I was able to figure this out.

The problem was... the animations were more than a single frame, and they had 
to completely play out before one scripted sequence would lead into the next.

I was able to create single-frame animations and merge them into the .mdl and 
it works perfectly.


Chad


> From: [EMAIL PROTECTED]
> To: [email protected]
> Date: Wed, 16 Apr 2008 02:12:32 -0400
> Subject: [hlcoders] advanced NPC movement (problem)
> 
> 
> Thank you to everyone who helped with the helicopter problem last week.
> 
> 
> We're having a problem, now, getting an NPC to do the following:
> 
> Execute a spin in mid air--using scripted sequences.
> 
> I've lined up 12 scripted sequences in a row, off the ground. The "move to" 
> setting is set to instantaneous (teleport). Gravity is turned off for each 
> sequence.
> 
> What I *want* to happen is--player assumes a pose (with a single leg out, or 
> something) and then spins in the air.
> 
> The angle of each scripted sequence is set sequentially: 0, 90, 180, 270, 0, 
> 90, 180, 270, etc... this would spin the NPC in the air.
> 
> The timing is about 0.15 seconds between each sequence. I've even bumped that 
> up to .50 for each. Problem remains.
> ----
> The PROBLEM is that the first few scripted sequences run VERY VERY slowly... 
> it takes about 1 second for the NPC to get through the first two sequences. 
> Then, it goes as expected.
> 
> Here's a zipped .vmf file (27 KB) with only a very small world, the npc, and 
> his sequences. The trigger in the corner sets the whole thing in motion.
> 
> http://members.gamedev.net/Verg/sandbox.zip
> 
> The file is very small (2.5 KB) and contains a small sandbox map that shows 
> the problem.
> -----
> If you don't wish to DL the map and try it, that's cool. I'd just like to 
> know of a way of putting an NPC quickly into a succession of poses without it 
> pausing in any way.
> 
> 
> Thanks
> 
> 
> Chad
> 
> 
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