Okay, I made my combo file, but whenever I try to play as my jedi, the game crashes
 (it didn't crash before my combo was created
 my combo:
 
 // these are commented in the doc
 OffhandAnimation("aminius_sabre_stand_useforce_full", "FIRE")
 {
 Loop("FinalFrame");
 AimType("Torso");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 }
 OffhandAnimation("aminius_sabre_stand_useforce_full", "FIRE2");
 OffhandAnimation("aminius_sabre_stand_useforce_full", "CHARGE");
 
 // Throw stuff....
 ThrowAnimation("aminius_sabre_stand_throw_full");
 
 State("CATCH_SABRE")
 {
 Posture("Stand");
 
 // you can declare animations inside states, as well...
 Animation("aminius_sabre_stand_catch_ful")
 {
 AimType("None");
 BlendOutTime(0.2);
 }
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust");
 // face the direction we run
 AlignedToThrust();
 }
 
 State("IDLE")
 {
 Duration(0.0); // infinite duration
 EnergyRestoreRate(); // means (0.0, "FromSoldier")
 InputLock(0.15, "Sprint", "Jump", "Crouch");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 Transition("DEFLECT")
 {
 If()
 {
 Break(); // all transitions are breaking if Duration is 0
 Posture("Stand", "Crouch");
 Energy(">=", 2.5); // at least half a second worth of deflect time 
 Button("Fire", "Hold");
 }
 }
 Transition("BACK_ATTACK")
 {
 If()
 {
 Break(); // all transitions are breaking if Duration is 0
 Posture("Stand", "Crouch");
 Button("Fire", "Press");
 Thrust(">", 0.25);
 ThrustAngle(135, 225); // in degrees, remember...
 }
 }
 Transition("ATTACK1")
 {
 If()
 {
 Break(); // all transitions are breaking if Duration is 0
 Posture("Stand", "Crouch");
 Button("Fire", "Tap");
 }
 }
 Transition("DASHATTACK")
 {
 If()
 {
 Break(); // all transitions are breaking if Duration is 0
 Posture("Sprint");
 Button("Fire", "Press");
 }
 }
 Transition("JUMPATTACK_FALL")
 {
 If()
 {
 Break(); // all transitions are breaking if Duration is 0
 Posture("Jump", "Jet");
 Button("Fire", "Press");
 }
 }
 }
 
 // for our demo Jedi, block is simply hold Fire down...
 State("DEFLECT")
 {
 Posture("Stand");
 Sound("imp_weap_lightsabre_block");
 Animation("aminius_sabre_stand_block_idle_full")
 {
 Loop();
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 LowResPose(0, "Frames");
 }
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 Duration(0.0); // infinite duration, looping anim
 
 EnergyRestoreRate(-10.0); // drain energy while ready to deflect
 Deflect()
 {
 DeflectAngle(-110, 110); // deflect anything from forward arc
 EnergyCost(0.0);
 
 DeflectAnimation("aminius_sabre_stand_block_front1_full", "Forward")
 {
 // AimType("Torso");
 BlendInTime(0.00);
 BlendOutTime(0.05);
 LowResPose(5, "Frames");
 }
 DeflectAnimation("aminius_sabre_stand_block_front2_ful", "Forward")
 {
 // AimType("Torso");
 BlendInTime(0.00);
 BlendOutTime(0.05);
 LowResPose(5, "Frames");
 }
 DeflectAnimation("aminius_sabre_stand_block_left1_full", "Left")
 {
 // AimType("Torso");
 BlendInTime(0.00);
 BlendOutTime(0.05);
 LowResPose(5, "Frames");
 }
 DeflectAnimation("aminius_sabre_stand_block_left2_full", "Left")
 {
 // AimType("Torso");
 BlendInTime(0.00);
 BlendOutTime(0.05);
 LowResPose(5, "Frames");
 }
 DeflectAnimation("aminius_sabre_stand_block_right1_full", "Right")
 {
 // AimType("Torso");
 BlendInTime(0.00);
 BlendOutTime(0.05);
 LowResPose(5, "Frames");
 }
 DeflectAnimation("aminius_sabre_stand_block_right2_full", "Right")
 {
 // AimType("Torso");
 BlendInTime(0.00);
 BlendOutTime(0.05);
 LowResPose(5, "Frames");
 }
 }
 
