Okay, I've got this in a SENT
[code]AddCSLuaFile( "cl_init.lua" ) -- Make sure clientside
AddCSLuaFile( "shared.lua" ) -- and shared scripts are sent.
include('shared.lua')
animlist={"throw1","standtocrouch","ShootSMG1ToCover_R","preSkewer","photo_react_startle"}
ENT.AutomaticFrameAdvance = true
function ENT:Initialize()
self.Entity:SetModel("models/Humans/Group01/male_02.mdl")
//self.Entity:Spawn()
//self.Entity:SetModel("models/gman.mdl")
self.Entity:PhysicsInit( SOLID_VPHYSICS ) -- Make us work with physics,
self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) -- after all, gmod is a physics
self.Entity:SetSolid( SOLID_VPHYSICS ) -- Toolbox
local phys = self.Entity:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
end
timer.Create(tostring(math.random()),0.1,1,function()
local sequence = self:LookupSequence("photo_react_startle")
self:SetSequence(sequence)
self:SetPlaybackRate(2.0)
end)
//self.Entity:Fire("kill","",2)
end
function ENT:Use( activator, caller )
return
end
function ENT:Think()
if not spawned then
spawned=true
end
self:NextThink(CurTime())
return true
end[/code]
(The physics copypasta is simply to see if it's a physics issue)
All I'm trying to do here is make the entity play an anim, however when SetSequence is called the model simply disappears into thin air, I've consulted the wiki to no avail.
Help?
Use ResetSequence.
[QUOTE=Wizard of Ass;27538858]Use ResetSequence.[/QUOTE]
Tried, (provided you meant replacing SetSequence with ResetSequence) it doesn't disappear, but the model refuses to move an iota.
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