{ event 3900 4 }

The number after the event number is the frame when the event should
be fired.  It looks like the last frame in your animation is 35 so write:

{ event 3900 35 }

-- Tim Baker

--------------------------------------------------
> 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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