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.
> > _______________________________________________
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> please visit:
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> >
> >
>
>
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