AddRandomTransition Property

Usage:
   AnimationStateMachine.AddRandomTransition name

Argument values:

argument 1:    Ub_FireKnifeAllies1, Ub_FireKnifeAllies2, Ub_FireKnifeAllies3, Ub_FireKnifeAllies4, Ub_FireKnifeAllies5, Ub_LieFireKnifeAllies1, Ub_LieFireKnifeAllies2, Ub_LieFireKnifeAllies3, Ub_LieFireKnifeAllies4, ...

This property is not a part of any defined type of object.

Used in one .con file: Animations/Animationstatesshoot.con

Example: (from Animations/AnimationStatesShoot.con)
   rem
   rem *** Shoot states ***
   rem
   AnimationStateMachine.CreateState Ub_Fire
   AnimationStateMachine.addTransitionItem
   AnimationStateMachine.ReturnToState Ub_Stand
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceAim2
   AnimationStateMachine.CreateState Ub_LieFire
   AnimationStateMachine.addTransitionItem
   AnimationStateMachine.ReturnToState Ub_Lie
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceAim2
   AnimationStateMachine.CreateState Ub_LowerWeapon
   AnimationStateMachine.addTransitionItem
   AnimationStateMachine.ReturnToState Ub_Stand
   rem
   rem *** Single fire animation weapon: Bazooka, Colt, Shotgun etc.
   rem
   AnimationStateMachine.CreateState Ub_FireBazooka
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/Bazooka/3PFireBazooka.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/Bazooka/1PFireBazooka.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.SetOtherState c_AsmWeaponState WeaponFireBazooka
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 10000.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   include singleShotWeapons.inc Bazooka
   AnimationStateMachine.SetActiveState Ub_FireColt
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireColt
   AnimationStateMachine.SetActiveState Ub_FireWalterP38
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireWalterP38
   AnimationStateMachine.SetActiveState Ub_FireExpPack
   AnimationStateMachine.AddTransitionWhenDone Ub_StandRaiseWeaponExpPack
   AnimationStateMachine.SetActiveState Ub_FireLandmine
   AnimationStateMachine.AddTransitionWhenDone Ub_StandRaiseWeaponLandmine
   AnimationStateMachine.SetActiveState Ub_FireGrenadeAllies
   AnimationStateMachine.AddTransitionWhenDone Ub_StandResetRaiseWeaponGrenadeAllies
   AnimationStateMachine.SetActiveState Ub_FireGrenadeAxis
   AnimationStateMachine.AddTransitionWhenDone Ub_StandResetRaiseWeaponGrenadeAxis
   rem *** Standing, swing Allies Knife.
   AnimationStateMachine.CreateState Ub_FireKnifeAllies
   AnimationStateMachine.AddRandomTransition Ub_FireKnifeAllies1
   AnimationStateMachine.AddRandomTransition Ub_FireKnifeAllies2
   AnimationStateMachine.AddRandomTransition Ub_FireKnifeAllies3
   AnimationStateMachine.AddRandomTransition Ub_FireKnifeAllies4
   AnimationStateMachine.AddRandomTransition Ub_FireKnifeAllies5
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.CreateState Ub_FireKnifeAllies1
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireKnifeAllies
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_FireKnifeAllies2
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pFireKnifeAlliesB.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pFireKnifeAlliesB.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_FireKnifeAllies3
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pFireKnifeAlliesC.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_FireKnifeAllies4
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pFireKnifeAlliesB.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pFireKnifeAlliesD.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_FireKnifeAllies5
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pFireKnifeAlliesE.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   rem
   rem *** Hold and fire (2 parts animtions) weapon: Thompson, Sg44 etc.
   rem
   AnimationStateMachine.CreateState Ub_FireThompson
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/Thompson/3PFireThompson.baf 5 c_AsmLooping
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/Thompson/1PFireThompson.baf 10 c_AsmLooping
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireThompson
   AnimationStateMachine.ReturnToState _POSE_
