You should really use tasks and schedules to do something like this. -Sniper ----- Original Message ----- From: "Vyacheslav Djura" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, January 04, 2003 10:18 AM Subject: [hlcoders] need help on CBaseMonster
> Hi! I am working on HEV charger entity, like in HL for PS2 > (base class is CBaseMonster, not CBaseToggle). Charger must play > animations when user uses/unuses it. The problem is that I never > worked with CBaseMonster before and have troubles with it... > When I am trying to make charger to play certain animation, I use the > following code - pev->sequence = HEVCHARGER_DEPLOY for example. But > sequence appears only for a milisecond and then backs to the first one > (IDLE). I tryed to understand how monsters in Half-Life send > animations, but stuck with that thing too...I understand that they use > HandleAnimEvent in most cases (let's take monster_zombie as an > example), but how animations are sent into that procedure??? I > looked through each line of code and haven't found anything related to > that...Constant ZOMBIE_AE_ATTACK_RIGHT is found only in two places - > when it is defined and when it is used in switch...case of > HandleAnimEvent function. > Someone, please help! Maybe there is base class for making HEV > charger? > > Best regards, > Vyacheslav "Hoaxer" Djura > > -------------------------------------------------------------------------- -- > Distinct Reality mod (www.wrenchsoftware.com/dreal/dreal.html) > > _______________________________________________ > 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

