Put this block in your Spawn() fuction
int iSequence;//this is to store your Sequence number
iSequence = LookupSequence(your Sequence name);//store
ResetSequence( iSequence );//this sets the animation
m_flAnimTime = gpGlobals-curtime;
SetCycle( 0 );
next make a think() fuction and put in:
StudioFrameAdvance();
DispatchAnimEvents( this );
Date: Fri, 11 Sep 2009 01:36:41 -0700
From: flux.black...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Getting a CBaseAnimatedEntity to animate
Hi all, been a while since I asked a question here.
I have a simple animated entity with the model all set up and ready to go,
with animations.
Question 1:
Do I have to do StudioFrameAdvance() in order to animate it?
Question 2:
Do I need to set a sequence before calling StudioFrameAdvance()? Or does it
default to ACT_IDLE ?
Question 3:
Where do I call StudioFrameAdvance()? On Think? The example I looked at is
Player, which does it in PostThink but my entity has no PostThink.
Question 4:
For some reason calling StudioFrameAdvance() doesn't increment its Cycle. It
keeps flipping back to zero on the next call! Why is it doing that? How do I
increment my model's cycle properly?
Note: I do have an animation, with its frames setup properly and it has an
ACT ID so it's not invalid.
Bonus Question:
Can anyone provide me with a simple animated entity example that works? Is
there any simple examples that are clear in the SDK that I can refer to?
Thanks all
~M
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