Chris -  thank you very much for the suggestion.  I think I'll take
the code route and appreciate your insights

On Thu, Jan 22, 2009 at 10:18 PM, Christopher Harris
<[email protected]> wrote:
> You could also dynamically generate a path_node set for the path you want
> this thing to take then write a BaseAnimating derived train class that does
> the same functionality as the Brush Based Entity train does.
>
> Chris
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Steve
> Henderson
> Sent: Wednesday, January 21, 2009 3:51 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Moving a non-NPC model as an NPC
>
> Does anyone know the best way to have a non-NPC, idle-sequence only
> model (e.g. a chair) follow a path in a map as if it were an NPC?
>
> I have some engine parts that I want to animate as part of a
> maintenance application
> we are making with Source.  These are just sequences that show custom
> models moving
> on arbitrary paths.  No physics, no AI, etc.  Just moving.
>
> For some of the larger models, I cannot use model-side animation sequences.
> These large models are  > 10K and require a composite model QC file which
> I don't think supports combining animations from multiple sub models.
>
> I would I'd like to find some sort of NPC that just takes a model and
> moves it around. I have tried several interesting sounding NPC's (generic
> actor,
> monster generic) but they don't seem to work.  They work fine with
> something like the crow.mdl model, but not my custom models.  Even
> when I add the missing animation sequences (e.g. ACT_IDLE) that don't
> seem to work.
>
> Thanks
>
> Steve
>
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