precision_bomber
12 years ago
Can someone give me a rundown of these?

Though more importantly, I want to ask if there is a way to make a unit animate when its going to water/land. I've seen it done, but not sure how to do it.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Sponsor
Rrtaya_tsamsiyu
12 years ago
hmm, i took a look at it, this is what i think;

    DefaultConditionState
      Model             = AIRngr_SKN
      IdleAnimation     = AIRngr_SKL.AIRngr_STA 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDA
      IdleAnimation     = AIRngr_SKL.AIRngr_IDB
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      TransitionKey     = TRANS_Stand
    End

    ConditionState      = REALLYDAMAGED
      IdleAnimation     = AIRngr_SKL.AIRngr_STB 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDC
      IdleAnimation     = AIRngr_SKL.AIRngr_IDD
      AnimationMode     = ONCE
      TransitionKey     = TRANS_StandInjured
    End

    TransitionState     = TRANS_Stand TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_SA2SB
      AnimationMode     = ONCE
    End

From what i can see, the transition key is like a nickname for that condition state. So, in this one, ConditionState = REALLYDAMAGED is nicknamed TRANS_StandInjured. Basically, when switching from one conditionstate to the other, is where TransitionState comes in.

i think one transition state is used for both going from TRANS_Stand to TRANS_StandInjured, and the other way around. Not sure about that part though.

As far as animating when going from water to land, i think you can use transition states between the DEFAULT and OVER_WATER condition states. If you try and use a transition state for that you'll also be able to see if the transition state works both ways as i was thinking above.
one soul at a time