 Transition("IDLE")
 {
 If()
 {
 Break();
 Energy("<=", 0.0); // if no energy left
 }
 Or()
 {
 Break(20, "Frames"); // all transitions are breaking if Duration is 0 
 Button("Fire", "Up");
 }
 }
 }
 
 State("BACK_ATTACK")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack_backwards")
 {
 BlendInTime(0.15);
 BlendOutTime(0.3);
 }
 
 Sound("saber_swing");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 Attack()
 {
 DamageTime(4, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(400);
 Push(6.0);
 }
 
 Attack()
 {
 DamageTime(13, 20, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(400);
 Push(6.0);
 }
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 //Forward declare animations to allow BlendTimeTo references:
 Animation("aminius_sabre_stand_attack1b_end_full");
 Animation("aminius_sabre_stand_attack1c_full");
 
 State("ATTACK1")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack1a_full");
 Sound("saber_swing");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 Attack()
 {
 DamageTime(5, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(300);
 Push(3.0);
 }
 
 Transition("ATTACK2")
 {
 If()
 {
 TimeStart(5, "Frames");
 TimeEnd(16, "Frames");
 Posture("Stand");
 Button("Fire", "Press");
 }
 }
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("RECOVER1");
 }
 
 State("RECOVER1")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack1a_end_full")
 {
 // SyncType("attack1b", "ByTime");
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 }
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 State("ATTACK2")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack1b_full")
 {
 AimType("None");
 BlendInTime(0.06);
 BlendOutTime(0.15);
 BlendTimeTo("stand_attack1b_end", 0.0);
 BlendTimeTo("stand_attack1c", 0.0);
 }
 Sound("saber_swing");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 Attack()
 {
 DamageTime(7, 12, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(300);
 Push(3.0);
 }
 
 Transition("ATTACK3")
 {
 If()
 {
 TimeStart(7, "Frames");
 TimeEnd(17, "Frames");
 Posture("Stand");
 Button("Fire", "Press");
 }
 }
 
 // hey, it's a secret!
 Transition("MAUL_ATTACK1")
 {
 If()
 {
 TimeStart(7, "Frames");
 TimeEnd(17, "Frames");
 Posture("Stand");
 Button("Reload", "Press");
 }
 }
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("RECOVER2");
 }
 
 State("RECOVER2")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack1b_end_full")
 {
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 }
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 State("ATTACK3")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack1c_full")
 {
 AimType("None");
 BlendInTime(0.06);
 BlendOutTime(0.15);
 }
 Sound("saber_attack_three");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 //set a duration so we will go to state RECOVER3 before the animation ends
 Duration(20, "Frames");
 AnimatedMove() // animation controls velocity for entire state
 {
 VelocityZ(0.0);
 VelocityX(0.0);
 VelocityFromThrust(12.0);
 VelocityFromStrafe(3.0);
 }
 AlignedToThrust();
 
 InputLock("All", "!Thrust"); // lock all controls for duration of state
 Attack()
 {
 DamageTime(4, 11, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(600);
 Push(5.0);
 }
 Attack()
 {
 AttackID("Attack3-1");
 DamageTime(19, 23, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(600);
 Push(5.0);
 }
 
 Transition("IDLE")
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("MACE_STAB")
 {
 EnergyCost(30);
 If()
 {
 Break(17, "Frames"); // break 1 frame BEFORE the transition ends!!!
 TimeStart(7, "Frames");
 TimeEnd(18, "Frames");
 Posture("Stand");
 Button("Reload", "DoubleTap");
 } 
 }
 
 Transition("RECOVER3");
 }
 
 // a bit suave, we first make Luke unable to move as he lands from the jump...
 State("RECOVER3")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack1c_full"); // note that it just continues the 3rd attack's animation, since the end is the same
 
 Duration(37, "Frames");
 
 AlignedToThrust();
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust"); // lock all controls for duration of state
 
 Attack()
 {
 AttackID("Attack3-1");
 DamageTime(19, 23, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(600);
 Push(5.0);
 }
 
 AnimatedMove() // animation controls velocity for entire state
 {
 VelocityZ(0.0);
 VelocityX(0.0);
 VelocityFromThrust(0.5);
 VelocityFromStrafe(0.5);
 }
 
