What i did before this problem appeared was copy the DASHATTACK state and idle transition and edit them. My combo is posted below. Can anyone help?
Hidden/Spoiler:
[code]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(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.2);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.3);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.15);
}
// Throw stuff....
ThrowAnimation("stand_throw");
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint", "Stand", "Crouch");
Button("Fire", "Press");
}
Transition("JUMPDASH")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
}
//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1b_end");
Animation("stand_attack1c");
State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("alternate_attack", "ByTime");
AimType("None");
BlendOutTime(0.15);
BlendTimeTo("standalert_idle_emote", 0.3);
}
InputLock(0.3, "All", "!Thrust");
AlignedToThrust();
Transition("IDLE")
{
If()
{
Break(0.3); // break out after 0.2 seconds if:
ButtonsPressed("Any");
}
}
}
State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("standalert_idle_emote", 0.3);
}
InputLock(0.3, "All", "!Thrust");
AlignedToThrust();
Transition("IDLE")
{
If()
{
Break(0.3); // break out after 0.2 seconds if:
ButtonsPressed("Any");
}
}
}
State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("com_weap_throw");
//set a duration so we will go to state RECOVER3 before the animation ends
AlignedToThrust();
AnimatedMove()
{
VelocityZ(13.0);
VelocityX(0.0);
VelocityFromThrust(0.0);
VelocityFromStrafe(1.0);
}
StrafeFactor(0.5);
TurnFactor(0.5);
Duration(16, "Frames");
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
AttackID("attack3right");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Attack()
{
Edge(1);
AttackID("attack3left");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Transition("ATTACK3_LAND");
}
State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("com_weap_melee_swing");
//set a duration so we will go to state RECOVER3 before the animation ends
AlignedToThrust();
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(1.0);
}
StrafeFactor(0.5);
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
AttackID("attack3right");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Attack()
{
Edge(1);
AttackID("attack3left");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Transition("IDLE");
}
State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("com_weap_melee_swing");
Duration(7, "Frames");
EnergyRestoreRate(0.0);
AnimatedMove()
{
VelocityZ(27.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Transition("DASHATTACK2");
}
State("DASHATTACK2")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
EnergyRestoreRate(0.0);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Attack()
{
Edge(0);
AttackID("dash_right");
DamageTime(9, 14, "Frames");
DamageLength(0.5);
DamageWidth(1.25);
Damage(300);
Push(20.0);
}
Transition("ATTACK3")
{
If()
{
TimeStart(0.0);
TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
// Thrust(">", 0.9);
// ThrustAngle(-45, 45);
}
}
Transition("RECOVER1");
}
State("JUMPDASH")
{
Posture("Stand");
Animation("fall")
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("com_weap_melee_swing");
Duration(7, "Frames");
EnergyRestoreRate(0.0);
AnimatedMove()
{
VelocityZ(27.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Transition("JUMPDASH2");
}
State("JUMPDASH2")
{
Posture("Stand");
Animation("fall")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
EnergyRestoreRate(0.0);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Attack()
{
Edge(0);
AttackID("dash_right");
DamageTime(9, 14, "Frames");
DamageLength(0.5);
DamageWidth(1.25);
Damage(300);
Push(20.0);
}
Transition("RECOVER1");
}[/code]
{
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(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.2);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.3);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.15);
}
// Throw stuff....
ThrowAnimation("stand_throw");
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");
Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint", "Stand", "Crouch");
Button("Fire", "Press");
}
Transition("JUMPDASH")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump");
Button("Fire", "Press");
}
}
}
//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1b_end");
Animation("stand_attack1c");
State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("alternate_attack", "ByTime");
AimType("None");
BlendOutTime(0.15);
BlendTimeTo("standalert_idle_emote", 0.3);
}
InputLock(0.3, "All", "!Thrust");
AlignedToThrust();
Transition("IDLE")
{
If()
{
Break(0.3); // break out after 0.2 seconds if:
ButtonsPressed("Any");
}
}
}
State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("standalert_idle_emote", 0.3);
}
InputLock(0.3, "All", "!Thrust");
AlignedToThrust();
Transition("IDLE")
{
If()
{
Break(0.3); // break out after 0.2 seconds if:
ButtonsPressed("Any");
}
}
}
State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("com_weap_throw");
//set a duration so we will go to state RECOVER3 before the animation ends
AlignedToThrust();
AnimatedMove()
{
VelocityZ(13.0);
VelocityX(0.0);
VelocityFromThrust(0.0);
VelocityFromStrafe(1.0);
}
StrafeFactor(0.5);
TurnFactor(0.5);
Duration(16, "Frames");
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
AttackID("attack3right");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Attack()
{
Edge(1);
AttackID("attack3left");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Transition("ATTACK3_LAND");
}
State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}
Sound("com_weap_melee_swing");
//set a duration so we will go to state RECOVER3 before the animation ends
AlignedToThrust();
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(1.0);
}
StrafeFactor(0.5);
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
AttackID("attack3right");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Attack()
{
Edge(1);
AttackID("attack3left");
DamageTime(16, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(300);
Push(15.0);
}
Transition("IDLE");
}
State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("com_weap_melee_swing");
Duration(7, "Frames");
EnergyRestoreRate(0.0);
AnimatedMove()
{
VelocityZ(27.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Transition("DASHATTACK2");
}
State("DASHATTACK2")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
EnergyRestoreRate(0.0);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Attack()
{
Edge(0);
AttackID("dash_right");
DamageTime(9, 14, "Frames");
DamageLength(0.5);
DamageWidth(1.25);
Damage(300);
Push(20.0);
}
Transition("ATTACK3")
{
If()
{
TimeStart(0.0);
TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
// Thrust(">", 0.9);
// ThrustAngle(-45, 45);
}
}
Transition("RECOVER1");
}
State("JUMPDASH")
{
Posture("Stand");
Animation("fall")
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("com_weap_melee_swing");
Duration(7, "Frames");
EnergyRestoreRate(0.0);
AnimatedMove()
{
VelocityZ(27.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Transition("JUMPDASH2");
}
State("JUMPDASH2")
{
Posture("Stand");
Animation("fall")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);
EnergyRestoreRate(0.0);
InputLock("All", "!Thrust");
Attack()
{
Edge(2);
AttackID("dash_right");
DamageTime(5, 9, "Frames");
DamageLength(0.5);
DamageWidth(2.25);
Damage(800);
Push(20.0);
}
Attack()
{
Edge(0);
AttackID("dash_right");
DamageTime(9, 14, "Frames");
DamageLength(0.5);
DamageWidth(1.25);
Damage(300);
Push(20.0);
}
Transition("RECOVER1");
}[/code]

