--
[ 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.
> >> > --
> >> >
> >> > _______________________________________________
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> archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >>
> >> --
> >>
> >> _______________________________________________
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> >> please visit:
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> >>
> >>
> > --
> >
> > _______________________________________________
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> >
>
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>
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