Posted by: ComradeGeneral 29 Jul 2017, 16:48
I think he's doing the parachuting animation when idle, and when he moves, he takes off the parachute, but since there is no parachute it looks weird. 95% sure I fixed it in the dumb shockwave mod. Although I think he still plays the 'drawing gun' animation backwards, not sure off the top of my head.
This should work. If it doesn't, I'm bad.
CODE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;NORMAL STANDING
DefaultConditionState
Model = AICIAOff_SKN
IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21
;Regular spice animations
IdleAnimation = AIOFCR_SKL.AIOFCR_IDA
IdleAnimation = AIOFCR_SKL.AIOFCR_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_STAND
End
ConditionState = MOVING
Animation = AIOFCR_SKL.AIOFCR_RNA
AnimationMode = LOOP
ParticleSysBone = None InfantryDustTrails
End
; NORMAL ATTACK
;--------------------------------------------------------
; Drawing gun
ConditionState = PREATTACK_A
Animation = AIOFCR_SKL.AIOFCR_ATAST
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_A MOVING
AliasConditionState = PREATTACK_A FIRING_A
AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A
; Firing gun
ConditionState = FIRING_A
Animation = AIOFCR_SKL.AIOFCR_ATALP
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = AIOFCR_SKL.AIOFCR_ATALP
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
AliasConditionState = RELOADING_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_A TRANS_STAND
Animation = AIOFCR_SKL.AIOFCR_ATAED
AnimationMode = ONCE
End
;--------------------------------------------------------
ConditionState = DYING
Animation = AIOFCR_SKL.AIOFCR_DTA
Animation = AIOFCR_SKL.AIOFCR_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIOFCR_SKL.AIOFCR_ADTE1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = AIOFCR_SKL.AIOFCR_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = AIOFCR_SKL.AIOFCR_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = SPECIAL_CHEERING
Animation = AIOFCR_SKL.AIOFCR_CHA
AnimationMode = LOOP
End
;PARACHUTING ANIMATIONS
;@TODO - MISSING ANIMATION FILE
;ConditionState = FREEFALL
; Animation = AIOFCR_SKL.AIOFCR_PFL
; AnimationMode = LOOP
; TransitionKey = TRANS_Falling
;End
;AliasConditionState = FREEFALL
;AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIOFCR_SKL.AIOFCR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIOFCR_SKL.AIOFCR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = AIOFCR_SKL.AIOFCR_PTD
AnimationMode = ONCE
End
ConditionState = UNPACKING
Animation = AIOFCR_SKL.AICIAOFF_PLNT
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING
End
Posted by: adrianeyves 31 Jul 2017, 11:52
Well i think your not right even if the model does not have any parachuting animation it will not occur (the crazy standing animation)
Btw i tested several times fixing it using the original -
Observation - the code of american officer and cia agent is the same only model has changed ,,, same bug occuring , changing the code will cause a unfindable error in worldbuilder keep saying IN Civilianunit.ini was an error in line" 556 "(where the code are placed)
Conclusion -the bug is made by unfinished code and also this bug occuring in cineunits (cinematic - only unit)
Edit:
Fixing - i already fixed it ,now its working properly, using the ranger code (I implemented the """animation name""" into it and deleted the unnecessary)