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

