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New Animations Along With Models?


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AnimalMonster
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Join Date: May 2020
Old 11-20-2021 , 12:54   New Animations Along With Models?
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Hey, i've got a question
SO.. When you set a p_ model to a player, does it or does it not add new animations along with it? I recently questioned myself "What is this 'ANIM_EXTENSION' define in KORD's code" and now i'm trying to figure it out + How can i find what the new 'animation extension' of the new p_ model is ?

Last edited by AnimalMonster; 11-20-2021 at 12:55.
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hellmoss
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Old 11-20-2021 , 13:50   Re: New Animations Along With Models?
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You need to add new anims to the player model in models/player. You can't add new anims through the p_ model from models/* because those are managed by the skeleton.
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Natsheh
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Old 11-20-2021 , 16:38   Re: New Animations Along With Models?
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the p_weapon model has no animations are you talking about the player model animation?
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Last edited by Natsheh; 11-20-2021 at 16:38.
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AnimalMonster
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Old 11-27-2021 , 12:02   Re: New Animations Along With Models?
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Quote:
Originally Posted by Natsheh View Post
the p_weapon model has no animations are you talking about the player model animation?
Yeah, i've seen something in T3rkecorejz's take on Stormgiant Warhammer where he has something like this:
Code:
static szAnimation[32]; 
format(szAnimation, charsmax(szAnimation), pev(pPlayer, pev_flags) & FL_DUCKING ? "crouch_shoot_%s" : "ref_shoot_%s", STORMGIANT_PLAYER_SEQUENCE);
UTIL_PlayerAnimation(pPlayer, szAnimation, 93.0); // Note: STORMGIANT_PLAYER_SEQUENCE is "skullaxe"
Code:
public UTIL_PlayerAnimation(pPlayer, szAnimation[], Float:iFrame) { // By KORD_12.7
	static iAnimDesired, Float:flFrameRate, Float:flGroundSpeed, bool:bLoops;
	if((iAnimDesired = lookup_sequence(pPlayer, szAnimation, flFrameRate, bLoops, flGroundSpeed)) == -1) iAnimDesired = 0;
	static Float:flGameTime; flGameTime = get_gametime();
	
	set_pev(pPlayer, pev_frame, iFrame);
        set_pev(pPlayer, pev_framerate, 1.0);
        set_pev(pPlayer, pev_animtime, flGameTime);
        set_pev(pPlayer, pev_sequence, iAnimDesired);
	
	set_pdata_int(pPlayer, m_fSequenceLoops, bLoops, 4);
        set_pdata_int(pPlayer, m_fSequenceFinished, 0, 4);
        set_pdata_float(pPlayer, m_flFrameRate, flFrameRate, 4);
        set_pdata_float(pPlayer, m_flGroundSpeed, flGroundSpeed, 4);
        set_pdata_float(pPlayer, m_flLastEventCheck, flGameTime, 4);
        set_pdata_int(pPlayer, m_Activity, ACT_RANGE_ATTACK1, 5);
        set_pdata_int(pPlayer, m_IdealActivity, ACT_RANGE_ATTACK1, 5);  
        set_pdata_float(pPlayer, m_flLastAttackTime, flGameTime, 5);
}

// ACT_RANGE_ATTACK1 is 28
And then i started asking myself up about this and how it is possible so i came to the conclusion that whenever a new p_ model is added to the player it adds along with it new player animation for the model.
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Natsheh
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Join Date: Sep 2012
Old 11-27-2021 , 14:58   Re: New Animations Along With Models?
Reply With Quote #5

yes, you can create a new animations for the player model without the need of changing the player model instead you just change the player model index.
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