cheers i managed to get it working in the end :)
From: "Matt Boone" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: <hlcoders@list.valvesoftware.com>
Subject: RE: [hlcoders] Reload problem
Date: Fri, 12 Aug 2005 14:33:52 -0700
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Looks like the combine animation event
#define COMBINE_AE_RELOAD ( 2 )
has the same value as the generic animation event
AE_NPC_RIGHTFOOT
You might have to translate the animation events coming from the combine
model into analagous citizen events to get them to do the right thing.
________________________________
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw
Sent: Friday, August 12, 2005 9:06 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Reload problem
hey
I'm trying to get the combine to act as the rebels do. Basicly what I
have
done is cloned the npc_citizen but changed the model. every thing works
as
it should but i'm having problems when it comes to them reloading.
I've put developer 1 in the console in hope that it would help me track
down
the problem but the error it gives me when they are reloading is this :
Unhandled animation event AE_NPC_RIGHTFOOT for npc_citizen
they basicly get stuck and keep reloading.
I searched though the code for anything that refers to this and all i
can
find is this:
switch( pEvent->event )
{
case CITIZEN_AE_HEAL: // Heal my target (if within
range)
Heal();
break;
case NPC_EVENT_LEFTFOOT:
{
EmitSound( "NPC_Citizen.FootstepLeft",
pEvent->eventtime );
}
break;
case NPC_EVENT_RIGHTFOOT:
{
EmitSound( "NPC_Citizen.FootstepRight",
pEvent->eventtime );
}
break;
I have tryied to comment it out but it makes no difference so i'm kinda
stuck on what to do.
The last time I had this problem was with Half Life 1 when trying to
code
friendly marines. All i did that time was stop them from reloading and
gave
them an infi supply of ammo, problem is i'm not exactly sure how to do
it in
the hl2 sdk and truthfully i would like them to work properly
Cheers for any help in advance
Raz
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