Thank you to everyone who helped with the helicopter problem last week.

We're having a problem, now, getting an NPC to do the following:

Execute a spin in mid air--using scripted sequences.

I've lined up 12 scripted sequences in a row, off the ground. The "move to" 
setting is set to instantaneous (teleport). Gravity is turned off for each 
sequence.

What I *want* to happen is--player assumes a pose (with a single leg out, or 
something) and then spins in the air.

The angle of each scripted sequence is set sequentially: 0, 90, 180, 270, 0, 
90, 180, 270, etc... this would spin the NPC in the air.

The timing is about 0.15 seconds between each sequence. I've even bumped that 
up to .50 for each. Problem remains.
----
The PROBLEM is that the first few scripted sequences run VERY VERY slowly... it 
takes about 1 second for the NPC to get through the first two sequences. Then, 
it goes as expected.

Here's a zipped .vmf file (27 KB) with only a very small world, the npc, and 
his sequences. The trigger in the corner sets the whole thing in motion.

http://members.gamedev.net/Verg/sandbox.zip

The file is very small (2.5 KB) and contains a small sandbox map that shows the 
problem.
-----
If you don't wish to DL the map and try it, that's cool. I'd just like to know 
of a way of putting an NPC quickly into a succession of poses without it 
pausing in any way.


Thanks


Chad


_________________________________________________________________
More immediate than e-mail? Get instant access with Windows Live Messenger.
http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to