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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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  >
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