Put this block in your Spawn() fuction

int iSequence;//this is to store your Sequence number

iSequence = LookupSequence("your Sequence name");//store 

ResetSequence( iSequence );//this sets the animation

m_flAnimTime = gpGlobals->curtime;

SetCycle( 0 );

 

next make a think() fuction and put in:

StudioFrameAdvance();

DispatchAnimEvents( this );


 
> Date: Fri, 11 Sep 2009 01:36:41 -0700
> From: flux.black...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Getting a CBaseAnimatedEntity to animate
> 
> Hi all, been a while since I asked a question here.
> 
> I have a simple animated entity with the model all set up and ready to go,
> with animations.
> 
> Question 1:
> Do I have to do StudioFrameAdvance() in order to animate it?
> 
> Question 2:
> Do I need to set a sequence before calling StudioFrameAdvance()? Or does it
> default to ACT_IDLE ?
> 
> Question 3:
> Where do I call StudioFrameAdvance()? On Think? The example I looked at is
> Player, which does it in PostThink but my entity has no PostThink.
> 
> Question 4:
> For some reason calling StudioFrameAdvance() doesn't increment its Cycle. It
> keeps flipping back to zero on the next call! Why is it doing that? How do I
> increment my model's cycle properly?
> 
> Note: I do have an animation, with its frames setup properly and it has an
> ACT ID so it's not invalid.
> 
> Bonus Question:
> Can anyone provide me with a simple animated entity example that works? Is
> there any simple examples that are clear in the SDK that I can refer to?
> 
> Thanks all
> 
> ~M
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