Re: [hlcoders] Monster Speeds

2002-02-17 Thread Varlock
and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or something. :) - Varlock - Original Message - From: Reedbeta [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 16, 2002 11:38 PM Subject: Re: [hlcoders] Monster Speeds The model movement speed

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Cortex
] Sent: Sunday, February 17, 2002 9:38 AM Subject: Re: [hlcoders] Monster Speeds Thanks. I'm actually messing around with the babycrab monster, so I'll see if I can get someone to reanimate it to move slower. I suppose that since the model itself contains the speed, I can't really

Re: [hlcoders] Monster Speeds

2002-02-17 Thread botman
Thanks. I'm actually messing around with the babycrab monster, so I'll see if I can get someone to reanimate it to move slower. I suppose that since the model itself contains the speed, I can't really have a monster which changes speed. Well, I guess I could hack it to load seperate

Re: [hlcoders] Monster Speeds

2002-02-17 Thread botman
I don't know if it'll work, but you can use g_engfuncs.pfnSetClientMaxspeed... Monsters are not clients. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Commando
You don't necessarily need multiple models, just multiple animations in the model like the run/walk animations in the scientist model. Then you just need to match up that speed of the animation with the m_flGroundSpeed in CBaseMonster::Move() (actually the derived method in your monster), see

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Cortex
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] right :D - Original Message - From: botman To: [EMAIL PROTECTED] Sent: Sunday, February 17, 2002 2:20 PM Subject: Re: [hlcoders] Monster Speeds I don't know if it'll work

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Reedbeta
You don't necessarily need multiple models, just multiple animations in the model like the run/walk animations in the scientist model. Alternatively, you could use one animation, changing m_flGroundSpeed like botman describes, and play the animation faster or slower (ie vary its framerate) to

Re: [hlcoders] Monster Speeds

2002-02-17 Thread Varlock
PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 17, 2002 3:35 PM Subject: Re: [hlcoders] Monster Speeds You don't necessarily need multiple models, just multiple animations in the model like the run/walk animations in the scientist model. Alternatively, you could use one animation

Re: [hlcoders] Monster Speeds

2002-02-16 Thread OneEyedGhoul
-- [ Picked text/plain from multipart/alternative ] I would guess its the speed of the animation.. or, something to due with the models. Unless your changing Controllers or other flying mosters. ~Ghoul Lets leave it at that... ___ To unsubscribe,

Re: [hlcoders] Monster Speeds

2002-02-16 Thread Reedbeta
The model movement speed is in the animation. See, models appear to run/walk in place in the model viewer, but if you decompile them and load the animation SMDs, you'll find that they move correctly (ie, not running/walking in place). During the model compilation process, something called motion