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Custom Player Model Animations

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Gobanzo_Mon
You're the man now, dog!
You're the man now, dog!


Joined: 24 Aug 2004
Location: Minnesota, USA

PostPosted: Thu Jun 04, 2009 9:32 pm    Post subject: Custom Player Model Animations
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How can I successfully add new animations through code? I have the SMD, and in the QC file:
Code:
$sequence lookoutidle "lookoutidle" loop ACT_CROUCH_LOOKOUT 1 fps 30.00


I properly put ACT_CROUCH_LOOKOUT at the bottom of:
ai_activity.h
ai_activity.cpp
activitylist.cpp

then in my weapon file act table I have
Code:
{ ACT_HL2MP_IDLE_CROUCH,         ACT_CROUCH_LOOKOUT,         false },


When I test in game it just shows the reference pose when it's supposed to be running the idle crouch animation. I've heard all over that this is a difficult process, but I have not seen one thorough explanation as to how to do it from the beginning. Anyone know what I'm doing wrong?
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RomeoJGuy
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Joined: 19 Jun 2004
Location: Atlanta, GA. Maps Released: 3

PostPosted: Sat Aug 01, 2009 9:38 pm    Post subject:
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If you put it in those files like you said than it should work across any animating entity. I've done this numerous times and as long as its given an id and you call the function that adds it to the default set of activities it should work on players, npcs, and the like.

If you are using the latest sdk I am unsure though because the animation system was changed a lot for players.
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Gobanzo_Mon
You're the man now, dog!
You're the man now, dog!


Joined: 24 Aug 2004
Location: Minnesota, USA

PostPosted: Sun Aug 02, 2009 10:14 am    Post subject:
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Oh I figured out what was wrong awhile after I originally posted this. I WAS doing it right within the code, but I had a bunch of hl2dm animation models overriding my changes from the gcf. I trimmed out a lot of unneeded crap from the human SDK source files, and compiled my own versions so I don't use anything from the gcfs. It works now
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