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Custom animation problem (Forums : Coding & Scripting : Custom animation problem) Locked
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Aug 2 2004 Anchor

well... i have been trying to make my custom animations for on our mod(hl). on very basic qc they worked but not in this.. on viewer and so on they work perfect... on game only running and few other animations worked but not custom made ones. we have code what can load custom animations from mdl, but this time it loads wrong animation.

does anyone have any clue what is wrong whit this qc file?

$modelname "D:\NTP anims\Rock Lee2\alpha\RockLee.mdl"
$cd "\NTP anims\Rock Lee2\alpha\"
$cdtexture "\NTP anims\Rock Lee2\alpha\"
$cliptotextures
$externaltextures

$scale 1.0

// 3 attachments
$attachment 0 "Bip01 R Hand" 1.000000 1.000000 2.800000
$attachment 1 "Bip01 L Hand" 1.000000 1.000000 2.800000

// 4 bone controllers
$controller 0 "Bip01 Spine" YR -30 30
$controller 1 "Bip01 Spine1" ZR -30 30
$controller 2 "Bip01 Spine2" ZR -30 30
$controller 3 "Bip01 Spine3" ZR -30 30

// originaali

// 24 hit boxes
$hbox 0 "Bip01 Pelvis" -4.730000 -3.310000 -3.300000 4.660000 1.348406 3.670000
$hbox 0 "Bip01 L Leg" -3.410000 -4.350000 0.000000 3.420000 2.650000 15.600000
$hbox 0 "Bip01 L Leg1" -6.010000 -1.750000 0.000000 0.320000 4.100000 13.123785
$hbox 0 "Bip01 L Foot" -6.640000 -6.150000 -1.410000 0.000000 3.670000 3.030000
$hbox 0 "Bip01 R Leg" -3.690000 -2.810000 0.000000 3.260000 4.390000 15.600000
$hbox 0 "Bip01 R Leg1" -6.140000 -4.310000 0.000000 0.220000 1.560000 13.138645
$hbox 0 "Bip01 R Foot" -7.090000 -3.960000 -1.470000 0.000000 5.890000 2.990000
$hbox 0 "Bip01 Spine" -0.250000 0.000000 -1.870000 4.030000 4.520000 3.823106
$hbox 0 "Bip01 Spine1" -4.160000 -3.160000 -1.760000 4.090000 4.160000 3.314078
$hbox 0 "Bip01 Spine2" -3.870000 -1.910000 0.000000 3.850000 4.110000 4.295648
$hbox 0 "Bip01 Spine3" -4.910000 -2.050000 -0.180000 4.480000 4.460000 5.163329
$hbox 0 "Bip01 Neck" -2.350000 -0.660000 -2.044109 2.360000 3.550000 1.421297
$hbox 0 "Bip01 L Arm" -2.250000 -0.340000 0.000000 0.000000 3.540000 4.260000
$hbox 0 "Bip01 L Arm1" -1.800000 -0.860000 0.000000 1.060000 3.550000 7.770000
$hbox 0 "Bip01 L Arm2" -1.710000 -0.950000 0.000000 1.080000 1.840000 8.123814
$hbox 0 "Bip01 L Hand" -0.880000 -1.195893 -0.250000 0.630000 1.070000 2.781934
$hbox 0 "Bip01 R Arm" -2.260000 -3.580000 0.000000 0.000000 0.300000 4.180000
$hbox 0 "Bip01 R Arm1" -1.840000 -3.610000 0.000000 1.030000 0.640000 8.030000
$hbox 0 "Bip01 R Arm2" -1.710000 -2.030000 -0.150000 1.100000 0.930000 7.317675
$hbox 0 "Bip01 R Hand" -0.780000 -1.060000 0.000000 0.700000 1.330000 3.070000
$hbox 0 "Bip01 Head" -3.820000 -5.420000 -1.090000 3.730000 2.480000 8.290000
$hbox 0 "Bip01 R Hair" -1.330000 -1.000000 -1.770000 1.520000 1.490000 0.000000
$hbox 0 "Bip01 L Hair" -1.510000 -0.820000 -1.860000 1.510000 1.420000 0.000000
$hbox 0 "Bip01 Tale" -1.750000 0.000000 -1.280000 1.940000 3.660000 0.850000

