand_gam_guard");
// Vader's dash attack - NOT _full
State("ATTACK1")
{
Posture("Stand");
Animation("stand_vaderdash")
{
//SyncType("sidious1");
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_obiwan1b", 0.15);
}
Sound("saber_swing");
AlignedToThrust();
Attack()
{
DamageTime(2, 7, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(5.0);
}
Transition("ATTACK2")
{
If()
{
Break(13, "Frames");
TimeStart(5, "Frames");
TimeEnd(20, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("IDLE");
}
// Obiwan final attack - _full
State("ATTACK2")
{
Posture("Stand");
Animation("stand_obiwan1b")
{
//SyncType("sidious1");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_gam_guard", 0.3);
BlendTimeTo("stand_obiwan1b_end", 0.0);
}
Sound("saber_swing");
//set a duration
AlignedToThrust();
// StrafeFactor(0.5);
// TurnFactor(0.5);
Attack()
{
DamageTime(-3, 7, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(5.0);
}
Transition("RECOVER2_ATTACK")
{
If()
{
Break(16, "Frames");
TimeStart(6, "Frames");
TimeEnd(16, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}
State("RECOVER2")
{
Posture("Stand");
Animation("stand_obiwan1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_gam_guard", 0.3);
}
AlignedToThrust();
Transition("IDLE");
}
State("RECOVER2_ATTACK")
{
Posture("Stand");
Animation("stand_obiwan1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_gam_guard", 0.3);
}
AlignedToThrust();
Duration(7, "Frames");
Transition("ATTACK3");
}
State("ATTACK3")
{
Posture("Stand");
Animation("stand_gam_guard")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.3);
}
Sound("saber_swing", 6, "Frames");
//set a duration
//Duration(30, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(6.0);
VelocityFromStrafe(2.0);
}
AlignedToThrust();
TurnFactor(0.5);
Duration(45, "Frames");
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
DamageTime(14, 24, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(600);
Push(10.0);
}
Transition("IDLE");
}
// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");
State("JUMPATTACK_FALL")
{
Posture("Jump");
TurnoffLightsaber();
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(-20.0); // accelerate us
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state
Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
}
State("JUMPATTACK_LAND")
{
Posture("Stand");
TurnoffLightsaber();
Animation("jumpattack_land")
{
AimType("FullBody");
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}
RestartAnimation();
Duration(4, "Frames");
EnergyRestoreRate(0.0);
AnimatedMove();
InputLock("All");
Transition("JUMPATTACK_LAND2");
}
State("JUMPATTACK_LAND2")
{
Posture("Stand");
TurnoffLightsaber();
Animation("jumpattack_land")
{
AimType("FullBody");
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}
EnergyRestoreRate(0.0);
PlayExplosion(); // yep...
AnimatedMove();
InputLock("All");
}




