Here's an example from hl2: // combine_door01.qc
// // .qc file version 1.0 // $modelname props_combine\combine_door01.mdl $cdmaterials models\props_combine $body "Body" "combine_door01_reference.smd" $surfaceprop "metal" // --------- Animation sequences ------- $sequence idle_closed "combine_door01_Open" frames 0 0 fps 30 $sequence idle_open "combine_door01_Close" frames 0 0 fps 30 $sequence Open "combine_door01_Open" fps 30 { { event AE_CL_PLAYSOUND 2 "novaprospekt.combinedoor_move_1" } { event AE_CL_PLAYSOUND 62 "novaprospekt.combinedoor_close_1" } { event AE_CL_PLAYSOUND 86 "novaprospekt.combinedoor_close_1" } { event AE_CL_STOPSOUND 87 "novaprospekt.combinedoor_move_1" } } $sequence Close "combine_door01_close" fps 30 { { event AE_CL_PLAYSOUND 2 "novaprospekt.combinedoor_move_1" } { event AE_CL_PLAYSOUND 82 "novaprospekt.combinedoor_close_1" } { event AE_CL_STOPSOUND 83 "novaprospekt.combinedoor_move_1" } } $lod 70 { replacemodel "combine_door01_reference" "combine_door01_lod1" } $lod 80 { replacemodel "combine_door01_reference" "combine_door01_lod2" } $lod 90 { replacemodel "combine_door01_reference" "combine_door01_lod3" } $lod 95 { replacemodel "combine_door01_reference" "combine_door01_lod4" } $collisionjoints combine_door01_Ragdoll { // Mass in kilograms //$Mass 60 //$concave } $keyvalues { "bone_followers" { "bone" "door.door1" "bone" "door.door2" "bone" "door.door3" } } -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Thursday, November 01, 2007 5:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes -- [ Picked text/plain from multipart/alternative ] ahh. thanks kevin. that helps heaps.. ----- Original Message ----- From: "Kevin Ottalini" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Thursday, November 01, 2007 4:43 PM Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes >I found this: > http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold > > and from the ravendoor model: > > $modelname "props_lab/RavenDoor.mdl" > $model "Body" "RavenDoor_reference.smd" > > $lod 35 > { > replacemodel "RavenDoor_reference" "lod1_RavenDoor_reference" > } > > $cdmaterials "models\props_lab/" > > $hboxset "default" > $hbox 0 "RavenDoor.Door_Bone" -90.535 -2.066 -4.194 90.847 112.003 > 4.194 > > // Model uses material "ravendoor_sheet.vmt" > > $surfaceprop "metalpanel" > $keyvalues { bone_followers { "bone" "RavenDoor.Door_Bone" } } > $illumposition 0.000 0.156 54.969 > > $sequence idle "idle" ACT_IDLE 1 fps 30.00 > $sequence RavenDoor_Open "RavenDoor_Open" fps 30.00 > $sequence RavenDoor_Hold "RavenDoor_Hold" fps 30.00 > $sequence RavenDoor_Drop "RavenDoor_Drop" fps 30.00 > $sequence RavenDoor_Drop_postidle "RavenDoor_Drop_postidle" fps 30.00 > > $collisionmodel "phymodel.smd" { > > $mass 1.0 > $inertia 1.00 > $damping 0.00 > $rotdamping 0.00 > } > > > > ----- Original Message ----- > From: "Minh" <minh_le> > To: <hlcoders@list.valvesoftware.com> > Sent: Thursday, November 01, 2007 4:10 PM > Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes > > >> actually Jay, do you have an example .qc you can show us because I can't >> seem to find any information on "bonefollowers" on the Valve SDK Wiki. >> >> ----- Original Message ----- >> From: "Jay Stelly" > To: <hlcoders@list.valvesoftware.com> >> Sent: Thursday, November 01, 2007 3:57 PM >> Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes >> >>> prop_dynamic already does this. In the orange box version of the engine >>> you just set it up like a ragdoll and it happens automatically. In the >>> previous versions you have to add a "bonefollowers" section to the qc to >>> specify which bones need animated collisions. >>> >>> -----Original Message----- >>> From: [EMAIL PROTECTED] >>> [mailto:[EMAIL PROTECTED] On Behalf Of Minh >>> Sent: Thursday, November 01, 2007 3:45 PM >>> To: hlcoders@list.valvesoftware.com >>> Subject: [hlcoders] prop_dynamic don't have animated collision boxes >>> >>> I want to make a big animating oil pump (that has a moving piston) >>> and >>> have the player be able to walk on top of it and be affected by the >>> moving >>> piston.. but realised that animating props don't actually animate their >>> phys >>> box. >>> Currently, is there any prop that supports animating phys boxes? or >>> is >>> this something I need to modify..? >>> I guess I should take a look at prop_door_rotating... > > > _______________________________________________ > 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