

This is the script causing that:
Code: Select all
PoseAimUpper(heading,pitch)
{
signal SIG_AnimUpper;
turn chest to x-axis (0 - pitch / 2) speed <720>;
turn chest to y-axis (heading - <40>) speed <720>;
turn chest to z-axis 0 speed <720>;
turn head to x-axis (0 - pitch / 2) speed <720>;
turn head to y-axis <40> speed <720>;
turn head to z-axis 0 speed <720>;
turn rarm0 to x-axis (<-20> - pitch/2) speed <720>;
turn rarm0 to y-axis <40> speed <720>;
turn rarm1 to x-axis <-120> speed <720>;
turn rarm1 to z-axis 0 speed <720>;
turn rhand to x-axis <50> speed <720>;
turn larm0 to x-axis (<-80> - pitch/2) speed <720>;
turn larm0 to y-axis 0 speed <720>;
turn larm0 to z-axis 0 speed <720>;
turn larm1 to x-axis <-10> speed <720>;
turn larm1 to z-axis 0 speed <720>;
turn lhand to z-axis 0 speed <720>;
}
AimWeapon1(h,p)
{
signal SIG_Aim;
set-signal-mask SIG_Aim;
if (weapontype) return FALSE;
if (ammunition <= 0) {
show ammosymbol;
return FALSE;
}
oldreverse=reverse;
reverse=0;
if (h > <130> && h < <300>) {
h = h - <180>;
reverse = TRUE;
}
if(oldreverse!=reverse) {
if (moving) {
start-script AnimRun(reverse);
} else {
start-script AnimIdleLower();
}
}
start-script PoseAimUpper(h,p);
start-script ResetAim();
return TRUE;
}
Code: Select all
AimWeapon1(h,p)
{
signal SIG_Aim1;
set-signal-mask SIG_Aim1;
if (ammunition > 0)
{
mainheading = h;
turn turret to y-axis h speed <80>;
turn cannon to x-axis 0-p speed <60>;
wait-for-turn turret around y-axis;
wait-for-turn cannon around x-axis;
return TRUE;
}
else
{
show ammosymbol;
return FALSE;
}
}