ok back again and found out a bit more
I'm thinking I was initially wrong when I thought only NPC's use Events
but I think its actually so that Activities are linked to Events and in 
the events the coder can then specifiy specific code stuff that a 
modeller can't do with it.

so I think I have to be here:
case EVENT_WEAPON_SEQUENCE_FINISHED:
m_fDrawbackFinished = true;
break;

in the qc file its determined what event is linked to the activity(the 
animation name that the code uses to find the animation name from the 
model files)

event 3900 is EVENT_WEAPON_SEQUENCE_FINISHED as seen above and is this 
as Nauz specified in the qc file

1) $sequence drawbackhigh "watermelon_drawhigh" activity 
ACT_VM_PULLBACK_HIGH 1 fps 24 { frames 0 35 } { event 3900 4 }

so animation name = watermelon_drawhigh but the activity is called 
ACT_VM_PULLBACK_HIGH(which is what the code uses) and it uses the event 
3900 which is EVENT_WEAPON_SEQUENCE_FINISHED

so it seems that as soon as animation drawhigh starts it counts the 
grenade ready to throw(cause it then reads DrawBackFinished = true which 
means its ready to throw, therefore you can throw the grenade because it 
doesnt tell it to wait for the end of the animation!

so now I need a way to tell it in the code to say: HEY WAIT UNTIL IT 
ENDS then DrawbackFinished = true
rather then hey animation starts, drawbackfinished = true oh lol you can 
throw now even though you havent pulled the pin yet ..

yeah im rambling. but I think i'm close now! just have no idea how to 
tell it to wait for the end of the animation..
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