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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.
>
>
> _______________________________________________
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