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[ Picked text/plain from multipart/alternative ]
is ACT_RANGE_ATTACK_SMG1 for the crowbar? or u mean i need to change to
$sequence attack1 "attack1" ACT_MELEE_ATTACK_SWIN 1 fps 20.00

Either I have no problem with my sequences... It works for my runs and also
the pistol
and handgun.


On 12/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> Don't think your sequence is right. Mine looks like:
>
> $sequence attack1 "attack1" ACT_RANGE_ATTACK_SMG1 1 fps 20.00
> $sequence [local name] "[smd file]" [Activity name] 1 fps [fps float]
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
> Sent: Thursday, December 13, 2007 3:22 PM
> To: [email protected]
> Subject: Re: [hlcoders] Replace Crowbar for HL2SP Mod.
>
> --
> [ Picked text/plain from multipart/alternative ]
> Ya I did.
>
>
> acttable_t CWeaponCrowbar::m_acttable[] =
>
> {
>
> { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
>
> { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
>
> { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
>
> };
>
> So i used the ACT_MELEE_ATTACK_SWING in
>
> $sequence CBATT2 "Attack1" fps 30 snap activity ACT_RANGE_ATTACK_SWING 1
>
> But it still didnt work. (i turned on impulse 101 if it does matter.)
>
> ----------------------------------------------------------------------------
> -----------------------------------------------
> On 12/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >
> > 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
> > --
> >
> > _______________________________________________
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> >
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> >
> >
> --
>
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