• Need help getting a npc model moving more properly.
    6 replies, posted
I've been working on a Cremator model's qc file for my mod and I've managed to get it moving forward properly following some tutorials, but only forwards (like a zombie). When moving it will not turn its body to face the player if he gets outside of its aiming range the way npcs like a Combine soldier would and I'm pretty sure it's an issue with the model, not code. Any idea what information I might be missing? Here's the qc file for reference: [QUOTE] $ModelName "cremator.mdl" $BodyGroup "studio" { studio "cremator_reference.smd" } $BodyGroup "gun" { studio "cremator_gun_reference.smd" } $SurfaceProp "armorflesh" $Contents "solid" $MaxEyeDeflection 90 $CDMaterials "models\cremator\" $Attachment "muzzle" "Object08" 0.24 -54.7 -3.36 rotate 0 -90 0 $Attachment "eyes" "Bip01 Head" 0 0 0 rotate 0 0 0 $CBox 0 0 0 0 0 0 $BBox -19.535 -51.765 -12.406 59.141 31.733 93.048 // $HBoxSet "default" // $HBox 103 "Bip01 Pelvis" -26.629999 -7.95 -14.89 8.19 15.19 12.61 // $HBox 103 "Bip01 Spine" -10.41 -6.51 -13.87 12.18 15.34 10.07 // $HBox 102 "Bip01 Spine1" -13.73 -8.7 -17.540001 32.919998 15.7 16.549999 // $HBox 102 "Bip01 Spine2" -4.44 -9.27 -17.540001 28.450001 11.93 17.059999 // $HBox 102 "Bip01 Neck" -3.08 -1.59 -2.89 4.85 0.34 2.89 // $HBox 102 "Bip01 Neck1" 0 -8.42 -8.56 13.33 9.4 7.95 // $HBox 101 "Bip01 Head" 0 -4.27 -5.84 11.78 6.89 5.38 // $HBox 104 "Bip01 L Clavicle" 0 -8.71 -2.35 9.24 7.35 10.83 // $HBox 104 "Bip01 L UpperArm" 0 -1.86 -1.53 19.85 2.18 1.97 // $HBox 104 "Bip01 L Forearm" -4.93 -2.55 -1.93 18.129999 3 2 // $HBox 104 "Bip01 L Hand" -2.61 -1.65 -2.47 9.74 2.77 3.43 // $HBox 104 "Bip01 L Finger0" -0.57 -0.95 -1.79 2.79 1.67 1.7 // $HBox 104 "Bip01 L Finger01" -0.7 -0.94 -0.73 3.91 1.79 1.7 // $HBox 104 "Bip01 L Finger02" -0.23 -0.84 -0.73 2.99 0.26 0.87 // $HBox 104 "Bip01 L Finger1" -0.04 -0.88 -1.17 7.04 1.59 2.53 // $HBox 104 "Bip01 L Finger11" -0.39 -0.18 -0.98 3.86 0.88 0.61 // $HBox 104 "Bip01 L Finger2" -0.79 -0.72 -2.83 8.13 1.73 2.63 // $HBox 104 "Bip01 L Finger21" 0 -0.08 -0.39 4.39 1.45 0.83 // $HBox 104 "Bip01 L Finger22" -6.88 -0.04 -0.92 1.11 2.17 1.79 // $HBox 104 "Bip01 L Finger3" 0 -0.51 -0.83 2.96 1.35 0.85 // $HBox 104 "Bip01 L Finger31" 0 -0.46 -0.61 2.8 0.71 0.61 // $HBox 104 "Bip01 L Finger32" -1.62 -0.46 -0.61 2.46 0.71 0.61 // $HBox 104 "LSleeve" -13.14 -6.46 -4.38 5.96 8.19 12.87 // $HBox 105 "Bip01 R