 ThrustFactor(0.0);
 TurnFactor(0.1);
 
 Transition("IDLE")
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("RECOVER3_WALK"); // no conditions means this transition will be taken at the end of the state
 }
 
 // ...then we allow them to walk as he finishes the recovery and has already stood up.
 // This makes the motion feel much more natural, and is done throughout BF2.
 State("RECOVER3_WALK")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_attack1c_full"); // still continuing the animation...
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 AlignedToThrust();
 
 InputLock("All", "!Thrust"); // lock all controls for duration of state
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 / -- from Mace Windu
 
 State("MACE_STAB")
 {
 Posture("Stand");
 
 Animation("mace_stab")
 {
 AimType("FullBody");
 BlendInTime(0.15);
 BlendOutTime(0.20);
 }
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 Attack()
 {
 AttackID("Earthquake");
 DamageTime(0, 4, "Frames");
 DamageLength(1.0);
 DamageWidth(0.5);
 Damage(600);
 }
 
 RestartAnimation();
 Duration(4, "Frames");
 
 EnergyRestoreRate(0.0);
 
 AnimatedMove();
 InputLock("All");
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("MACE_STAB2");
 }
 
 State("MACE_STAB2")
 {
 Posture("Stand");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 // no duration means last as long as the animation does
 
 Attack()
 {
 AttackID("Earthquake");
 DamageTime(0, 6, "Frames");
 DamageLength(1.5);
 DamageWidth(0.5);
 Damage(0);
 }
 
 
 Animation("mace_stab");
 
 EnergyRestoreRate(0.0);
 
 PlayExplosion(); // yep...additional damage and an effect!
 
 AnimatedMove()
 {
 Until() // same as If()
 {
 Break(26, "Frames");
 }
 }
 InputLock("All");
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 // -- from Darth Maul
 
 //Forward declare animations to allow BlendTimeTo references:
 Animation("maul_1a");
 Animation("maul_1a_end");
 Animation("maul_1b");
 Animation("maul_1b_end");
 
 State("MAUL_ATTACK1")
 {
 Posture("Stand");
 Animation("maul_1a")
 {
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 BlendTimeTo("maul_1a_end", 0.0);
 BlendTimeTo("maul_1b", 0.0);
 }
 Sound("saber_swing");
 
 // note that this state leaves blade #1 on (^.~)
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 Attack()
 {
 Edge(0);
 DamageTime(4, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(150);
 Push(3.0);
 }
 Attack()
 {
 Edge(1);
 DamageTime(5, 11, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(150);
 Push(3.0);
 }
 
 Transition("MAUL_ATTACK2")
 {
 If()
 {
 Break(12, "Frames");
 TimeStart(5, "Frames");
 TimeEnd(14, "Frames");
 Posture("Stand");
 Button("Reload", "Press");
 }
 }
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("MAUL_RECOVER1");
 }
 
 State("MAUL_RECOVER1")
 {
 Posture("Stand");
 Animation("maul_1a_end")
 {
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 }
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 
 // note that this state leaves blade #1 on (^.~)
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 State("MAUL_ATTACK2")
 {
 Posture("Stand");
 Animation("maul_1b")
 {
 AimType("None");
 BlendInTime(0.06);
 BlendOutTime(0.15);
 BlendTimeTo("maul_1b_end", 0.0);
 }
 Sound("saber_swing");
 
 // note that this state leaves blade #1 on (^.~)
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 Attack()
 {
 Edge(1);
 DamageTime(3, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(200);
 Push(3.0);
 }
 Attack()
 {
 Edge(0);
 DamageTime(4, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(200);
 Push(3.0);
 }
 
 Transition("AAYLA_ATTACK3")
 {
 If()
 {
 TimeStart(4, "Frames");
 TimeEnd(14, "Frames");
 Posture("Stand");
 Button("Fire", "Press");
 }
 }
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("MAUL_RECOVER2");
 }
 
 State("MAUL_RECOVER2")
 {
 Posture("Stand");
 Animation("maul_1b_end")
 {
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 }
 
 // note that this state leaves blade #1 on (^.~)
 
 InputLock("All", "!Thrust");
 AlignedToThrust();
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 // -- from Ms. Secura
 
