Okay, so i am going to be recompiling the citizens for garry's mod, and i am wondering how you make custom animatinos? (Walk animation, run etc) Thanks :)
It's actually not as bad as you'd think. All you need to do is leave the QC alone with all of the citizen animations and what not included like normal when you decompile it, and then in your base QC you import your custom animations labeling them as the activities you want to replace.
So to make it a bit more clear:
If you have your decompiled QC and you write
$animation custom_walk custom_walk_anim.smd ACT_WALK 1 LX LY LZ
then it should replace the walk animation when you have no weapons with your custom animation. I don't remember whether you need to place this before or after the includes or whether location matters at all, but it's something like that.
The thing that actually causes the right animation to be replaced is the "ACT_WALK 1" portion, and LX LY LZ makes it so that if they're an npc then they can still move around if you included root animation.
You can find a list of the animations you can replace here: [url]https://developer.valvesoftware.com/wiki/Activity_List[/url]
I think anyways. I'm not sure if GMod has its own custom activities these days. I know they did for that fancy noclip float, but I think the ones you want should be the same as listed there.
If you're talking about actually making the custom animations, download Blender and the SMD plug-ins and import the citizen, animate him how you want, and then export just an animation SMD, not a reference SMD. You can just use the original.
I would also compile the model as a different name than the original citizens, like maybe Al3x_Citizen01 etc. so that people can download your custom models on the way into the server without any conflicts.
Good luck!
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