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
]
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
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
I don't know if it'll work, but you can use
g_engfuncs.pfnSetClientMaxspeed...
Monsters are not clients.
Jeffrey botman Broome
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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
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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
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
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
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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...
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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
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