Make sure your item is derived from cbaseanimating and you will have to set
the ideal animation in the code for best results.

On Tue, Jan 6, 2009 at 11:43 AM, Stephen Micheals <
[email protected]> wrote:

> afaik unless the entity specifically supports it that animation
> selection does nothing but change whats viewed in hammer.
>
> you would need to edit the ammo pickup entity so it uses a different
> model that has that animation as its idle or edit the entity to use
> the standard model but use a different animation.
>
> On Tue, Jan 6, 2009 at 10:48 AM, Yorg Kuijs <[email protected]> wrote:
> > Hey List,
> >
> > so development of my mod has been going pretty well recently, just now
> > today added a special ammo pickup for a grenade(my mod's all about
> > grenades hehe) took care of a problem with not getting ammo if you
> > didn't get the "weapon" yet so that works good and all, but the model it
> > uses is animated.
> >
> > When placing the entity in hammer I can choose the animation so that's
> > all good, but in the mod the animation doesn't work, the model was
> > tested sucesfully as a prop dynamic though.
> > So what's the most effective thing to do from this point on? try to turn
> > it into a mix of prop dynamic/ammo pickup or is there a simpler(and
> > better) solution?
>
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-- 
~Ryan
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