Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Dum_Turret
; ------------------ basic technical ------------------------
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = MOVING
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = TURRET_ROTATE MOVING
AliasConditionState = TURRET_ROTATE FIRING_A
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE RELOADING_A
AliasConditionState = TURRET_ROTATE MOVING FIRING_A
AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
ConditionState = FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
; AliasConditionState is a new keyword that says,
; "give me another ConditionState exactly like the previous
; one, except with different conditions". Useful when you
; have several states that are the same with only different condition bits.
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A