   AnimationStateMachine.SetMorphFactor 4.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   include multiShotWeapons.inc Thompson
   AnimationStateMachine.CreateState Ub_FireEndThompson
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/Thompson/3PFireEndThompson.baf 2 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/Thompson/1PFireEndThompson.baf 1.4 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_FireThompson
   AnimationStateMachine.AddTransitionOne c_PIThrottle 0.5 1 Ub_RunForwardThompson
   AnimationStateMachine.AddTransitionOne c_PIThrottle -1 -0.5 Ub_RunBackwardThompson
   AnimationStateMachine.AddTransitionOne c_PIYaw -1 -0.01 Ub_StrafeLeftThompson
   AnimationStateMachine.AddTransitionOne c_PIAction 0.5 1 Ub_StandJumpThompson
   AnimationStateMachine.AddTransitionOne c_PIYaw 0.01 1 Ub_StrafeRightThompson
   AnimationStateMachine.AddTransitionOne c_PIMouseLookX -1000 -0.0001 Ub_TurnThompson
   AnimationStateMachine.AddTransitionOne c_PIMouseLookX 0.0001 1000 Ub_TurnThompson
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 12.0
   AnimationStateMachine.SetFlag c_AsmIsCrouching
   include multiShotWeapons.inc Thompson
   rem
   rem **** Lying and firing
   rem
   rem
   rem *** Standing, swing Allies Knife.
   AnimationStateMachine.CreateState Ub_LieFireKnifeAllies
   AnimationStateMachine.AddRandomTransition Ub_LieFireKnifeAllies1
   AnimationStateMachine.AddRandomTransition Ub_LieFireKnifeAllies2
   AnimationStateMachine.AddRandomTransition Ub_LieFireKnifeAllies3
   AnimationStateMachine.AddRandomTransition Ub_LieFireKnifeAllies4
   AnimationStateMachine.AddRandomTransition Ub_LieFireKnifeAllies5
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.CreateState Ub_LieFireKnifeAllies1
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pLieFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pLieFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_LieFireKnifeAllies2
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pLieFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pLieFireKnifeAlliesB.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_LieFireKnifeAllies3
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pLieFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pLieFireKnifeAlliesC.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_LieFireKnifeAllies4
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pLieFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pLieFireKnifeAlliesD.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.CreateState Ub_LieFireKnifeAllies5
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/KnifeAllies/3pLieFireKnifeAlliesA.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/KnifeAllies/1pLieFireKnifeAlliesE.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireKnifeAllies
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 5000.0
   AnimationStateMachine.CopyState2 KnifeAxis KnifeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   rem
   rem *** Single fire animation weapon: Bazooka, Colt, Shotgun etc.
   rem
   AnimationStateMachine.CreateState Ub_LieFireBazooka
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/Bazooka/3PLieFireBazooka.baf 1 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/Bazooka/1PLieFireBazooka.baf 1.0 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireBazooka
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 10000.0
   AnimationStateMachine.SetFlag c_AsmIsLying
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceAim2
   include singleShotWeapons.inc Bazooka
   AnimationStateMachine.SetActiveState Ub_LieFireGrenadeAllies
   AnimationStateMachine.AddTransitionWhenDone Ub_LieResetRaiseWeaponGrenadeAllies
   AnimationStateMachine.SetActiveState Ub_LieFireGrenadeAxis
   AnimationStateMachine.AddTransitionWhenDone Ub_LieResetRaiseWeaponGrenadeAxis
   AnimationStateMachine.SetActiveState Ub_LieFireExpPack
   AnimationStateMachine.AddTransitionWhenDone Ub_LieRaiseWeaponExpPack
   AnimationStateMachine.SetActiveState Ub_LieFireLandmine
   AnimationStateMachine.AddTransitionWhenDone Ub_LieRaiseWeaponLandmine
   rem
   rem *** Hold and fire (2 parts animtions) weapon: Thompson, Sg44 etc.
   rem
   AnimationStateMachine.CreateState Ub_LieFireThompson
