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? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

