-- [ Picked text/plain from multipart/alternative ] I cant find that state in the codes fr hl2 single mode Its for the main player... ya.. a third person mod using halflife 2 single mode.
On 12/3/07, Minh <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Yea, that's what a "normal" > 8-way animation looks like. You can remove the line containing "a_RunZero" > since it's not even being used. > The actual sequence, "Run" contains 8 movement directions, S, SE, E, NE, > N, > NW, W, SW. > So as I said in my previous email, the "Run" sequence has to get blended > (in > code) with an "idle" sequence when the player is not moving. > > Anyways, just make sure your character has this line in it's class > constructor: > m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true > ); > > Is this for an NPC? or for a player? (ie. you're doing third person mod) > > > > ----- Original Message ----- > From: "Alvin Ng" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Monday, December 03, 2007 12:37 AM > Subject: Re: [hlcoders] 3rd person cam, player's animation > > > > -- > > [ Picked text/plain from multipart/alternative ] > > My .qc file has this > > ===================================================- > > $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135 > > $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90 > > $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45 > > $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0 > > $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45 > > $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90 > > $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135 > > $animation a_RunZero "man_run" loop > > $sequence Run { > > a_RunS a_RunSE a_RunE > > a_RunNE a_RunN a_RunNW > > a_RunW a_RunSW a_RunS > > blendwidth 9 blend move_yaw -180 180 node "running" > > ACT_RUN 1 > > } > > ================================================ > > Then again, I am using halflife 2 single player mode.. not > multiplayer... > > > > > > On 12/3/07, Minh <[EMAIL PROTECTED]> wrote: > >> > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> The reason you need to specify it as 8 WAY is because > >> "move_yaw" pose parameter is an 8 way blended parameter. > >> > >> The 9 WAY method uses two pose paremeters. > >> "move_x" > >> "move_y" > >> > >> > >> I believe the CS Source player models use move_x and move_y > >> You should try to base your .qc file off the CS:Source player models. > >> > >> Oh, and the only difference between 9Way and 8WAY is that the 9WAY has > an > >> extra animation for when the player is stationary. In the code, working > >> with > >> 9WAY animation is simpler because you just have to set the 'move_x' and > >> 'move_y' pose paremeter to '0' and the player is playing the idle > >> animation. > >> With 8WAY animation, you have to blend in a seperate idle sequence.. > >> which > >> > >> is a bit more complicated.. > >> I recommend copying the CSSource method and using 9WAY. > >> > >> 8WAY is an older method that was designed before 9WAY became the > standard > >> method for Source character animation. > >> > >> > >> ----- Original Message ----- > >> From: "Alvin Ng" <[EMAIL PROTECTED]> > >> To: <[email protected] > > >> Sent: Sunday, December 02, 2007 9:38 PM > >> Subject: [hlcoders] 3rd person cam, player's animation > >> > >> > >> > -- > >> > [ Picked text/plain from multipart/alternative ] > >> > I am creating a mod with own models and animation and I am having a > >> > problem > >> > whereby the > >> > main player model doesn't play the the correct animations when the > keys > >> > are > >> > pressed, like > >> > > >> > key W -Plays animation running forward > >> > key A -Plays animation shafting left > >> > key S -Plays animation running backwards > >> > key D -Plays animation shafting right > >> > > >> > Right now, the animations played for all four keys are the running > >> forward > >> > animation. > >> > In the .qc file at the move_yaw the animations are working inside the > >> > hlmv.exe but not in the mod. > >> > -- > >> > > >> > _______________________________________________ > >> > 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 > > > > -- > > _______________________________________________ > 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

