|
|
#1 |
![]() Join Date: Jul 2009
Reputation: 9
Posts: 278
|
Player animations while not holding a weapon
--
It seems the animation system the latest version of the 2007 sdk uses doesn't work when not holding a weapon. So the usual t-pose is occurring. I looked into the code for a while and it looks like it should be working correctly. So while I was playing I decided to give renaming the animations a shot, my player models all use the classic ACT_HL2MP_??? animations. Plus some custom ones with the same name style. After renaming all the ACT_MP_BLEH to my ACT_HL2MP_BLEH the running and walking animations all started working correctly. But the jumping and crouching animations are both still broken. Now, ACT_MP_JUMP and CROUCHWALK/CROUCH_IDLE are not referenced AT ALL in the animstate file anymore, but they are clearly still being sent because when I use a weapon where I haven't changed the acttables at all yet it properly converts it from ACT_MP_JUMP to ACT_HL2MP_JUMP. Is there something I'm missing deeper in the code or what? I searched for all references of the animations so I'm not sure why it's acting like it is. Sorry for the paragraph. |
|
|
|
|
|
#2 |
![]() Join Date: Jun 2009
Reputation: 34
Posts: 85
|
Where exactly did you rename the jump animations?
I think you renamed the animations inside CMultiPlayerAnimState::HandleJumping, instead of in CHL2MPPlayerAnimState::HandleJumping (assuming you are using the hl2mp code as base). |
|
|
|
|
|
#3 | |
![]() Join Date: Jul 2009
Reputation: 9
Posts: 278
|
Quote:
![]() Edit: Nvm what I said about crouching, it does in fact work without weapons now, jumping still doesn't, and I don't see any typos, I'm going to triple check. Last edited by BakonGuy: 12-14-2011 at 03:16 PM. |
|
|
|
|
|
|
#4 |
![]() Join Date: Jul 2009
Reputation: 9
Posts: 278
|
Problem solved. I forgot that the default hl2:dm animations doesn't have a ACT_HL2MP_JUMP, so I just fixed it by forcing ACT_HL2MP_JUMP_SLAM when there wasn't a weapon.
|
|
|
|
![]() |
|
||||||
| Thread Tools | |
| Display Modes | |
|
|