Are you working off the SDK Beta MP code? If not, I would reccomend you start there. It implements the animation system/changes used by Team Fortress 2 which are a way higher quality and more realistic then the previous way of doing them. However, how much has changed on the code side, I do not know.
On Tue, May 12, 2009 at 8:03 PM, Minh <[email protected]> wrote: > take a look at > baseplayer_animstate.cpp > sdk_playeranimstate.cpp > > those two files contain all the information you'll need to know. I > suggest you print them both out and read them OVER AND OVER AGAIN. It > took me a couple weeks to fully understand how it all worked. The > animation system is really hard to understand at first but once you get > the hang of it, it's extremely powerful and you can do tons of cool things. > > > Christian Rieß wrote: > > Hi, > > > > I am at the moment creating a third person multiplayer-mod, and I want to > look a little bit into the animation system. I want to change the way in > which the animations are triggered by the key inputs. For example I want to > change the way in which the walking animations are played. > > My Problem is, that I digged through several code files from the server > and the client. I already managed to get the animations running thanks to > the tutorial on the wiki-page. But I can't find the functions where the > animations are connected to the action or the key inputs. > > For example, the walking/running-animations of a half life² Deathmatch > model is regulated by a slider, but I can't find in the code how exactly > this is done. > > I could use a hint or two > > > > Greets > > > > Christian Rieß > > > > _______________________________________________ > 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