 State("AAYLA_ATTACK3")
 {
 Posture("Stand");
 Animation("aayla_1c")
 {
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.15);
 }
 Sound("saber_triple");
 
 //set a duration so we will go to state _LAND before the animation ends
 Duration(19, "Frames");
 
 AnimatedMove() // animation controls velocity for entire state
 {
 VelocityZ(0.0);
 VelocityX(0.0);
 VelocityFromThrust(9.0);
 VelocityFromStrafe(3.0);
 }
 AlignedToThrust();
 
 StrafeFactor(0.5);
 TurnFactor(0.5);
 
 InputLock("All", "!Thrust", "!Fire"); // lock all controls for duration of state
 Attack()
 {
 Edge(1);
 AttackID("A3-1");
 DamageTime(5, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(.75);
 Damage(600);
 Push(3.0);
 }
 Attack()
 {
 Edge(0);
 AttackID("A3-0");
 DamageTime(5, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(.75);
 Damage(600);
 Push(3.0);
 }
 Attack()
 {
 Edge(1);
 AttackID("A3-1");
 DamageTime(18, 21, "Frames");
 DamageLength(1.5);
 DamageWidth(.75);
 Damage(600);
 Push(3.0);
 }
 Attack()
 {
 AttackID("A3-0");
 Edge(0);
 DamageTime(18, 21, "Frames");
 DamageLength(1.5);
 DamageWidth(.75);
 Damage(600);
 Push(3.0);
 }
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("AAYLA_ATTACK3_LAND");
 }
 
 State("AAYLA_ATTACK3_LAND")
 {
 Posture("Stand");
 Animation("aayla_1c");
 
 //set a duration so we will go to state RECOVER3 before the animation ends
 Duration(30, "Frames");
 AnimatedMove() // animation controls velocity for entire state
 {
 VelocityZ(0.0);
 VelocityX(0.0);
 VelocityFromThrust(2.0);
 VelocityFromStrafe(2.0);
 }
 AlignedToThrust();
 
 TurnFactor(0.5);
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust", "!Fire"); // lock all controls for duration of state
 Attack()
 {
 AttackID("A3-0");
 Edge(0);
 DamageTime(18, 21, "Frames");
 DamageLength(1.5);
 DamageWidth(.75);
 Damage(600);
 Push(3.0);
 }
 Attack()
 {
 AttackID("A3-1");
 Edge(1);
 DamageTime(18, 21, "Frames");
 DamageLength(1.5);
 DamageWidth(.75);
 Damage(600);
 Push(3.0);
 }
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("AAYLA_RECOVER3");
 }
 
 State("AAYLA_RECOVER3")
 {
 Posture("Stand");
 Animation("aayla_1c");
 
 InputLock("All", "!Thrust");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 AnimatedMove() // animation controls velocity for entire state
 {
 VelocityZ(0.0);
 VelocityX(0.0);
 VelocityFromThrust(2.0);
 VelocityFromStrafe(2.0);
 }
 
 AlignedToThrust();
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 // ---- end normal attacks ----
 
 State("DASHATTACK")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_dashattack_full")
 {
 AimType("FullBody");
 BlendInTime(0.10);
 BlendOutTime(0.25);
 }
 
 Sound("saber_attack_three");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 InputLock("All", "!Thrust");
 
 Duration(22, "Frames");
 AnimatedMove()
 {
 VelocityZ(15.0);
 VelocityX(0.0);
 VelocityFromThrust(5.0);
 VelocityFromStrafe(1.0);
 }
 TurnFactor(0.3);
 
 Attack()
 {
 DamageTime(2, 9, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(400);
 Push(3.0);
 }
 Attack()
 {
 DamageTime(12, 16, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(400);
 Push(3.0);
 }
 
 Transition("DASHATTACK2")
 {
 If()
 {
 Break(21, "Frames");
 TimeStart(17, "Frames");
 TimeEnd(22, "Frames");
 Posture("Stand", "Sprint");
 Button("Fire", "Press");
 }
 }
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 State("DASHATTACK2")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_dashattack_full");
 Sound("saber_swing", 34, "Frames");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 Duration(38, "Frames");
 
