Not, it's not a problem with the model. The model is packed full of
animations. It was just that the code wasn't calling the right
animation suffix for the weapons, cause it didn't read it  correctly
from the script file. That's a) fixed.

Still having problems with:
b) all prop_physics_multiplayer cause major collision errors when
youbump into them. either causing the player to get stuck, or
teleporting them to some weird location

This one is for valve, methinks

On Fri, 03 Dec 2004 12:55:38 -0600, James Hoegl <[EMAIL PROTECTED]> wrote:
> If the model has no animation, I am assuming there is some sort of
> "default" animation setup in the compiler that compiles the model from
> whatever platform you use to the HL2 model platform.
> Especially if a variable is supposed to be passed to the function.
>
>
>
> Teddy wrote:
>
> >Now.. i'm confused. I did a debug message to see if the
> >SequenceDuration() of the model is being set properly.. and it is. So
> >the anim code says it's playing the right sequence, and reads the
> >sequence duration from the model, yet the model still has no
> >animation?
> >
> >Makes none sense!
> >
> >
> >On Fri, 3 Dec 2004 17:09:25 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> >
> >
> >>Hello code folk,
> >>
> >>As i'm sure you're all aware, the default "Create a new mod" code has
> >>two annoying bugs in it:
> >>a) the terrorist player model won't play any animations (and gives
> >>errors to this effect)
> >>b) all prop_physics_multiplayer cause major collision errors when you
> >>bump into them. either causing the player to get stuck, or teleporting
> >>them to some weird location
> >>
> >>Has anyone got any insight on how to fix this? It seems to be so
> >>smooth in HL2DM, and at least in CS:S it pushes you off the objects
> >>(sv_bounce 1 dosen't even work with the sdk).
> >>
> >>Thanks in advance,
> >>Teddy
> >>
> >>
> >>
> >
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> >
> >
> >
>
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