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[ Picked text/plain from multipart/alternative ]
    You need to modify CalcMainActivity to return the ACT_ that you want it
to be playing. Take a look at the Standard SDK and notice how they do the
jumping activity (ACT_HOP).
    They have a function called 'HandleJumping()' which determines whether
or not if the player should be playing the jump sequence.
    So for example, if you have a new activity that you want to play, let's
call it ACT_DANCE, you should create a new function called HandleDancing(),
which will determine whether or not the player should be playing the dance
animation.. and then your new CalcMainActivity should look like this

Activity CSDKPlayerAnimState::CalcMainActivity()
{
    float flOuterSpeed = GetOuterXYSpeed();
    if ( HandleJumping ()    )
        return ACT_HOP;
    else if ( HandleDancing()    )
        return ACT_DANCING;
    else
    {
        ..... // handle basic walking, running, crouching stuff
    }
}


    Hope this helps, and good luck working with the animation system. It's
one of the most complicated aspects of the Source SDK, in my opinion. It's
really powerful and robust once you get the hang of it though.

----- Original Message -----
From: "Mark Gornall" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, July 03, 2007 3:57 PM
Subject: [hlcoders] playing an anim


> Hi, so in the advanced SDK how do you play a simple full body player anim?
> The problem I see is that no matter what ACT_ you set up in Player.cpp,
> when
> it reaches ComputeMainSequence() the function CalcMainActivity(); is
> called,
> which just stomps all over any specific ACT_ that has been set up by using
> the player movement and picking either walk/idle/crouch/jump. And so
> anything more complicated never gets played. How do you do it?
>
> Thanks,
> Mark.
>
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