J'ai trouvé sa dans les objets FactionsEvilUnit pour l'objet MordorFighterHorde :
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB ; bored
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLB
AnimationPriority = 4
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IDLO
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLO
AnimationPriority = 1
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IDLP
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLP
AnimationPriority = 1
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IDLQ
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLQ
AnimationPriority = 1
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IDLR
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLR
AnimationPriority = 1
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IDLS
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLS
AnimationPriority = 1
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IDLM
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLM
AnimationPriority = 1
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IDLL
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLL
AnimationPriority = 1
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End
AnimationState = THROWN_PROJECTILE
; - McCarthy says this anim sucks, so its cut
;Animation = Thrown
; AnimationName = MUOrcWarr_SKL.MUOrcWarr_FLYA
; AnimationMode = LOOP
;End
Animation = Thrown
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FLYB
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FLYC
AnimationMode = LOOP
End
End
AnimationState = PASSENGER FREEFALL
Animation = gettingGrabbed
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FLYC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.45 0.45
AnimationBlendTime = 5
End
End
AnimationState = PASSENGER EATING
Animation = being eaten
AnimationName = MUOrcWarr_SKL.MUOrcWarr_EATA
AnimationMode = ONCE
End
End
AnimationState = PASSENGER SIEGE_CONTAIN
Animation = IDLP
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLB ;<- gentle crouch----------------
AnimationBlendTime = 5
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING CLIMBING BACKING_UP
ShareAnimation = Yes
Animation = Climbing_Down
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CLMA
AnimationMode = LOOP_BACKWARDS
End
End
AnimationState = MOVING CLIMBING
ShareAnimation = Yes
Animation = Climbing_Up
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CLMA
AnimationMode = LOOP
End
End
AnimationState = MOVING BACKING_UP
Animation = BackingUpA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_BAKA
AnimationMode = LOOP
End
Animation = BackingUpB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_BAKB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Terror1
AnimationName = MUOrcWarr_SKL.MUOrcWarr_RUND
AnimationMode = LOOP
End
Animation = Terror2
AnimationName = MUOrcWarr_SKL.MUOrcWarr_RUNE
AnimationMode = LOOP
End
End
AnimationState = MOVING ATTACKING
ShareAnimation = Yes
Animation = RUNA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_RUNA
AnimationMode = LOOP
AnimationPriority = 7
End
Animation = RUNB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_RUNB
AnimationMode = LOOP
End
Animation = RUNC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_RUNC
AnimationMode = LOOP
AnimationPriority = 2
End
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = RUNB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_RUNB
AnimationMode = LOOP
End
Animation = RUNC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_RUNC
AnimationMode = LOOP
AnimationPriority = 2
End
ParticleSysBone = None InfantryDustTrails
End
; --- stunned anims
AnimationState = STUNNED_FLAILING
Animation = Flying_2
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FLYC
AnimationMode = LOOP
AnimationPriority = 10
End
Animation = Flying_3
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FLYB
AnimationMode = LOOP
AnimationPriority = 2
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUOrcWarr_SKL.MUOrcWarr_HITA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_2
Animation = Hit_Level_2_a
AnimationName = MUOrcWarr_SKL.MUOrcWarr_HITB
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION
Animation = Hit_Level_1_a
AnimationName = MUOrcWarr_SKL.MUOrcWarr_HITA
AnimationMode = ONCE
End
Animation = Hit_Level_2_a
AnimationName = MUOrcWarr_SKL.MUOrcWarr_HITB
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATKB
AnimationMode = LOOP
UseWeaponTiming = Yes
End
Animation = ATKC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATKC
AnimationMode = LOOP
UseWeaponTiming = Yes
End
Animation = ATKD
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATKD
