Commit b716890e authored by Jean Miraak's avatar Jean Miraak 💬

Removed controversial anims

parent db786b0f
......@@ -33,16 +33,6 @@ Object AngmarThrallMaster
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLD ;,;
AnimationName = KUthrlmstr_SKL.Kuthrlmstr_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLE ;,;
AnimationName = KUthrlmstr_SKL.Kuthrlmstr_IDLE
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
......@@ -156,14 +146,14 @@ Object AngmarThrallMaster
End
End
AnimationState = MOVING ATTACKING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation
AnimationName = KUthrlmstr_SKL.Kuthrlmstr_ATRA
AnimationMode = LOOP
End
End
;,;AnimationState = MOVING ATTACKING ;,; Currently off
;,; ;ParticleSysBone = None InfantryDustTrails
;,; Flags = RANDOMSTART
;,; Animation
;,; AnimationName = KUthrlmstr_SKL.Kuthrlmstr_ATRA
;,; AnimationMode = LOOP
;,; End
;,;End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
......
......@@ -156,14 +156,14 @@ Object AngmarThrallMasterBanner
End
End
AnimationState = MOVING ATTACKING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation
AnimationName = KUthrlmstr_SKL.Kuthrlmstr_ATRA
AnimationMode = LOOP
End
End
;,;AnimationState = MOVING ATTACKING ;,; Currently off
;,; ;ParticleSysBone = None InfantryDustTrails
;,; Flags = RANDOMSTART
;,; Animation
;,; AnimationName = KUthrlmstr_SKL.Kuthrlmstr_ATRA
;,; AnimationMode = LOOP
;,; End
;,;End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
......
......@@ -38,47 +38,6 @@ Object MordorFellBeastInterface
End
End
AnimationState = RUBBLE ;,;
Animation = RubbleDieF
AnimationName = CUFellBst_SKL.CUFellBst_DIEO
AnimationMode = ONCE
AnimationBlendTime = 8
End
End
AnimationState = DYING ;,;
Animation = DyingA
AnimationName = CUFellBst_SKL.CUFellBst_DIEN
AnimationMode = ONCE
AnimationBlendTime = 3
AnimationSpeedFactorRange = 1.0 1.5
End
StateName = DYING
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "decelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Accelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Freefall" then CurDrawableSetTransitionAnimState("Trans_Dying") return end ;,;
if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Diving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "backup" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "STUNNED" then CurDrawableSetTransitionAnimState("Trans_Dying") return end ;,;
if Prev == "Claw" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Grab" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Screech" then CurDrawableSetTransitionAnimState("Trans_Dying") return end ;,;
EndScript
End
TransitionState = Trans_Dying ;,;
Animation = Transition
AnimationName = CUFellBst_SKL.CUFellBst_DIEM
AnimationMode = ONCE
AnimationBlendTime = 5
End
End
AnimationState = BACKING_UP
StateName = backup
Animation = IDLA
......@@ -114,7 +73,6 @@ Object MordorFellBeastInterface
End
TransitionState = Trans_Begin_Attacking
StateName = Grab ;,;
Animation = Grab
AnimationName = CUFellBst_SKL.CUFellBst_GRBA
AnimationMode = ONCE
......@@ -143,7 +101,6 @@ Object MordorFellBeastInterface
End
AnimationState = SPECIAL_WEAPON_TWO ; Screech
StateName = Screech ;,;
Animation
AnimationName = CUFellBst_SKL.CUFellBst_ATKA
AnimationMode = ONCE
......@@ -163,16 +120,16 @@ Object MordorFellBeastInterface
AnimationSpeedFactorRange = 0.95 1.05
End
End
;AnimationState = FREEFALL ;,; Removed for v7.1.0
; StateName = Freefall
; Animation = Moving
; AnimationName = CUFellBst_SKL.CUFellBst_IDLA
; AnimationMode = LOOP
; AnimationBlendTime = 10
; End
;End
AnimationState = FREEFALL
StateName = Freefall
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = ACCELERATE ;;,;; Added for v7.1.0
AnimationState = ACCELERATE ;,; Added for v7.1.0
StateName = Accelerate
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_FLYA
......@@ -186,7 +143,7 @@ Object MordorFellBeastInterface
EndScript
End
AnimationState = DECELERATE ;;,;; Added for v7.1.0
AnimationState = DECELERATE ;,; Added for v7.1.0
StateName = decelerate
