Usage:
AnimationStateMachine.CopyState2
string name
Argument values:
argument 1: | Bar1918, Bazooka, Binoculars, BrenLMG, Colt, CommandoKnife, DP, Detonator, EliteKnife, ExpPack, Gewehr42, Gewehr43_zf4, GrenadeAllies, GrenadeAxis, JohnsonLMG, K98RifleGrenade, K98Sniper, KnifeAllies, ... |
argument 2: | Detonator, GrenadeAxis, K98, KnifeAllies, No4, Thompson, v_arg1; most commonly v_arg1 |
This property is not a part of any defined type of object.
Used in a total of 8 .con files: Animationstatesejectclip.con, Animationstatesfireweapon.con, Animationstatesreload.con, Animationstatesshoot.con, Multishotweapons.inc, Multishotweaponsmod.inc, Singleshotweapons.inc, Singleshotweaponsmod.inc
Parent directory of these .con files: Animations
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
Go to the AnimationStateMachine properties list page, AnimationStateMachine page, All Properties list, or Main scripting page.