ACT_ definitions in the source code Created 1 year ago2023-08-01 17:38:37 UTC by Xenpanther420 Xenpanther420

Created 1 year ago2023-08-01 17:38:37 UTC by Xenpanther420 Xenpanther420

Posted 1 year ago2023-08-01 17:38:37 UTC Post #347744
does anyone know where the “ACT_” (parameters in a models QC file) is defined in the half life source code so I can understand how they function better?
Posted 1 year ago2023-08-02 11:48:25 UTC Post #347745
You can do a file search for ACT_ in HL SDK.
Firstly in dlls/activity.h you have all the activity IDs defined:
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Further, elsewhere you will find given situations or events where animations are looked up by activity:
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So for example, when the grunt does a "victory dance" i.e. enemy is dead, it looks for an animation with the ACT_CROUCH activity. And then more of them later.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-08-02 22:57:39 UTC Post #347750
Thanks, now all I need help with is finding the specifics for the “ACT_” tags such as how many units (In hammer 3.4) of distance each Animation use
Posted 1 year ago2023-08-03 12:44:24 UTC Post #347752
Well, that depends entirely on the animations themselves. You can inspect them in Blender and roughly see how far they go, I think.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-08-03 18:17:31 UTC Post #347753
I tried that with a really simple walk animation where the model pivots ~45 degrees around its feet (setting the pivot point to the 3D cursor which is placed near the bottom center of the feet).

however since I currently can’t compile the SDK to add custom NPC’s to my mod. I’ve had to rely on Monster_generic entities (in this case entity), with ai_scripted nodes to test movement animations, and other animations (besides the ACT_IDLE sequences).

The problem I’m having is my npc gets stuck (it shouldn’t be the terrain as the map is a barren cube) for some reason and I don’t know if it’s a ai navigation issue, an animation issue, or maybe even a distance issue (Hence why I want to find where the ACT_ scripts are located.
Posted 1 year ago2023-08-03 23:08:21 UTC Post #347754
I'm not sure if it can actually move by itself, I'll have to take a look at the code tomorrow.
Admer456 Admer456If it ain't broken, don't fox it!
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