-- [ Picked text/plain from multipart/alternative ] Hmm.. you might try investigating this function
Activity CSDKPlayerAnimState::CalcMainActivity() It returns what activity to play based on certain parameters. Make sure that it's returning the activity you want it to.. You can do this by adding a code break, or you can do this by spitting out a message to the screen to determine what activity is being returned. This is how I spit out messages to the screen. engine->Con_NPrintf ( iLine, "%i", idealActivity ); iLine is the line on the screen where it will spit out. I think valid values range from 0 - 60. idealActivity is the activity number. You should put this line at the end of the ::CalcMainActivity() function .. ----- Original Message ----- From: "Alvin Ng" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Tuesday, December 25, 2007 8:05 PM Subject: Re: [hlcoders] Player animation after major change in codes. > -- > [ Picked text/plain from multipart/alternative ] > Not only the jump animation. The run animation is working, but not > totally. > The animation is supposed to be a run, but when WASD is pressed, the > animation in game is just taking small steps. > > On 12/26/07, Minh <[EMAIL PROTECTED]> wrote: >> >> -- >> [ Picked text/plain from multipart/alternative ] >> ok, I'm sorry but spewing out everything you've done since you were born >> doesn't make it any easier for us to decipher what the problem is... >> >> If the jumping stuff isn't working, try finding out what exactly happens >> when you press the jump key. Go to sdk_gamemovement.cpp and look for a >> function called "CheckJumpButton" >> Investigage what that function is doing and maybe it will lead you to why >> your jump animatons aren't working. >> >> >> >> ----- Original Message ----- >> From: "Alvin Ng" <[EMAIL PROTECTED]> >> To: <hlcoders@list.valvesoftware.com> >> Sent: Tuesday, December 25, 2007 7:00 PM >> Subject: [hlcoders] Player animation after major change in codes. >> >> >> > -- >> > [ Picked text/plain from multipart/alternative ] >> > On client side, added existing items in HL2 DLL Folder: >> > >> > c_sdk_player.h >> > >> > c_sdk_player.cpp >> > >> > sdk_playeranimatestate.h >> > >> > sdk_playeranimatestate.cpp >> > >> > sdk_player_shared.cpp >> > >> > On server side, added existing items in HL2 DLL Folder: >> > >> > sdk_player.h >> > >> > sdk_player.cpp >> > >> > sdk_playeranimatestate.h >> > >> > sdk_playeranimatestate.cpp >> > >> > sdk_player_shared.cpp >> > >> > >> ------------------------------------------------------------------------------------------ >> > >> > replaced: >> > >> > #include "sdk/sdk_player.h" with #include "sdk/sdk_playeranimstate.h" >> > >> > *In sdk_playeranimatestate.h, sdk_player.cpp, sdk_player_shared.cpp >> > >> > replaced: >> > >> > WeaponSDKBase with BaseHLCombat Weapon >> > >> > e.g. C_WeaponSDKBase >> > >> > willl be >> > >> > C_BaseHLCombat Weapon >> > >> > replaced: >> > >> > #include "sdk_gamerules.h" with #include "hl2_gamerules.h" >> > >> > #include "weapon_sdkbase.h" with #include >> > "basehl2combatweapon_shared.h" >> > >> > *In hl2_player.cpp >> > >> > comment LINK_ENTITY_TO_CLASS( player, CHL2_Player ); >> > >> > e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player ); >> > >> > *In sdk_playeranimatestate.cpp >> > >> > replaced: >> > >> > #include "weapon_sdkbase.h" with #include "basehlcombatweapon_shared.h" >> > >> > *In the entire project >> > >> > replaced: >> > >> > GetSDKWpnData with GetWpnData >> > >> > *In weapon_parse.cpp >> > >> > -=added: >> > >> > const char *pAnimEx = pKeyValuesData->GetString( >> > "PlayerAnimationExtension", >> > "mp5" ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof( >> > m_szAnimExtension ) >> > ); >> > >> > -=in the function=- >> > >> > void FileWeaponInfo_t: arse >> > >> > *In weapon_parse.h >> > >> > added: >> > >> > char m_szAnimExtension[16]; // string used to generate player >> > animations >> > with this weapon >> > >> > *In sdk_player.cpp , sdk_player.h >> > >> > commented function with "CheatImpulseCommands" >> > >> > *In c_sdk_player.cpp >> > >> > replaced: >> > >> > #include "weapon_parse.h" with #include "basehlcombatweapon_shared.h" >> > >> > *In c_sdk_player.h >> > >> > Find and replace first two C_BasePlayer: >> > >> > C_BasePlayer with C_BaseHLPlayer >> > >> > and added: >> > >> > #include "c_basehlplayer.h" >> > >> > *On the server side in sdk_player.h >> > >> > replaced: >> > >> > CBasePlayer with CHL2_Player >> > >> > and included: >> > >> > #include "hl2_player.h" >> > ------------------------------------------------------- >> > We got a help from this coder, he walked us through to change the >> > codes, >> > now >> > I cant seem to get him back. >> > After this major change in the codes, i changed the player's animation >> to >> > a >> > 9way blend, it seems to work, but not totally. >> > The running animations dun work out totally, as in instead of running, >> > they >> > were like walking very small steps. >> > And also the jump animations doesn't work anymore. >> > Does anyone knows the problem? Is it that we missed out some codes? >> > -- >> > >> > _______________________________________________ >> > 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