Don't think your sequence is right. Mine looks like: $sequence attack1 "attack1" ACT_RANGE_ATTACK_SMG1 1 fps 20.00 $sequence [local name] "[smd file]" [Activity name] 1 fps [fps float]
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Thursday, December 13, 2007 3:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Replace Crowbar for HL2SP Mod. -- [ Picked text/plain from multipart/alternative ] Ya I did. acttable_t CWeaponCrowbar::m_acttable[] = { { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, }; So i used the ACT_MELEE_ATTACK_SWING in $sequence CBATT2 "Attack1" fps 30 snap activity ACT_RANGE_ATTACK_SWING 1 But it still didnt work. (i turned on impulse 101 if it does matter.) ---------------------------------------------------------------------------- ----------------------------------------------- On 12/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote: > > Activities that are used are controlled by the weapons code in the act > table > which maps generic Activities to the ones for that weapon. Have you set > this > up? > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng > Sent: Thursday, December 13, 2007 2:09 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Replace Crowbar for HL2SP Mod. > > -- > [ Picked text/plain from multipart/alternative ] > I am trying to replace the crowbar animation with a custom player model's > animation. > > So far I tried many act_..... > > But none of them worked for the crowbar. > As in when the mouse is pressed, the model will play the animation > ------------------------- > > //For HL2SP CB = Crowbar > > $sequence CBattack "Attack1" fps 30 snap activity ACT_RANGE_ATTACK1 1 > > $sequence CBattackswing "Attack1" fps 30 snap activity > ACT_GESTURE_RANGE_ATTACK_SLAM 1 > > //For HL2MP > > $sequence CBattack2 "Attack1" fps 30 snap activity > ACT_GESTURE_MELEE_ATTACK1 > 1 > > $sequence CBattackswing2 "Attack1" fps 30 snap activity > ACT_GESTURE_MELEE_ATTACK_SWING 1 > > ------------------------- > > > It worked for the #HL2_Pistol > which is > > $sequence pistolAttack "Attack1" fps 30 snap activity > ACT_GESTURE_RANGE_ATTACK_PISTOL 1 > $sequence pistolReload "Attack2" fps 30 snap activity > ACT_GESTURE_RELOAD_PISTOL 1 > -- > > _______________________________________________ > 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders