You don't necessarily need  multiple models, just multiple animations in
the model like the run/walk animations in the scientist model.  Then you
just need to match up that speed of the animation with the m_flGroundSpeed
in CBaseMonster::Move() (actually the derived method in your monster), see
Botman's post for more info on that.

Commando
http://www.tourofdutymod.com


At 12:38 AM 17/02/2002 -0800, you wrote:
>     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

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