Animation = Moving
AnimationName = CUFellBst_SKL.CUFellBst_HVRC
......@@ -225,7 +182,6 @@ Object MordorFellBeastInterface
End
TransitionState = Trans_Begin_Moving
StateName = Moving ;,;
Animation = Transition
AnimationName = CUFellBst_SKL.CUFellBst_HVRC
AnimationMode = ONCE
......@@ -233,24 +189,24 @@ Object MordorFellBeastInterface
End
End
;,; AnimationState = DYING
;,; Animation = DyingA
;,; AnimationName = CUFellBst_SKL.CUFellBst_HVRC
;,; AnimationMode = LOOP
;,; AnimationBlendTime = 10
;,; AnimationSpeedFactorRange = 0.5 0.5
;,; End
;,; StateName = DYING
;,; End
;,;
;,; AnimationState = RUBBLE
;,; Animation = RubbleDieF
;,; AnimationName = CUFellBst_SKL.CUFellBst_DIVA
;,; AnimationMode = ONCE
;,; AnimationBlendTime = 4
;,; End
;,; End
;,;
AnimationState = DYING
Animation = DyingA
AnimationName = CUFellBst_SKL.CUFellBst_HVRC
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
StateName = DYING
End
AnimationState = RUBBLE
Animation = RubbleDieF
AnimationName = CUFellBst_SKL.CUFellBst_DIVA
AnimationMode = ONCE
AnimationBlendTime = 4
End
End
End ; Draw
......@@ -511,38 +467,38 @@ Object MordorFellBeastInterface
End
; Behavior = SlowDeathBehavior ModuleTag_SlowDeath ;,; Commented for v7.1.0
; DeathTypes = ALL -FADED
; DestructionDelay = 500
; ShadowWhenDead = No
; Sound = INITIAL FellBeastDie
; FX = INITIAL FX_FellBeastDeath
; End
; Behavior = SlowDeathBehavior ModuleTag_SlowDeathFaded ;,; Commented for v7.1.0
; DeathTypes = NONE +FADED
; DestructionDelay = 0
; FadeTime = 1000
; FadeDelay = 100
; ShadowWhenDead = No
; End
Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath ;,; Added for v7.1.0
DeathTypes = ALL
SinkDelay = 10000
SinkRate = 1.0
DestructionDelay = 20000
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL -FADED
DestructionDelay = 500
ShadowWhenDead = No
Sound = INITIAL FellBeastDie
Weapon = HIT_GROUND RohanEntDeath
FX = HIT_GROUND FX_TrebuchetImpactHit
Sound = HIT_GROUND FellBeastDieImpact
CrashAvoidKindOfs = STRUCTURE
CrashAvoidRadius = 800
CrashAvoidStrength = 0.2
NeedToMaintainFlailingHeight = No
;EjectRiderIfApplicable = Yes //No
;RiderSubObjects = NAZGUL_SKN WITCHKING2
End
FX = INITIAL FX_FellBeastDeath
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathFaded
DeathTypes = NONE +FADED
DestructionDelay = 0
FadeTime = 1000
FadeDelay = 100
ShadowWhenDead = No
End
;,;Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath ;,; Added for v7.1.0
;,; DeathTypes = ALL
;,; SinkDelay = 10000
;,; SinkRate = 1.0
;,; DestructionDelay = 20000
;,; Sound = INITIAL FellBeastDie
;,; Weapon = HIT_GROUND RohanEntDeath
;,; FX = HIT_GROUND FX_TrebuchetImpactHit
;,; Sound = HIT_GROUND FellBeastDieImpact
;,; CrashAvoidKindOfs = STRUCTURE
;,; CrashAvoidRadius = 800
;,; CrashAvoidStrength = 0.2
;,; NeedToMaintainFlailingHeight = No
;,; ;EjectRiderIfApplicable = Yes //No
;,; ;RiderSubObjects = NAZGUL_SKN WITCHKING2
;,;End
Behavior = SquishCollide ModuleTag_06
;nothing
......
......@@ -371,7 +371,7 @@ Object WildGoblinKing
End
End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ;,;
AnimationState = MOVING FIRING_OR_PREATTACK_A ;,;
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = WuGobKng_RUNA
......
......@@ -212,6 +212,14 @@ Draw = W3DHordeModelDraw ModuleTag_01
; ;ParticleSysBone = None InfantryDustTrails
; End
AnimationState = MOVING CHARGING ;,;
Animation = Moving_1
AnimationName = KUHLFTRBN_RUNB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING BACKING_UP
Animation = Moving_Back
......@@ -240,7 +248,7 @@ Draw = W3DHordeModelDraw ModuleTag_01
AnimationState = MOVING ATTACKING
Animation = Moving_1
AnimationName = KUHLFTRBN_RUNB ;,; KUHLFTRBN_RUNA
AnimationName = KUHLFTRBN_RUNA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
......@@ -249,7 +257,7 @@ Draw = W3DHordeModelDraw ModuleTag_01
AnimationState = MOVING ENGAGED
Animation = Moving_1
AnimationName = KUHLFTRBN_RUNB ;,; KUHLFTRBN_RUNA
AnimationName = KUHLFTRBN_RUNA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
......
