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Jetpack animation bug HELP (SOLVED)

Posted: Sun Apr 03, 2016 1:06 am
by TWINKEYRUNAWAY
:wink: Im having some trouble getting the default jetpack hover animation to work on my jump trooper unit. Like when I fly it stays in the falling animation.(I can move around just fine, it just looks wierd). It uses some custom animations for the rifle and it works fine on all my units and when the jet trooper isnt flying. However when I try to fly he is stuck in that awkward jump animation.
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Ive already added lines from pandemic jet troopers odf onto to mine and im not quite sure what im doing wrong. Ive munged custom animations in the past and I havent had this problem before. Any help/advice would be appreciated!

My animation folder. The last 4 animation files on the bottom are custom rifle animations that work just fine while walking/running and shooting on the ground.
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what my unit odf looks like:
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[GameObjectClass]
ClassParent = "imp_inf_default"

[Properties]

UnitType = "Trooper"

AISizeType = "HOVER"

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "all_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

WEAPONSECTION = 1
WeaponName = "imp_weap_inf_heavyrifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_mortar_launcher"
WeaponAmmo = 3

WEAPONSECTION = 3
WeaponName = "imp_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

//WEAPONSECTION = 4
//WeaponName = "imp_weap_inf_ammo_dispenser"
//WeaponAmmo = 2
//WeaponChannel = 1

CollisionScale = "0.0 0.0 0.0"

EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0

//AnimationName = "support"
AnimationName = "jumptrooper"


//AnimatedAddon = "BACKPACK"
//GeometryAddon = "rep_inf_galacticmarine_pack2"
//AddonAttachJoint = "bone_ribcage"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.6 -0.1 3.2"
TiltValue = "10.0"
CameraBlendTime = "0.50"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CameraBlendTime = "0.50"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"

CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.6 -0.1 4.0"
TiltValue = "9.0"
CameraBlendTime = "0.75"

VOUnitType = 42

Actually it seems like the "custom rifle" animation line was the problem. Works just fine now!