That would be godsend, please do. I'm racking my brain to wrap my head around this stuff.
Thanks ahead of time! -- William On 11/27/06, Ben Everett <[EMAIL PROTECTED]> wrote:
I'll have the guy who did the character animations for Forsaken e-mail you, as this doesn't really belong on the coders list :) -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Golden Sent: Monday, November 27, 2006 5:40 PM To: [email protected] Subject: [hlcoders] QCI, Custom Sequences and Activities 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 _______________________________________________ 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

