Make that "analogous" :)

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Friday, August 12, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Reload problem

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]  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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