Here's an example from hl2:
// combine_door01.qc
//
// .qc file version 1.0
//
$modelname props_combine\combine_door01.mdl
$cdmaterials models\props_combine
$body "Body" "combine_door01_reference.smd"
$surfaceprop "metal"
// --------- Animation sequences -------
$sequence idle_closed "combine_door01_Open" frames 0 0 fps 30
$sequence idle_open "combine_door01_Close" frames 0 0 fps 30
$sequence Open "combine_door01_Open" fps 30 {
{ event AE_CL_PLAYSOUND 2 "novaprospekt.combinedoor_move_1" }
{ event AE_CL_PLAYSOUND 62 "novaprospekt.combinedoor_close_1" }
{ event AE_CL_PLAYSOUND 86 "novaprospekt.combinedoor_close_1" }
{ event AE_CL_STOPSOUND 87 "novaprospekt.combinedoor_move_1" }
}
$sequence Close "combine_door01_close" fps 30 {
{ event AE_CL_PLAYSOUND 2 "novaprospekt.combinedoor_move_1" }
{ event AE_CL_PLAYSOUND 82 "novaprospekt.combinedoor_close_1" }
{ event AE_CL_STOPSOUND 83 "novaprospekt.combinedoor_move_1" }
}
$lod 70
{
replacemodel "combine_door01_reference" "combine_door01_lod1"
}
$lod 80
{
replacemodel "combine_door01_reference" "combine_door01_lod2"
}
$lod 90
{
replacemodel "combine_door01_reference" "combine_door01_lod3"
}
$lod 95
{
replacemodel "combine_door01_reference" "combine_door01_lod4"
}
$collisionjoints combine_door01_Ragdoll
{
// Mass in kilograms
//$Mass 60
//$concave
}
$keyvalues
{
"bone_followers"
{
"bone" "door.door1"
"bone" "door.door2"
"bone" "door.door3"
}
}
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, November 01, 2007 5:03 PM
To: [email protected]
Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes
--
[ Picked text/plain from multipart/alternative ]
ahh. thanks kevin. that helps heaps..
----- Original Message -----
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, November 01, 2007 4:43 PM
Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes
>I found this:
> http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold
>
> and from the ravendoor model:
>
> $modelname "props_lab/RavenDoor.mdl"
> $model "Body" "RavenDoor_reference.smd"
>
> $lod 35
> {
> replacemodel "RavenDoor_reference" "lod1_RavenDoor_reference"
> }
>
> $cdmaterials "models\props_lab/"
>
> $hboxset "default"
> $hbox 0 "RavenDoor.Door_Bone" -90.535 -2.066 -4.194 90.847 112.003
> 4.194
>
> // Model uses material "ravendoor_sheet.vmt"
>
> $surfaceprop "metalpanel"
> $keyvalues { bone_followers { "bone" "RavenDoor.Door_Bone" } }
> $illumposition 0.000 0.156 54.969
>
> $sequence idle "idle" ACT_IDLE 1 fps 30.00
> $sequence RavenDoor_Open "RavenDoor_Open" fps 30.00
> $sequence RavenDoor_Hold "RavenDoor_Hold" fps 30.00
> $sequence RavenDoor_Drop "RavenDoor_Drop" fps 30.00
> $sequence RavenDoor_Drop_postidle "RavenDoor_Drop_postidle" fps 30.00
>
> $collisionmodel "phymodel.smd" {
>
> $mass 1.0
> $inertia 1.00
> $damping 0.00
> $rotdamping 0.00
> }
>
>
>
> ----- Original Message -----
> From: "Minh" <minh_le>
> To: <[email protected]>
> Sent: Thursday, November 01, 2007 4:10 PM
> Subject: Re: [hlcoders] prop_dynamic don't have animated collision
boxes
>
>
>> actually Jay, do you have an example .qc you can show us because I
can't
>> seem to find any information on "bonefollowers" on the Valve SDK
Wiki.
>>
>> ----- Original Message -----
>> From: "Jay Stelly" > To: <[email protected]>
>> Sent: Thursday, November 01, 2007 3:57 PM
>> Subject: RE: [hlcoders] prop_dynamic don't have animated collision
boxes
>>
>>> prop_dynamic already does this. In the orange box version of the
engine
>>> you just set it up like a ragdoll and it happens automatically. In
the
>>> previous versions you have to add a "bonefollowers" section to the
qc to
>>> specify which bones need animated collisions.
>>>
>>> -----Original Message-----
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Minh
>>> Sent: Thursday, November 01, 2007 3:45 PM
>>> To: [email protected]
>>> Subject: [hlcoders] prop_dynamic don't have animated collision boxes
>>>
>>> I want to make a big animating oil pump (that has a moving
piston)
>>> and
>>> have the player be able to walk on top of it and be affected by the
>>> moving
>>> piston.. but realised that animating props don't actually animate
their
>>> phys
>>> box.
>>> Currently, is there any prop that supports animating phys boxes?
or
>>> is
>>> this something I need to modify..?
>>> I guess I should take a look at prop_door_rotating...
>
>
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