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[ Picked text/plain from multipart/alternative ]
This appears after chose the weapons and press attack for some weapons like
the pistol, thats why i can replace by adding the act in my qc, but for crow
bar, this line doesnt appear in game, thats why I wasn't able to replace the
animation. I was thinking if the reason could be that there's another mdl
file / animation in game thats why the animations cant be played from my qc.

CBaseAnimatingOverlay::AddGesture: model models/player/man/man.mdl missing
activity ACT_GESTURE_RANGE_ATTACK_SMG


On 12/13/07, Alvin Ng <[EMAIL PROTECTED]> wrote:
>
> 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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> >
> >
>
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