SetAnimation dude.
Hi, I am playing with m_szAnimExtention, changing its values to my requirements, and It is working perfect, but I have one dude about the use of it. For example I change the value of m_szAnimExtention to "bow", so the function will search for "ref_aim_bow"/"crouch_aim_bow"/"ref_shoot..." inside the model's sequence list, and then it will work, or it doesn't work that way?
and other dude: The Engine looks inside the new model for the model's total frame value of each sequence, or it just take it from one variable, so it is saved. I'm asking this because I have some problems when I use a new sequence in place of "mp5" sequences, because this new sequence have a different amount of frames, and the sequence takes an acceleration. PHP Code:
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Re: SetAnimation dude.
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Re: SetAnimation dude.
I saw the SDK, but I'm not referring to that part, because I saw LookUpSequence function too, but I tried adding a new animation to the player, named:
ref_aim_bow ref_shoot_bow and I set the value of m_szAnimExtention to "bow", but It doesn't found the sequence and then It sets in "dummy" sequence, It seems to get the values in the precache list, from the original players, and then when LookUpSequence is used, It looks up inside an array. For that reason I'm looking for a way to acces to GET_MODEL_PTR macro. PHP Code:
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Re: SetAnimation dude.
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Re: SetAnimation dude.
I tried setting the value that returns EngFunc_ModelIndex, to pev_modelindex of id, but it doesn't work, I think it is because EngFunc_GetModelPtr isnt the same as EngFunc_ModelIndex.
Directives from enginecallback.cpp; PHP Code:
I'm using the way to prevent SVC_BAD error: PHP Code:
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Re: SetAnimation dude.
What about the modelindex offset
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Re: SetAnimation dude.
It worked, thank you. Now I have a new problem, the sequence seems to be found, but when it has to be played it isn't, it stays like in the first frame.
* I added the two new sequences at the end of the QC Script, Could it be the problem? Edit: It is working fine with the Offset m_iModelIndex = 496. * It gets the correct framerate per sequence. * It founds the sequence correctly. I added the animation before the die sequences. I didn't test with more than 111 sequences ( it is the max animation default for each player model in CS ), I deleted some sequences that I didnt use. Now, I have a problem with the DIE sequences, I'm trying to fix it, ( the problem is that the sequence plays good except the legs, they stays like in dummy sequence ). If I have changes, I'll notice here. |
Re: SetAnimation dude.
I can set animation with offset CBaseAnimating ? I want to set the animation at a random time of death. I have a new model with new animations.
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