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/Thompson/3PLieFireThompson.baf 5 c_AsmLooping
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/Thompson/1PLieFireThompson.baf 10 c_AsmLooping
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireThompson
   AnimationStateMachine.ReturnToState _POSE_
   AnimationStateMachine.SetMorphFactor 4.0
   AnimationStateMachine.SetFlag c_AsmIsLying
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceAim2
   include multiShotWeapons.inc Thompson
   AnimationStateMachine.CreateState Ub_LieFireEndThompson
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/3p/Thompson/3PLieFireEndThompson.baf 2 c_AsmPlayOnce
   AnimationStateMachine.AddAnimation Animations/WeaponHandling/1p/Thompson/1PLieFireEndThompson.baf 1.4 c_AsmPlayOnce
   AnimationStateMachine.AddTransitionOne c_PIFire 0.5 1 Ub_LieFireThompson
   AnimationStateMachine.AddTransitionWhenDone _POSE_
   AnimationStateMachine.SetMorphFactor 12.0
   AnimationStateMachine.SetFlag c_AsmIsLying
   include multiShotWeapons.inc Thompson
   rem
   rem *** Special states
   rem
   rem
   rem Special weapon states
   rem
   rem No4 - Trigger reload after fire
   AnimationStateMachine.SetActiveState Ub_FireNo4Sniper
   AnimationStateMachine.AddTransitionWhenDone Ub_StandReloadNo4Sniper
   AnimationStateMachine.SetActiveState Ub_FireNo4
   AnimationStateMachine.AddTransitionWhenDone Ub_StandReloadNo4
   AnimationStateMachine.SetActiveState Ub_LieFireNo4Sniper
   AnimationStateMachine.AddTransitionWhenDone Ub_LieReloadNo4Sniper
   AnimationStateMachine.SetActiveState Ub_LieFireNo4
   AnimationStateMachine.AddTransitionWhenDone Ub_LieReloadNo4
   rem K98 - Trigger reload after fire
   AnimationStateMachine.SetActiveState Ub_FireK98Sniper
   AnimationStateMachine.AddTransitionWhenDone Ub_StandReloadK98Sniper
   AnimationStateMachine.SetActiveState Ub_FireK98
   AnimationStateMachine.AddTransitionWhenDone Ub_StandReloadK98
   AnimationStateMachine.SetActiveState Ub_LieFireK98Sniper
   AnimationStateMachine.AddTransitionWhenDone Ub_LieReloadK98Sniper
   AnimationStateMachine.SetActiveState Ub_LieFireK98
   AnimationStateMachine.AddTransitionWhenDone Ub_LieReloadK98
   Rem ---Facial expressions---
   AnimationStateMachine.SetActiveState Ub_FireMedPack
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceHeal
   AnimationStateMachine.SetActiveState Ub_LieFireMedPack
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceHeal
   AnimationStateMachine.SetActiveState Ub_FireGrenadeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.SetActiveState Ub_LieFireGrenadeAllies
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.SetActiveState Ub_FireGrenadeAxis
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.SetActiveState Ub_LieFireGrenadeAxis
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.SetActiveState Ub_FireBinoculars
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceLook
   AnimationStateMachine.SetActiveState Ub_LieFireBinoculars
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceLook
   AnimationStateMachine.SetActiveState Ub_FireExpPack
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFun1
   AnimationStateMachine.SetActiveState Ub_LieFireExpPack
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFun1
   AnimationStateMachine.SetActiveState Ub_FireRepairPack
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.SetActiveState Ub_LieFireRepairPack
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFire1
   AnimationStateMachine.SetActiveState Ub_FireLandmine
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFun1
   AnimationStateMachine.SetActiveState Ub_LieFireLandmine
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceFun1
   rem
   rem *** AltFire weapons ***
   rem
   AnimationStateMachine.CreateState Ub_AltFire
   AnimationStateMachine.addTransitionItem
   AnimationStateMachine.ReturnToState Ub_Stand
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceAim2
   AnimationStateMachine.CreateState Ub_LieAltFire
   AnimationStateMachine.addTransitionItem
   AnimationStateMachine.ReturnToState Ub_Lie
   AnimationStateMachine.SetOtherState c_AsmFaceState FaceAim2


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