Ok, I added more ALERT messages.. In Player.cpp SetAnimation case ACT_WALK I added "ALERT ( at_console, "Looking For : %s\n",szAnim);"
Which tells me what animation it has been told to play... Then In Animation.cpp LookupSequence I added "ALERT ( at_console, "*!%� me, this animation doesn't exist !!\n"); just before the return -1.. So when I run the mod and loop through all the animations, when I get to the new anims it tells me they don't exist, so it's obviously defaulting to something else... But I can't work out why they don't exist if in the model viewer they play fine ?... and what's more when the loop gets to ref_aim_bow (std HL anim) it plays something completely different to the actual anim I get when looking at it in model viewer.... Damn, there goes another lump of hair :-( Mike. ----- Original Message ----- From: "Mike "Beamish" Blowers" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, November 20, 2002 3:07 PM Subject: Re: [hlcoders] strcpy( m_pPlayer->m_szAnimExtention, " > Ha... If only it was that easy !! > > ----- Original Message ----- > From: <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, November 20, 2002 2:58 PM > Subject: [hlcoders] strcpy( m_pPlayer->m_szAnimExtention, " > > > > Make sure you have an player.mdl inside the models folder that has all > > the custom animations. > > _______________________________________________ > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

