-- [ Picked text/plain from multipart/alternative ] so by using the command $weightlist in the .qc?
On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote: > > 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

