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Sequences have a sequence name, but can also be grouped as activities.
These are probably the names you will see in the SDK (for AI at least). In
your sequence line in your models qc, you group sequences in activities like
so:
$sequence
Of Tom Edwards
Sent: Tuesday, July 05, 2005 2:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] NPC activities
I'm no modeller or coder, but that sounds pretty neat regardless. What's
the collective term for these technologies (the material system sounds
like it does the same sort
PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, July 03, 2005 4:24 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] NPC activities
*VCD
Tom Edwards wrote:
Cancel that, they aren't there. Here's some examples of the 'hidden'
activities I'm looking for:
d1_t01_BreakRoom_Sit01_Idle
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Tuesday, July 05, 2005 2:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] NPC activities
I'm no modeller or coder, but that sounds pretty neat regardless. What's
the collective term for these technologies
Of course...how could I not have thought of that? Thanks.
apophis wrote:
I think they are in the NPC code. For example, this is in
dlls/hl2_dll/npc_zombie.cpp:
AI_BEGIN_CUSTOM_NPC( npc_zombie, CZombie )
...
DECLARE_ACTIVITY( ACT_ZOMBIE_TANTRUM );
DECLARE_ACTIVITY(
*VCD
Tom Edwards wrote:
Cancel that, they aren't there. Here's some examples of the 'hidden'
activities I'm looking for:
d1_t01_BreakRoom_Sit01_Idle
d1_t01_BreakRoom_Sit02
d1_t01_BreakRoom_WatchBreen
d1_t01_Clutch_Chainlink_Idle
d1_t01_BreakRoom_WatchClock_Sit
LineIdle01
sitcouchknees1
I've
I think they are in the NPC code. For example, this is in
dlls/hl2_dll/npc_zombie.cpp:
AI_BEGIN_CUSTOM_NPC( npc_zombie, CZombie )
...
DECLARE_ACTIVITY( ACT_ZOMBIE_TANTRUM );
DECLARE_ACTIVITY( ACT_ZOMBIE_WALLPOUND );
On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote:
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