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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

