Posted by: precision_bomber - Tuesday, May 14, 2013 9:57:20 AM
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.

Posted by: Rrtaya_tsamsiyu - Tuesday, May 14, 2013 12:59:19 PM
hmm, i took a look at it, this is what i think; [code=plain] 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[/code] 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.