-- [ Picked text/plain from multipart/alternative ] odd... I dont know why that would be.
My only other suggestion would be to combine the aim layer ontop of the run sequence in the .qc and just make a new sequence called "run_aimed" Should be pretty easy. Just do something like $sequence run_aimed "run" addlayer aim_layer activity ACT_RUN_AIMED 1 it's probably better doing it this way cuz then you dont have to use an overlay in the game code. Using overlays takes up a bit of CPU so you'll save some cycles by embedding the aim layer into the run sequence. BTW, this is how CS Source and DoD Source models do it it's a much cleaner method ----- Original Message ----- From: "Mark Gornall" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Sunday, December 23, 2007 8:08 AM Subject: [hlcoders] Re: hlcoders digest, Vol 1 #3499 - 2 msgs > Hey Minh, > I tried the weightlist you suggested and it works absolutely fine in > HLMV... unfortunately I get the same problem in game, the upper anim plays > but it's as if the yaw rotation of the player goes all "wobbly" when he > runs. > > Mark. > > > _______________________________________________ > 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

