How can I set the weight of a sequence? The CalcIdeal or CalcSeqOverride as returned in CalcMainActivity?
Not the speed, the weight.
Maybe [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetLayerWeight]Entity:SetLayerWeight[/url] or [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SelectWeightedSequence]Entity:SelectWeightedSequence[/url]?
[QUOTE=fp]try setlayerweight[/QUOTE]
[QUOTE=me]thanks, but i cant get it to work[/QUOTE]
[QUOTE=fp]your doing it wroooooong[/QUOTE]
[QUOTE=me]so how do i use it then[/QUOTE]
[QUOTE=fp]dumb x 10 (list)[/QUOTE]
[QUOTE=me]will this work[/QUOTE]
[QUOTE=fp]no, you dont know what you're doing, base gamemode overwrites anims every frame[/QUOTE]
[QUOTE=me]*tries suggestion overriding base gamemode animation system* its still not working[/QUOTE]
[QUOTE=fp]dumb x 100 (list)[/QUOTE]
[QUOTE=me]i guess i'll make a new thread about it[/QUOTE]
Rinse and repeat.
I don't understand what's happening anymore. Can I just get an example of the use of that function?
Explain, in detail, EXACTLY what it is you want to get out of this?
I recall reading you wanted to use gestures, and if this is still the case, you'll need to use DoAnimationEvent, with the the function AnimRestartGesture
[QUOTE=Z0mb1n3;50489086]Explain, in detail, EXACTLY what it is you want to get out of this?
I recall reading you wanted to use gestures, and if this is still the case, you'll need to use DoAnimationEvent, with the the function AnimRestartGesture[/QUOTE]
Here's my goal.
Clockwork HL2RP, Nutscript HL2RP etc. use NPC animations on player models. The problem is, they are very jerky when switching animations, say, from walking to standing. I want to set animations' weight so I can slowly decrease the animation weight depending on the players' move speed; this seems to be what the HL2 NPCs do. Just look at how smooth their animations are. Just like in HLMV, where you can blend the weight of sequences.
[img]https://i.gyazo.com/504a4021d592a04050bbfb084ad488c9.gif[/img]
[QUOTE=RonanZer0;50489134]Here's my goal.
Clockwork HL2RP, Nutscript HL2RP etc. use NPC animations on player models. The problem is, they are very jerky when switching animations, say, from walking to standing. I want to set animations' weight so I can slowly decrease the animation weight depending on the players' move speed; this seems to be what the HL2 NPCs do. Just look at how smooth their animations are. Just like in HLMV, where you can blend the weight of sequences.
[IMG]https://i.gyazo.com/504a4021d592a04050bbfb084ad488c9.gif[/IMG][/QUOTE]
Then you're using the wrong function. From what I've toyed with, it seems to be handled by a pose parameter.
It's something like move_scale on player models, but for NPC models it might be move_x, or perhaps you'll have to modify move_yaw in a different way.
Thanks for trying to help but move_x / move_y don't exist on NPCs since they use 8-way instead of 9-way. Move_yaw only changes the direction of movement. (example, whether the model walks forward, left, right, or backward.)
Bump
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