I'm making some custom movements, and I'm setting an animation. When the player is on the ground and jumps the animation isn't set, they still look like they're running. But when I jump a second time in the air, the animation is set correctly.
[lua]hook.Add("Move", "BallonMove", function(ply, movement)
if ply:KeyPressed(IN_JUMP) then
if ply:KeyDown(IN_FORWARD) then
movement:SetVelocity(Vector(0, 0, UpPower) + ply:GetAimVector()*DirPower)
elseif ply:KeyDown(IN_BACK) then
movement:SetVelocity(Vector())
elseif ply:KeyDown(IN_MOVERIGHT) then
movement:SetVelocity(ply:GetVelocity() + ply:GetRight()*DirPower*2)
elseif ply:KeyDown(IN_MOVELEFT) then
movement:SetVelocity(ply:GetVelocity() + ply:GetRight()*DirPower*-2)
elseif ply:IsOnGround() then
movement:SetVelocity(Vector(0, 0, UpPower) + ply:GetForward()*DirPower)
else
movement:SetVelocity(Vector(0, 0, UpPower) + ply:GetAimVector()*DirPower)
end
ply:ResetSequence(ply:SelectWeightedSequence(ACT_HL2MP_JUMP_SLAM))
return true
end
end)[/lua]
I believe it has something to do with Entity:SetGroundEntity
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