Hey Guys, Not sure if this is the right place to ask this or not, but I'm developing a character and have it compiled. It will spawn in game and respond to basic movement. My question is:
Can anyone point me to some schematics of replacing a characters animation (Walk, run, crouch, etc) - from initial observation it appears that the animations are called from the player_macros, in a series of animations grouped into sequences and then called based on an the ACT_ functions. I have made walk, run, idle, jump animations and compiled them with my .qc file, but the character starts out either "idle" in the T pose, or walking, in a loop - depending on the order in which I place it in the .qc file before compile. I looked into the player_macros.qci and a few other files and it looks like the animations are being blended from a sequence of animations. If anyone could clear this up it would be a great help! Thanks, William _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

