* [[Animation:LuaExamples| Lua animation UnitScript examples]]
* [[Animation-LuaScripting | Unit animation scripting with Lua]]
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== Animation of units ==
*[[Animation-LuaScripting]]
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...mode for the [[Animation-LuaCallins#Weapons|AimFromWeapon()]] position, [[Animation-LuaCallins#Weapons|QueryWeapon()]] (muzzle) position and unit target positi
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...table and the unitDefID unit instance identifier are available in your lua animation script, so you can simply do:
== Animation ==
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...trigger wheels to start spinning, animate treads, or start/stop a walking animation. Since 95.0 they are only run when a unit transitions from zero to non-zero
...ut for people "converting")''. Typically, this function would play a death animation for the unit, and finally return a corpse type.
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...factor, which is applied to transform the variables assigned via unit cob animation scripts for use inside the engine (default: 65536).
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...range blob image for it to fire, a weapon entry in the unitdef, and a unit animation script.
Finally, the animation script. This tells the unit what things to move when firing, moving, explod
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..., assumes <code>Scripts/</code> directory. Default assumes .cob file but [[Animation-LuaScripting | LUS]] should be preferred.}}
...nstructing (for factories, controlled via <code>COB.YARD_OPEN</code> see [[Animation-LuaCallouts#Other]]),
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...lues for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]].
...lues for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]].
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|description = When enabled it makes [[Animation-LuaCallins#Weapons|AimWeapon()]] script calls non-blocking (still the {{tag
...njunction with {{taglink|sprayAngle}} or changing the firing piece using [[Animation-LuaCallins#Weapons|ShotX]] as otherwise they'll all be clumped in one shot.
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...well as the amplitude of the grass motion. Setting it to 0 will stop grass animation}}
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|info = Called just before a unit is invalid, after it finishes its death animation. {{new|101.0}}
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