use cl_showanimstate 1 ( or something similar, I've become too dependent on auto-completion :D ) when you're alone, on a local server, in thirdperson. On the top right you'll see the list of all animations that are being blended at the moment, plus, important, the weight they're being blended with. Verify e.g. that when you're running straight forward, you're playing the run forward animation with weight 1.0. If that's not the case, there's your bug already, it's probably badly set up pose parameters in the .qc. If it is playing with weight 1.0 and your run animation in max does not correspond to what the character is doing, you either have a problem during export or in the .qc, or you're in (a) really deep mess/**** code-wise :)
> -- > [ Picked text/plain from multipart/alternative ] > Not only the jump animation. The run animation is working, but not > totally. > The animation is supposed to be a run, but when WASD is pressed, the > animation in game is just taking small steps. > > On 12/26/07, Minh <[EMAIL PROTECTED]> wrote: >> >> -- >> [ Picked text/plain from multipart/alternative ] >> ok, I'm sorry but spewing out everything you've done since you were born >> doesn't make it any easier for us to decipher what the problem is... >> >> If the jumping stuff isn't working, try finding out what exactly happens >> when you press the jump key. Go to sdk_gamemovement.cpp and look for a >> function called "CheckJumpButton" >> Investigage what that function is doing and maybe it will lead you to >> why >> your jump animatons aren't working. >> >> >> >> ----- Original Message ----- >> From: "Alvin Ng" <[EMAIL PROTECTED]> >> To: <[email protected]> >> Sent: Tuesday, December 25, 2007 7:00 PM >> Subject: [hlcoders] Player animation after major change in codes. >> >> >> > -- >> > [ Picked text/plain from multipart/alternative ] >> > On client side, added existing items in HL2 DLL Folder: >> > >> > c_sdk_player.h >> > >> > c_sdk_player.cpp >> > >> > sdk_playeranimatestate.h >> > >> > sdk_playeranimatestate.cpp >> > >> > sdk_player_shared.cpp >> > >> > On server side, added existing items in HL2 DLL Folder: >> > >> > sdk_player.h >> > >> > sdk_player.cpp >> > >> > sdk_playeranimatestate.h >> > >> > sdk_playeranimatestate.cpp >> > >> > sdk_player_shared.cpp >> > >> > >> ------------------------------------------------------------------------------------------ >> > >> > replaced: >> > >> > #include "sdk/sdk_player.h" with #include "sdk/sdk_playeranimstate.h" >> > >> > *In sdk_playeranimatestate.h, sdk_player.cpp, sdk_player_shared.cpp >> > >> > replaced: >> > >> > WeaponSDKBase with BaseHLCombat Weapon >> > >> > e.g. C_WeaponSDKBase >> > >> > willl be >> > >> > C_BaseHLCombat Weapon >> > >> > replaced: >> > >> > #include "sdk_gamerules.h" with #include "hl2_gamerules.h" >> > >> > #include "weapon_sdkbase.h" with #include >> "basehl2combatweapon_shared.h" >> > >> > *In hl2_player.cpp >> > >> > comment LINK_ENTITY_TO_CLASS( player, CHL2_Player ); >> > >> > e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player ); >> > >> > *In sdk_playeranimatestate.cpp >> > >> > replaced: >> > >> > #include "weapon_sdkbase.h" with #include >> "basehlcombatweapon_shared.h" >> > >> > *In the entire project >> > >> > replaced: >> > >> > GetSDKWpnData with GetWpnData >> > >> > *In weapon_parse.cpp >> > >> > -=added: >> > >> > const char *pAnimEx = pKeyValuesData->GetString( >> > "PlayerAnimationExtension", >> > "mp5" ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof( >> > m_szAnimExtension ) >> > ); >> > >> > -=in the function=- >> > >> > void FileWeaponInfo_t: arse >> > >> > *In weapon_parse.h >> > >> > added: >> > >> > char m_szAnimExtension[16]; // string used to generate player >> animations >> > with this weapon >> > >> > *In sdk_player.cpp , sdk_player.h >> > >> > commented function with "CheatImpulseCommands" >> > >> > *In c_sdk_player.cpp >> > >> > replaced: >> > >> > #include "weapon_parse.h" with #include "basehlcombatweapon_shared.h" >> > >> > *In c_sdk_player.h >> > >> > Find and replace first two C_BasePlayer: >> > >> > C_BasePlayer with C_BaseHLPlayer >> > >> > and added: >> > >> > #include "c_basehlplayer.h" >> > >> > *On the server side in sdk_player.h >> > >> > replaced: >> > >> > CBasePlayer with CHL2_Player >> > >> > and included: >> > >> > #include "hl2_player.h" >> > ------------------------------------------------------- >> > We got a help from this coder, he walked us through to change the >> codes, >> > now >> > I cant seem to get him back. >> > After this major change in the codes, i changed the player's animation >> to >> > a >> > 9way blend, it seems to work, but not totally. >> > The running animations dun work out totally, as in instead of running, >> > they >> > were like walking very small steps. >> > And also the jump animations doesn't work anymore. >> > Does anyone knows the problem? Is it that we missed out some codes? >> > -- >> > >> > _______________________________________________ >> > 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 >> >> > -- > > _______________________________________________ > 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

