-- [ Picked text/plain from multipart/alternative ] Do a search for : 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. >> >> > -- >> >> > >> >> > _______________________________________________ >> >> > 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 > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

