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
> >
>
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