......@@ -212,6 +212,14 @@ Draw = W3DHordeModelDraw ModuleTag_01
; ;ParticleSysBone = None InfantryDustTrails
; End
AnimationState = MOVING CHARGING ;,;
Animation = Moving_1
AnimationName = KUHlfTrl_RUNB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING BACKING_UP
Animation = Moving_Back
......@@ -256,15 +264,6 @@ Draw = W3DHordeModelDraw ModuleTag_01
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING CHARGING ;,;
Animation = Moving_1
AnimationName = KUHlfTrl_RUNB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Flags = RANDOMSTART
Animation = Moving_1
......
......@@ -44,44 +44,6 @@ Object GondorGwaihir
End
End
AnimationState = RUBBLE ;,;
Animation = RubbleDieF
AnimationName = GUGwaihir_DIEF
AnimationMode = ONCE
AnimationBlendTime = 8
End
End
AnimationState = DYING DEATH_1 ;,;
StateName = DYING
Animation = DyingA
AnimationName = GUGwaihir_DIEE
AnimationMode = ONCE
AnimationBlendTime = 4
End
BeginScript ;,;
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Freefall" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Diving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "backup" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "STUNNED" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Claw" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Grab" then CurDrawableSetTransitionAnimState("Trans_Dying") return end ;,;
if Prev == "STATE_WingBlastLoop" then CurDrawableSetTransitionAnimState("Trans_Dying") return end ;,;
EndScript
End
TransitionState = Trans_Dying ;,;
Animation = Transition
AnimationName = GUGwaihir_DIED
AnimationMode = ONCE
AnimationBlendTime = 9
End
End
AnimationState STUNNED SPECIAL_DAMAGED
StateName = STUNNED
Animation = HitB
......@@ -91,7 +53,6 @@ Object GondorGwaihir
End
End
AnimationState STUNNED
StateName = STUNNED ;,;
Animation = HitB
AnimationName = GUGwaihir_HITA
AnimationMode = ONCE
......@@ -137,15 +98,15 @@ Object GondorGwaihir
AnimationSpeedFactorRange = 1.5 1.55
End
End
; AnimationState = FREEFALL ;,; Commented for v7.1.0
; StateName = Freefall
; Animation = Freefall(ilde)
; AnimationName = GUGwaihir_IDLA
; AnimationMode = LOOP
; AnimationBlendTime = 9
; AnimationSpeedFactorRange = 0.7 0.75
; End
; End
AnimationState = FREEFALL
StateName = Freefall
Animation = Freefall(ilde)
AnimationName = GUGwaihir_IDLA
AnimationMode = LOOP
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.7 0.75
End
End
AnimationState = ACCELERATE ;,; Added for v7.1.0
StateName = Accelerate
......@@ -185,7 +146,6 @@ Object GondorGwaihir
EndScript
End
TransitionState = Trans_Begin_Moving
StateName = Moving ;,;
Animation = Transition
AnimationName = GUGwaihir_HVRC
AnimationMode = ONCE
......@@ -194,19 +154,19 @@ Object GondorGwaihir
End
; AnimationState = DYING DEATH_1 ;,; Commented for v7.1.0
; StateName = DYING
; Animation = DyingA
; AnimationName = GUGwaihir_DIEE
; AnimationMode = LOOP
; AnimationBlendTime = 9
; End
; BeginScript ;,; Commented for v7.1.0
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
; if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
; EndScript
; End
AnimationState = DYING DEATH_1
StateName = DYING
Animation = DyingA
AnimationName = GUGwaihir_DIEE
AnimationMode = LOOP
AnimationBlendTime = 9
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
EndScript
End
AnimationState = DYING DEATH_2
......@@ -479,32 +439,15 @@ Object GondorGwaihir
;
; End
Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath ;,;
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL -FADED
SinkDelay = 10000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 20000
Sound = INITIAL EagleVoiceDie ;FellBeastDie
Weapon = HIT_GROUND RohanEntDeath
;FX = INITIAL FX_FellBeastSpell
FX = HIT_GROUND FX_TrebuchetImpactHit
Sound = HIT_GROUND FellBeastDieImpact
CrashAvoidKindOfs = STRUCTURE
CrashAvoidRadius = 800
CrashAvoidStrength = 0.2
NeedToMaintainFlailingHeight = No
DestructionDelay = 1000
ShadowWhenDead = No
FX = INITIAL FX_GwaihirDeath
Sound = INITIAL EagleVoiceDie
DeathFlags = DEATH_1
End
; Behavior = SlowDeathBehavior ModuleTag_SlowDeath ;,; Commented for v7.1.0
; DeathTypes = ALL -FADED
; DestructionDelay = 1000
; ShadowWhenDead = No
; FX = INITIAL FX_GwaihirDeath
; Sound = INITIAL EagleVoiceDie
; DeathFlags = DEATH_1
; End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
......
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