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I don't know if it'll work, but you can use g_engfuncs.pfnSetClientMaxspeed...
- Cortex : mapper & coder www.hlalbator.fr.st
----- Original Message -----
From: Varlock
To: [EMAIL PROTECTED]
Sent: Sunday, February 17, 2002 9:38 AM
Subject: Re: [hlcoders] Monster Speeds
Thanks. I'm actually messing around with the babycrab monster, so I'll
see if I can get someone to reanimate it to move slower. I suppose that
since the model itself contains the speed, I can't really have a monster
which changes speed. Well, I guess I could hack it to load seperate models
and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
something. :)
- Varlock
----- Original Message -----
From: "Reedbeta" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, February 16, 2002 11:38 PM
Subject: Re: [hlcoders] Monster Speeds
> The model movement speed is in the animation. See, models appear to
run/walk
> in place in the model viewer, but if you decompile them and load the
animation
> SMDs, you'll find that they move correctly (ie, not running/walking in
place).
> During the model compilation process, something called "motion extraction"
is
> applied which removes the motion (so to speak) from the actual animation
and
> encodes it separately in the MDL file.
>
> --- Varlock <[EMAIL PROTECTED]> wrote:
> > I'll be quick and to the point. How do I change the speed of a
monster?
> > I've looked high and low in the SDK but I haven't found anything at all
> > related to monster speeds. pev->maxspeed doesn't seem to affect
anything. Is
> > it hidden in the model or .qc file or something?
> > Thanks for any replies.
> >
> > - Varlock
> >
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