Forum posts

Posted 19 years ago2005-09-29 13:38:30 UTC
in idle anamation Post #138246
I figured it out!
To make any anamation work as an idle anamation, decompile the model and open up the qc file in note pad. Go to the anamation you want to loop and simply type loop after the fps. So you have for example:

$sequence "sitting2" "sitting2" fps 20 <u>loop</u>

Also the thing with the footsteps. To fix this open the qc file and look at the line where it has the walk anamation. At the end of it you will see this:

{ event 1004 <b>3</b> "common/npc_step3.wav" }

Change the number 3 to like 12 or something and that should fix the footsteps. I Think this number varies from model to model so you might have to try like 8 or 14 to get it right. Just play around with it. :)
Posted 19 years ago2005-09-27 20:20:08 UTC
in idle anamation Post #137933
The model I am using is the businessman from CZ deleted scenes, and the sequence I want him to do is called "man2_idle which is him just sitting there. It seems to work fine, but when it comes time for the sequence (man2_idle) to loop, he just freezes in place and kinda twitches like the sequence is trying to start over.

I did the same thing with the original scientist model, and used the "sitidle" sequence with the "no script move" flag checked and it worked fine.

If you have CZ deleted scenes, you should extract the businessman model and see what I mean for yourself. You will also notice that when he walks around, it makes a footstep sound ever other step. :aggrieved:
Posted 19 years ago2005-09-27 16:15:25 UTC
in idle anamation Post #137882
Hey Elon,
I am using these special idle anamations in the idle anamation field, but they still only play once. Am I missing a step here?
Posted 19 years ago2005-09-27 13:53:10 UTC
in idle anamation Post #137846
I cant seem to get my monster_generic to stay in a specific idle anamation. I am using an anamation with "idle" in it, but all the monster does is perform the anamation, then goes back to standing. :confused:
Posted 19 years ago2005-09-27 13:39:09 UTC
in cant use CZ models in Half-Life Post #137839
Yes that worked, as for the stepping sounds, it seems to make the sound every other step which looks kinda wierd. Extract a CZ deleted scenes model and make them walk around to see what I mean. If you know how to fix this great, but its no big deal.
Thanks for you help Seventh-Monkey :)
Posted 19 years ago2005-09-27 01:58:36 UTC
in cant use CZ models in Half-Life Post #137687
I extracted some CZ deleted scenes models using GCFScape (businessman.mdl for example) I want too use them in a regular half life mod, by using the monster_generic entity. The model seems to work out fine, but when I use a scriped_sequence on it like pondering for example, half-life fails and exits. Also when the model walks around, the stepping sounds are all off.
Any Ideas??
Posted 20 years ago2004-09-01 18:27:22 UTC
in info_landmark problems Post #55845
ah ha!
thats the problem, they were longer than 7 characters

thx for your help :lol:
Posted 20 years ago2004-09-01 17:26:53 UTC
in info_landmark problems Post #55835
I have two maps set up with the trigger_changlevel, and info_landmarks
so that I can move back and fourth between them. The problem is that when I transport to the new map, I end up nowhere near the other info_land mark, and outside in the void falling...falling. both info_landmarks are in exact orientation of the two areas which are the same on both maps, so why is this happening?
Posted 20 years ago2004-08-31 01:13:01 UTC
in Changing Levels Post #55388
ah I see!
Thanks a lot for you help :D
Posted 20 years ago2004-08-31 00:36:06 UTC
in Changing Levels Post #55384
I have Hammer 3.4 and there is no trigger_changelevel entity, but there
is a trigger_changetarget entity. Am I supposed to use this one instead, and if so how?