-- [ Picked text/plain from multipart/alternative ] My .qc file has this ===================================================- $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135 $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90 $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45 $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0 $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45 $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90 $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135 $animation a_RunZero "man_run" loop $sequence Run { a_RunS a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS blendwidth 9 blend move_yaw -180 180 node "running" ACT_RUN 1 } ================================================ Then again, I am using halflife 2 single player mode.. not multiplayer...
On 12/3/07, Minh <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > The reason you need to specify it as 8 WAY is because > "move_yaw" pose parameter is an 8 way blended parameter. > > The 9 WAY method uses two pose paremeters. > "move_x" > "move_y" > > > I believe the CS Source player models use move_x and move_y > You should try to base your .qc file off the CS:Source player models. > > Oh, and the only difference between 9Way and 8WAY is that the 9WAY has an > extra animation for when the player is stationary. In the code, working > with > 9WAY animation is simpler because you just have to set the 'move_x' and > 'move_y' pose paremeter to '0' and the player is playing the idle > animation. > With 8WAY animation, you have to blend in a seperate idle sequence.. which > > is a bit more complicated.. > I recommend copying the CSSource method and using 9WAY. > > 8WAY is an older method that was designed before 9WAY became the standard > method for Source character animation. > > > ----- Original Message ----- > From: "Alvin Ng" <[EMAIL PROTECTED]> > To: <hlcoders@list.valvesoftware.com > > Sent: Sunday, December 02, 2007 9:38 PM > Subject: [hlcoders] 3rd person cam, player's animation > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I am creating a mod with own models and animation and I am having a > > problem > > whereby the > > main player model doesn't play the the correct animations when the keys > > are > > pressed, like > > > > key W -Plays animation running forward > > key A -Plays animation shafting left > > key S -Plays animation running backwards > > key D -Plays animation shafting right > > > > Right now, the animations played for all four keys are the running > forward > > animation. > > In the .qc file at the move_yaw the animations are working inside the > > hlmv.exe but not in the mod. > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders