> 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. :)
Specifically, CBaseMonster::Move() in the monsters.cpp file, uses m_flGroundSpeed for the speed of movement. Move() calls MoveExecute() which determines the amount to move based on m_flGroundSpeed and framerate. It then calls UTIL_MoveToOrigin() to tell the engine to move that entity a specific distance (calculated from ground speed and framerate) during the next video frame. You could keep changing m_flGroundSpeed, but the animation wouldn't match up with how fast it's walking (i.e. it would be sliding it's feet on the ground as it walks, ala moon walking). Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders