-- [ Picked text/plain from multipart/alternative ] ok, you're probably not moving fast enough.. type "sv_maxspeed 600"
and then move forward... That should change the weight.. If it does, then your problem is something I can help you with... Lemme know what the new weight is. hmm.. why dont u add me to MSN, I can probably help you much quicker.. My MSN contact is [EMAIL PROTECTED] ----- Original Message ----- From: "Alvin Ng" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Wednesday, December 26, 2007 1:00 AM Subject: Re: [hlcoders] Player animation after major change in codes. > > -- > [ Picked text/plain from multipart/alternative ] > when i press "W" run forward, the weight is 0.24, so i guess thats where > the > problem lies? how do i change the weights? > > On 12/26/07, Minh <[EMAIL PROTECTED]> wrote: >> >> -- >> [ Picked text/plain from multipart/alternative ] >> $weightlist in the .qc file has little to do with your problem right >> now.. >> >> You're problem as you have described it seems to be that it's not playing >> the correct sequence. Like Marteen said, type in >> >> cl_showanimstate 1 >> >> and look at what is being played... >> >> ----- Original Message ----- >> From: "Alvin Ng" <[EMAIL PROTECTED]> >> To: <[email protected]> >> Sent: Wednesday, December 26, 2007 12:21 AM >> Subject: Re: [hlcoders] Player animation after major change in codes. >> >> >> > -- >> > [ 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 >> > >> >> -- >> >> _______________________________________________ >> 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