$bodygroup head
{
studio "rl2"
}

// sequences
$sequence look_idle "idle" loop fps 14 ACT_IDLE 2
$sequence idle "idle2" loop fps 14 ACT_IDLE 1
$sequence deep_idle "idle3" loop fps 12 ACT_IDLE 4
$sequence run2 "run_weapon" LX loop fps 70 ACT_RUN 1
$sequence walk2handed "walk" LX loop fps 45 ACT_WALK 1
$sequence 2handshoot "shuriken" LX fps 30 ACT_RANGE_ATTACK2 1
$sequence crawl "crawl" LX loop fps 28 ACT_CROUCH 1
$sequence crouch "crouch" LX loop fps 12 ACT_CROUCHIDLE 1
$sequence jump "jump_forward" fps 70 ACT_HOP 1
$sequence long_jump "flip_loop" loop fps 20 ACT_LEAP 1
$sequence swim "blank" loop fps 12 ACT_SWIM 1
$sequence treadwater "blank" loop fps 12 ACT_HOVER 1
$sequence run "run" LX loop fps 70
$sequence walk "walk" LX loop fps 45
$sequence aim_2 "blank" "blank" loop fps 14 blend XR -45 45
$sequence shoot_2 "blank" "blank" loop fps 14 blend XR -45 45
$sequence aim_1 "blank" "blank" loop fps 14 blend XR -45 45
$sequence shoot_1 "blank" "blank" loop fps 14 blend XR -45 45
$sequence die_simple "die_front" fps 26 ACT_DIESIMPLE 1 { event 2001 8 }
$sequence die_backwards1 "die_back" fps 30 ACT_DIEBACKWARD 4 { event 2001 12 }
$sequence die_backwards "die_right" fps 26 ACT_DIEBACKWARD 1 { event 2001 14 }
$sequence die_forwards "die_front" fps 26 ACT_DIEFORWARD 1 { event 2001 7 }
$sequence headshot "die_back" fps 30 ACT_DIE_HEADSHOT 4 { event 2001 21 }
$sequence die_spin "die_left" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 15 }
$sequence gutshot "die_front" fps 26 ACT_DIE_GUTSHOT 1 { event 2001 21 }
$sequence ref_aim_crowbar "blank" loop fps 4
$sequence ref_shoot_crowbar "kunai" fps 25
$sequence die_back "die_back" fps 30
$sequence die_front "die_front" fps 26
$sequence die_left "die_left" fps 30
$sequence die_right "die_right" fps 26
$sequence die_front_spin "die_front_spin" fps 30
$sequence die_back_spin "die_back_spin" fps 30
$sequence block "block" loop fps 3
$sequence block_hit "block_hit" fps 20
$sequence hit_r "hit_r" fps 30
$sequence hit_l "hit_l" fps 30
$sequence hit_head "hit_head" fps 25
$sequence hit_stomach "hit_stomach" fps 25
$sequence run_backward "run_backward" loop fps 55
$sequence water_prison "water_prison" loop fps 10
$sequence life_gates "life_gates" fps 8
$sequence special_1 "special_1" fps 20
$sequence flip_star "flip_start" fps 10
$sequence flip_loop "flip_loop" loop fps 20
$sequence flip_stop "flip_stop" fps 15
$sequence jump_backward "jump_backward" fps 70
$sequence jump_forward "jump_forward" fps 70
$sequence melee_punch_r1 "melee_punch_r1" fps 25
$sequence melee_punch_r2 "melee_punch_r2" fps 25
$sequence melee_punch_l1 "melee_punch_l1" fps 25
$sequence melee_punch_l2 "melee_punch_l2" fps 25
$sequence melee_kick_r1 "melee_kick_r1" fps 20
$sequence melee_kick_r2 "melee_kick_r2" fps 35
$sequence melee_kick_l1 "melee_kick_l1" fps 20
$sequence melee_kick_l2 "melee_kick_l2" fps 35
$sequence kunai "kunai" fps 25
$sequence shuriken "shuriken" fps 30
$sequence combo "combo" loop fps 30

Aug 19 2004 Anchor

that isnt solved yet.... i think there is somekind of limits? does anyone know? please help me

Aug 20 2004 Anchor

did you code to have the custom animations play? you guys gotta add something to trigger the new animation, see ACT_ stuff. also post the code what you modify to make these new anims to work.

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Aug 23 2004 Anchor

yes, we have tryed those ACT_ things too, but still it doesnt work right. i will tell that code later when ill catch up our coder..

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