Activities that are used are controlled by the weapons code in the act table which maps generic Activities to the ones for that weapon. Have you set this up?
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng Sent: Thursday, December 13, 2007 2:09 PM To: [email protected] Subject: [hlcoders] Replace Crowbar for HL2SP Mod. -- [ Picked text/plain from multipart/alternative ] I am trying to replace the crowbar animation with a custom player model's animation. So far I tried many act_..... But none of them worked for the crowbar. As in when the mouse is pressed, the model will play the animation ------------------------- //For HL2SP CB = Crowbar $sequence CBattack "Attack1" fps 30 snap activity ACT_RANGE_ATTACK1 1 $sequence CBattackswing "Attack1" fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_SLAM 1 //For HL2MP $sequence CBattack2 "Attack1" fps 30 snap activity ACT_GESTURE_MELEE_ATTACK1 1 $sequence CBattackswing2 "Attack1" fps 30 snap activity ACT_GESTURE_MELEE_ATTACK_SWING 1 ------------------------- It worked for the #HL2_Pistol which is $sequence pistolAttack "Attack1" fps 30 snap activity ACT_GESTURE_RANGE_ATTACK_PISTOL 1 $sequence pistolReload "Attack2" fps 30 snap activity ACT_GESTURE_RELOAD_PISTOL 1 -- _______________________________________________ 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

