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Ok, off the top of my head..
 The human NPCs and the human(oid) players share the same animation files.
 HL2MP changes the animations to HL2MP animations.. because it doesn't need
NPCs. This means that the NPCs animations are broken in HL2MP based mods. If
you run from a bare HL2 installation the NPC animations should work but the
player's will be in the Jesus pose.
 I solved this in Garry's Mod by copying the player animations to a
different filename and hex editing the player models so they use those
animations. This left the NPC's to use the default HL2 animations.
 If it still doesn't work I'd look in your mod's model folder. Maybe rename
it to make sure that nothing in there is messing you around. A good thing to
do would be to spawn a bot. If it's animated properly then you're still
using the HL2MP animation files.
 The NPC's are useless without the animations because they fire events off
and time all their actions.
 Apart from that there were some weird things happening with the NPCs. They
would fire their gun but no bullet came out. They wouldn't bleed. Other such
things. It's a good idea to get things working in single player first and
then find out what's broken in MP.

 On 10/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Could it be that the monsters dont know that there is
> a "pPlayer" or that there is more then one, its
> breaking out of its think function before it can do
> anything?
>
> Try adding a que for when the monster is meant to do
> and acction such as "hear player". The cue i normaly
> use for this, is a playing a sound from the VOX
> folder.
>
> See if this can help you narrow it down, if what i
> think is the case...
>
> Adam
>
> --- "Giedrius T." <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I can't make npcs work as they're supposed to on a
> > multiplayer mod. Garry
> > suggested that the animations are missing, so my mod
> > starts with hl2 gcf and
> > mount hl2dm gcf in DLLInit function, but the
> > animations still seem to be
> > missing (but, when running from hl2 gcf, but not
> > mounting hl2dm gcf, they're
> > all there, but npcs don't move and motd is displayed
> > in a strange manner).
> > All the human-like players, like combines, rebels,
> > citizens stand in "Jesus"
> > pose, and Alyx model stands at her own stance, but
> > when you're near here, an
> > error in console appears "Alyx.mdl bad sequence (-1
> > out of 763)" or
> > something like that. Vortigaunt can walk around and
> > speak his frazes (when I
> > use only hl2dm gcf, he can walk around, but doesn't
> > speak), other non-human
> > npcs have their animations, but don't move around.
> > All of the npcs (except
> > for vortigaunts) just turn to face the player, if
> > he's near them.
> > --
> >
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