PM3.02 - Fox - Subaction - LandingHeavy_1

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Stats

IASA: 4
Subaction Index: 0x33

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(16)))
    1. AsyncWait(3.0)
    2. AllowInterrupts
  2. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
      1. AsyncWait(24.0)
      2. AllowInterrupts
    2. else
      1. if ((InternalConstantInt(PreviousAction) Equal scalar(280)))
        1. AsyncWait(9.0)
        2. AllowInterrupts
      2. else
        1. if ((InternalConstantInt(PreviousAction) Equal scalar(281)))
          1. AsyncWait(9.0)
          2. AllowInterrupts

GFX

  1. SyncWait(0.1)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  3. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  4. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  5. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })

SFX

  1. SoundEffectOther1(3189)
  2. AsyncWait(2.0)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 23, unk2: 0 }
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }