Thank you Reedbeta, botman, and others. I added a new variable to CBaseEntity, m_flSpeedFac, set it to 1.0 in DispatchSpawn (since I couldn't find any other good spot to initialize it), and in CBaseAnimating :: ResetSequence, where it gets the pev->framerate and m_flGroundSpeed variables from the model, I multiply them by m_flSpeedFac. Then in my new babycrab, called a sewercrab, in SewerCrab :: Spawn, I set m_flSpeedFac to 0.8. Anyway, it works perfectly. The thing moves slower, just as I hoped. Thanks for all the help. :)
- Varlock ----- Original Message ----- From: "Reedbeta" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, February 17, 2002 3:35 PM Subject: Re: [hlcoders] Monster Speeds > > You don't necessarily need multiple models, just multiple animations in > > the model like the run/walk animations in the scientist model. > > Alternatively, you could use one animation, changing m_flGroundSpeed like > botman describes, and play the animation faster or slower (ie vary its > framerate) to make the animation match up with the movement speed. > > ---Reedbeta > > __________________________________________________ > Do You Yahoo!? > Yahoo! Sports - Coverage of the 2002 Olympic Games > http://sports.yahoo.com > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders