Oh boy, my mistake. I was using a player model in my player folder and didn't put it as player.mdl in the root directory. I didn't think that would make a difference but it sure as hell did!
On Mon, Mar 1, 2010 at 9:07 AM, kevin bowen <[email protected]>wrote: > unfortunately that produces this > > ************ ERROR ************ > \Documents and Settings\kevin\Desktop\New Folder\/activity.smd doesn't > exist > ************ ERROR ************ > \Documents and Settings\kevin\Desktop\New Folder\/ACT_SHOTGUNNER.smd > doesn't exist > ************ ERROR ************ > \Documents and Settings\kevin\Desktop\New Folder\/1.smd doesn't exist > > I don't understand why I can't add a new act. Regardless, I'm not sure if > this is even the problem, because "run" worked ingame, and it doesn't have > an act in the QC > > > > On Mon, Mar 1, 2010 at 8:55 AM, Minh <[email protected]> wrote: > >> If I remember correctly, you need to put the word 'activity' in front of >> ACT_SHOTGUNNER.. >> So the full line should look like >> >> $sequence shotgunner "shotgunner" loop fps 30 activity ACT_SHOTGUNNER 1 >> >> >> I'm positive this is how Source engine works.. I just forgot if this is >> how Goldsrc did it... >> >> kevin bowen wrote: >> > I should also add that when I reload ingame using "shotgunner"-- instead >> of >> > finding it at the bottom of the animation list, it plays the first >> animation >> > in the list (idle) >> > >> > On Mon, Mar 1, 2010 at 6:50 AM, kevin bowen <[email protected] >> >wrote: >> > >> > >> >> I'm trying to make a shotgun reload animation called "shotgunner" play >> >> ingame, but the game doesn't seem to find it in the animation list. I >> have a >> >> tiny feeling this is possibly a problem caused by ACT_SHOTGUNNER not >> being >> >> after my animation name, but when I DO add it, >> >> >> >> ($sequence shotgunner "shotgunner" loop fps 30 ACT_SHOTGUNNER 1) >> >> >> >> milkshape says cannot find 1.smd, or if I remove the 1, can't find >> >> ACT_SHOTGUNNER.smd >> >> >> >> >> >> Things I've tried besides that: >> >> >> >> I made my code >> >> animDesired = LookupSequence ("run"); (under my ACT_SHOTGUNNER case) >> >> and it displays the run animation on reload, so I'm pretty stumped. >> >> >> >> I tried putting my animation directly after the walk sequence, and that >> >> jumbles up all the animations ingame. >> >> >> >> but hot damn I'M SO CLOSE. Suggestions?! >> >> >> >> I did this using this tutorial : >> >> http://hlpp.thewavelength.net/tuts/playeranimation.txt >> >> >> >> >> > _______________________________________________ >> > 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