 AnimatedMove()
 {
 VelocityZ(10.0);
 VelocityX(0.0);
 VelocityFromThrust(5.0);
 VelocityFromStrafe(3.0);
 If()
 {
 Break(38, "Frames");
 }
 }
 TurnFactor(0.3);
 
 InputLock("All", "!Thrust");
 
 Attack()
 {
 AttackID("Dash2");
 DamageTime(35, 43, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(600);
 Push(5.0);
 }
 
 Transition("IDLE") 
 {
 If()
 {
 Posture("!Stand");
 }
 }
 
 Transition("DASHATTACK3");
 }
 
 State("DASHATTACK3")
 {
 Posture("Stand");
 Animation("aminius_sabre_stand_dashattack_full");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 AnimatedMove()
 {
 VelocityZ(0.0);
 VelocityX(0.0);
 VelocityFromThrust(0.5);
 VelocityFromStrafe(0.5);
 If()
 {
 Break(43, "Frames");
 }
 }
 TurnFactor(0.3);
 
 InputLock("All", "!Thrust");
 
 Attack()
 {
 AttackID("Dash2");
 DamageTime(35, 43, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(600);
 Push(5.0);
 }
 
 Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation...
 {
 If()
 {
 Posture("!Stand");
 }
 }
 }
 
 // forward declare jumpattack_land, since jumpattack_fall refers to it:
 Animation("aminius_sabre_jumpattack_fall_full");
 
 State("JUMPATTACK_FALL")
 {
 Posture("Jump");
 Animation("aminius_sabre_jumpattack_fall_full")
 {
 Loop("FinalFrame");
 AimType("None");
 BlendInTime(0.15);
 BlendOutTime(0.80);
 }
 Sound("saber_attack_three");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 GravityVelocityTarget(-2.0, "Impulse"); // accelerate us to 20m/s down at 2 g's
 AnimatedMove();
 InputLock("All", "!Thrust"); // lock all buttons for duration of state
 
 Attack()
 {
 AttackId("JUMPATTACK");
 DamageTime(0.33, 1.0, "FromAnim");
 DamageLength(1.75);
 DamageWidth(1.25);
 Damage(800);
 Push(4.0);
 }
 
 Transition("JUMPATTACK_LAND")
 {
 If()
 {
 Break();
 Posture("Stand");
 }
 }
 Transition("IDLE")
 {
 If()
 {
 Break();
 Posture("Any", "!Stand", "!Jump", "!Jet");
 }
 }
 Transition("aminius_sabre_jumpattack_end_full")
 }
 
 State("JUMPATTACK_END")
 {
 Posture("Jump");
 Animation("aminius_sabre_jumpattack_end_full")
 {
 AimType("None");
 SyncType("jumpattack_land", "ByTime");
 BlendInTime(0.15);
 BlendOutTime(0.80);
 }
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 Duration(15, "Frames");
 AnimatedMove();
 InputLock("All", "!Thrust"); // lock all buttons for duration of state
 
 Attack()
 {
 AttackId("JUMPATTACK");
 DamageTime(0, 6, "Frames");
 DamageLength(1.75);
 DamageWidth(1.25);
 Damage(800);
 Push(4.0);
 }
 
 Transition("JUMPATTACK_LAND")
 {
 If()
 {
 Break();
 Posture("Stand");
 }
 }
 Transition("IDLE")
 {
 If()
 {
 Break();
 Posture("Any", "!Stand", "!Jump", "!Jet");
 }
 }
 }
 
 State("JUMPATTACK_LAND")
 {
 Posture("Stand");
 
 Animation("aminius_sabre_jumpattack_land_full")
 {
 AimType("FullBody");
 SyncType("jumpattack_end", "ByTime");
 BlendInTime(0.15);
 BlendOutTime(0.20);
 }
 
 AnimatedMove();
 InputLock("All");
 
 // disable the awesome edge
 TurnOffLightsaber(1);
 
 Attack()
 {
 AttackId("JUMPATTACK");
 DamageTime(0, 6, "Frames");
 DamageLength(1.5);
 DamageWidth(0.75);
 Damage(800);
 Push(4.0);
 }
 
 Transition("IDLE")
 {
 If()
 {
 Break(0.4);
 ButtonsPressed("Any");
 }
 Or()
 {
 Break(0.4);
 Thrust(">", 0.54);
 }
 }
 }