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = MUOrcWarr_SKL.MUOrcWarr_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = MUOrcWarr_SKL.MUOrcWarr_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = Dying_1
AnimationName = MUOrcWarr_SKL.MUOrcWarr_DIEA
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = Dying_2
AnimationName = MUOrcWarr_SKL.MUOrcWarr_DIEB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Dying_3
AnimationName = MUOrcWarr_SKL.MUOrcWarr_DIEC
AnimationMode = ONCE
AnimationPriority = 6
End
Animation = Dying_4
AnimationName = MUOrcWarr_SKL.MUOrcWarr_DIED
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Dying_5
AnimationName = MUOrcWarr_SKL.MUOrcWarr_DIEE
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Dying_6
AnimationName = MUOrcWarr_SKL.MUOrcWarr_DIEF
AnimationMode = ONCE
AnimationPriority = 4
End
End
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUOrcWarr_SKL.MUOrcWarr_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Splatted_On_Ground
AnimationName = MUOrcWarr_SKL.MUOrcWarr_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = WAR_CHANT
Animation = ChantA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRA
AnimationMode = ONCE
End
Animation = ChantB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRB
AnimationMode = ONCE
End
Animation = ChantC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRC
AnimationMode = ONCE
End
Animation = ChantD
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRD
AnimationMode = ONCE
End
Animation = IDLH
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLH
AnimationMode = ONCE
End
Animation = IDLI
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLI
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
; Must go before selected so we don't become unafraid.
AnimationState = EMOTION_AFRAID UNCONTROLLABLE
Animation = FERA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FERC
AnimationMode = LOOP
End
End
;-emotions--
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_FERC
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = TNTA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_TNTC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = MUOrcWarr_SKL.MUOrcWarr_PNTA
AnimationMode = LOOP
End
Animation = Pointing1
AnimationName = MUOrcWarr_SKL.MUOrcWarr_PNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation = ChantA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRA
AnimationMode = ONCE
End
Animation = ChantB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRB
AnimationMode = ONCE
End
Animation = ChantC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRC
AnimationMode = ONCE
End
Animation = ChantD
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRD
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT
Animation = ALERT
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
End
AnimationState = SELECTED
StateName = STATE_Selected
SimilarRestart = Yes
Flags = RESTART_ANIM_WHEN_COMPLETE
Animation = IDLA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLA
AnimationMode = ONCE
AnimationPriority = 4
AnimationBlendTime = 10
End
Animation = IDLC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLC
AnimationMode = ONCE
AnimationPriority = 10
AnimationBlendTime = 10
End
Animation = IDLE
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLE
AnimationMode = ONCE
AnimationPriority = 2
AnimationBlendTime = 10
End
Animation = IDLZ
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLZ
AnimationMode = ONCE
AnimationPriority = 8
AnimationBlendTime = 10
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
;-emotions--
AnimationState = QUARRELSOME_FIGHTING
StateName = SomeState
Animation = ATKB
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATKB
AnimationMode = ONCE
End
Animation = ATKC
AnimationName = MUOrcWarr_SKL.MUOrcWarr_ATKC
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_QUARRELSOME
SimilarRestart = Yes
StateName = Quarrel
Animation = Chant;
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRA
AnimationMode = ONCE
AnimationPriority = 500
End
Animation = Chant1
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLB
AnimationMode = ONCE
AnimationPriority = 500
End
Animation = Chant2
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLF
AnimationMode = ONCE
AnimationPriority = 500
End
Animation = Chant3
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLG
AnimationMode = ONCE
AnimationPriority = 500
End
Animation = Chant4
AnimationName = MUOrcWarr_SKL.MUOrcWarr_IDLJ
AnimationMode = ONCE
AnimationPriority = 500
End
Animation = BIG_BLEND_QUARREL
AnimationName = MUOrcWarr_SKL.MUOrcWarr_CHRA
AnimationMode = ONCE
AnimationBlendTime = 15
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "Quarrel"
then
return "BIG_BLEND_QUARREL"
end
EndScript
End
Que faire de tout celà???