Well what I means is that the animation needs to have the movement in the
animation. I know that the QC the animation with movement needs LX in it. I
unfortunately do not know so much on the animation side. I helped with
getting a model to work with the vanilla code included for the houndeye.
What we found was that we had to have animations that had movement speed
imbedded into the animation. So for a walk anim. If you start at 0 and
wanted a move speed of 5 per anim loop you would have the end of the
animation end up 5 units further. And then in the QC I remember the animator
talked about a LX parameter for the animation to let the compiler know this
animation has movement in it on the x plane. LY for an animation with Y
plane movement I suppose.

CHris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
Sent: Monday, January 21, 2008 8:25 PM
To: [email protected]
Subject: Re: [hlcoders] Replacing NPC_Antlion

--
[ Picked text/plain from multipart/alternative ]
ya.. there's the ACT_RUN, ACT_WALK animation in it, but if i made it able to
move, the animation wont play, and if i made it able to play the walk
animation, it wont move...

On 1/22/08, Christopher Harris <[EMAIL PROTECTED]> wrote:
>
> Does your animation have the movement in it? In other words when you view
> it
> in model viewer with I believe sequence ticked the model should look like
> it
> is moving. If it does not then that is the issue. It is a pretty common
> problem with zombie models if decompiling is attempted.
>
> Chris
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
> Sent: Sunday, January 20, 2008 11:15 PM
> To: [email protected]
> Subject: [hlcoders] Replacing NPC_Antlion
>
> --
> [ Picked text/plain from multipart/alternative ]
> I am trying to replace the NPC_Antlion with my own model and animations,
> but
> the animations dun work... the antlion turns when it detects the player
> but
> doesn't move. Anyone know why?
> --
>
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