its not even that. remove any L# tags from the animation line. LX/LY = motion extraction aka: gait. if a sequence doesnt have that, when its being called, the active gaitsequence doesnt have any effect because the primary overrides it (look at swimming/treading water/hover/jump/longjump etc.)
-omega Blackened Interactive http://www.nofadz.com/blackened IRC: irc.gamesnet.net channel: #blackened-interactive Assistant Coder, Underhive (http://www.underhive.com) ----- Original Message ----- From: "Mark Gornall" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, December 07, 2001 10:39 AM Subject: RE: [hlcoders] Full body animation > It depends what ACT_ you are doing. Look in player.cpp SetAnimation(). If > it's ACT_WALK then you will have a gaitsequence applied. If it's something > like HOP, LEAP, DIESIMPLE then the gaitsequence is 0. I'd add your own so > you can avoid the gaitsequence if you don't want it. > > Routetwo. > http://www.planethalflife.com/vampire > > > __________________________________________________________ > This mail has been scanned for all known viruses by UUNET > delivered through the MessageLabs Virus Control Centre. > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

