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LEGANIM_9WAY




----- Original Message -----
From: "Alvin Ng" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, December 03, 2007 1:20 AM
Subject: Re: [hlcoders] 3rd person cam, player's animation


> --
> [ 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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>> >> > please visit:
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>> >> >
>> >>
>> >> --
>> >>
>> >> _______________________________________________
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
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>> >>
>> >>
>> > --
>> >
>> > _______________________________________________
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>> > please visit:
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>> >
>>
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>>
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>>
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>
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