Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
-- [ Picked text/plain from multipart/alternative ] return CalcSequenceIndex( %s%s, DEFAULT_RUN_NAME, pSuffix ); Is it under this? But still, what do I change? On 12/3/07, Alvin Ng [EMAIL PROTECTED] wrote: What do I change in there? Sorry I just started on this and I am not good at coding..

Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
-- [ Picked text/plain from multipart/alternative ] What do I change in there? Sorry I just started on this and I am not good at coding.. So I do not really know what to change, plus i cant seem to find anything whichs says change from 1 animation to 9 On 12/3/07, Minh [EMAIL PROTECTED] wrote:

Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Minh
-- [ Picked text/plain from multipart/alternative ] sorry, it's not under sdk_playeranimstate.cpp it's actually in sdk_player.cpp Look for the function CSDKPlayer::CSDKPlayer() This is the constructor function for the CSDKPlayer class. Look for the line that says m_PlayerAnimState =

Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Minh
-- [ 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

Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
-- [ 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

Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Yea, that's what a normal 8-way animation looks like. You can remove the line containing a_RunZero since it's not even being used. The actual sequence, Run contains 8 movement directions, S, SE, E, NE, N, NW, W, SW. So as I said in my previous

Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
-- [ Picked text/plain from multipart/alternative ] I cant find that state in the codes fr hl2 single mode Its for the main player... ya.. a third person mod using halflife 2 single mode. On 12/3/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yea,

[hlcoders] Re: NPC Animation Latency...

2007-12-03 Thread Andrew Watkins
I have run into this problem too - and don't have a proper solution. I have discovered, however, that if you set net_fakelag to anything about ~25ms, the jittering disappears. This is probably in line with what you would expect with a listenserver-only problem. Until I find a proper solution, I

Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Do a search for : LEGANIM_9WAY - Original Message - From: Alvin Ng [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 03, 2007 1:20 AM Subject: Re: [hlcoders] 3rd person cam, player's animation -- [

Re: [hlcoders] Re: NPC Animation Latency...

2007-12-03 Thread Christopher Harris
That did not help much. Now the pose parameters appear to be stuck at a single value and unchanged. I assume because there is no npc animation code on the client. The only C_AI_BaseNPC is a few minor things. Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To:

[hlcoders] [Hammer] Colour Change in 3D View?

2007-12-03 Thread Jake Breen
I remember in hammer 3.5 you could, and to be honest I'd love to see it in Hammer 4. It was soo much easier for me (Mainly because i could see which textures were black...) -Jake Frostbite Breen ___ To unsubscribe, edit your list preferences, or view

[hlcoders] Combo System

2007-12-03 Thread kitson foo
-- [ Picked text/plain from multipart/alternative ] hey guys. i was wondering if anybody has any idea on how to create a combo system in source mod. the combo system would be like within a timeframe say 2 seconds if a player hit the same buttons twice they would do two different types of

[hlcoders] Linux Compile

2007-12-03 Thread Mark Chandler
Hey guys im having troubles compiling my mod under linux. It gets up to the stage of trying to compile and then spits this error out: [code] bash-3.1# make if [ -z gcc ]; then echo Compiler not defined.; exit; fi if [ ! -d . ];then mkdir .;fi cd . if [ ! -f tier0_i486.so ]; then ln -s