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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..
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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:
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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 =
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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
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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
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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
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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:
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Yea,
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
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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
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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:
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
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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
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
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