I'm trying to make a running animation for Trouble in Terrorist Town using a running animation from half life 2. This code is standalone and doesn't require anything else to function so far. I'm attempting to stop the animation when you fire your weapon and revert to the default running animation in the period that you hold left-click but it doesn't want to work. Am I looking in the wrong area? Is it not supposed to be coded into this lua file at all?
[CODE]
local IsValid = IsValid
local os = os
local util = util
hook.Add( "CalcMainActivity", "BaseAnimations", function( Player, Velocity )
if not Player.LastOnGround and not Player:OnGround() then
Player.LastOnGround = true
end
if Player:IsOnGround() and Player.LastOnGround then
Player:AddVCDSequenceToGestureSlot( GESTURE_SLOT_FLINCH, Player:LookupSequence("jump_land"), 0, true )
Player.LastOnGround = false
end
Player.m_FistAttackIndex = Player.m_FistAttackIndex or Player:GetNW2Int("$fist_attack_index")
if Player.m_FistAttackIndex ~= Player:GetNW2Int("$fist_attack_index") then
Player.m_FistAttackIndex = Player:GetNW2Int("$fist_attack_index")
Player:AddVCDSequenceToGestureSlot( 5, Player:LookupSequence("zombie_attack_0" .. ( ( Player.m_FistAttackIndex )% 7 + 1 )), 0.5, true )
end
if Player:IsOnGround() and Velocity:Length() < Player:GetRunSpeed() - 20 then
return ACT_HL2MP_RUN_FAST, -1
end
end)
hook.Add("KeyPress", "TTT_KeyPress", function(ply, key)
if IsValid(ply) and key == IN_ATTACK then
local plyWep = ply:GetActiveWeapon()
if !IsValid(plyWep) then return end
if plyWep.Base != "weapon_tttbasegrenade" then
if !plyWep:CanPrimaryAttack() or (CurTime() < plyWep:GetNextPrimaryFire()) then return end
else
if (CurTime() < plyWep:GetNextPrimaryFire()) then return end
end
return ACT_HL2MP_RUN_FAST, -1
end
end)
local function RenderHook( Object )
if not Object:IsPlayer() then return end
if not Object.RenderOverride then
Object.RenderOverride = function( self )
if hook.Call("PlayerRender", nil, self ) == nil then
self:DrawModel()
end
end
end
end
hook.Add("NetworkEntityCreated", "HookOntoPlayerRender", RenderHook )
hook.Add("NetworkEntityCreated", "HookOntoPlayerRender", OnEntityCreated )
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