Clavicle" -2.58 -3.79 -10.69 9.59 7.59 2.48 // $HBox 105 "Bip01 R UpperArm" 0 -1.89 -1.99 19.870001 2.09 1.51 // $HBox 105 "Bip01 R Forearm" -4.99 -2.58 -2.01 18.25 3.01 1.91 // $HBox 105 "Bip01 R Hand" -2.33 -2.58 -3.25 49.389999 35.07 12.79 // $HBox 105 "Bip01 R Finger0" -1.44 -0.68 -4.93 3.92 3.93 0.73 // $HBox 105 "Bip01 R Finger01" -2.27 -0.93 -5.05 3.92 3.09 0.77 // $HBox 105 "Bip01 R Finger02" -5.73 -0.96 -2.54 2.96 3.75 0.77 // $HBox 105 "Bip01 R Finger11" -1.95 -0.78 -0.64 4.89 1.88 0.95 // $HBox 105 "Bip01 R Finger12" -6.77 -0.44 -0.64 2.38 0.7 0.95 // $HBox 105 "Bip01 R Finger2" -2.5 -2.19 -2.57 8.65 1.98 2.68 // $HBox 105 "Bip01 R Finger21" -2.99 -0.23 -0.83 4.9 2.02 0.49 // $HBox 105 "Bip01 R Finger22" -8.59 -0.05 -2.83 1.98 2.93 0.83 // $HBox 105 "Bip01 R Finger3" -1.59 -0.47 -0.78 2.92 1.54 1.44 // $HBox 105 "Bip01 R Finger31" -0.15 -0.47 -0.62 3.84 1 0.71 // $HBox 105 "Bip01 R Finger32" -1.64 -0.47 -0.62 2.36 0.85 0.59 // $HBox 105 "RSleave" -11.1 -9.25 -4.61 5.07 7.13 14.43 // $HBox 106 "Bip01 L Thigh" 0 -5.4 -6 22.309999 1.66 0 // $HBox 106 "Bip01 L Calf" 0 -5.87 -5.55 27.780001 11.68 5.27 // $HBox 106 "Bip01 L Foot" -5.19 -4.27 -4.87 5.18 11.35 4.77 // $HBox 106 "Bip01 L Toe0" -1.37 -0.05 -3.46 4.88 3.65 3.9 // $HBox 107 "Bip01 R Thigh" 0 -5.34 0 22.309999 0 2.71 // $HBox 107 "Bip01 R Calf" 0 -5.96 -4.73 27.690001 11.73 6.15 // $HBox 107 "Bip01 R Foot" -5.17 -4.19 -4.19 5.15 11.4 5.77 // $HBox 107 "Bip01 R Toe0" -1.5 0 -3.75 4.93 3.66 3.43 // $HBox 106 "LBack Flapa" -11.57 -22.4 -2.55 5.84 11.71 16.68 // $HBox 106 "LBack Flapb" -15.74 -5.54 -4.64 6.19 18.040001 13.23 // $HBox 107 "RBack Flapa" -6.48 -29.370001 -4.48 12.52 8.05 15.08 // $HBox 107 "RBack Flapb" -7.73 -12.29 0 13.83 11.65 18.219999 // $HBox 107 "RFront Flapa" -6.53 -24.940001 -13.82 10.16 11.1 0 // $HBox 107 "RFront Flapb" -7.04 -5.06 -12.16 13.36 16.33 2.69 // $HBox 100 "Flap3a Helper" -2.1 -29.09 0 7.99 5.34 2.76 // $HBox 100 "Flap3b Helper" -1.78 -19.83 -4.9 8.64 2.08 1.1 // $HBox 100 "Flap3c Helper" -0.05 -0.03 0 8.96 17.780001 3.82 // $HBox 100 "LFront Flapa" -9.89 -22.870001 -11.05 9.96 10.69 0 // $HBox 100 "LFront Flapb" -8.43 -5.72 -8.06 11.34 15.99 0 // $HBox 100 "Object08" -5.85 -54.75 -6.1 18.110001 4.54 5.55 $DefineBone "Bip01" "" 0.071583 2.828451 49.705528 0 -89.999928 0 0 0 0 0 0 0 $DefineBone "Bip01 Pelvis" "Bip01" 0.623697 0 0 -89.980216 -89.999928 0 0 0 0 0 0 0 $DefineBone "Bip01 Spine" "Bip01 Pelvis" 5.131855 -0.003106 0.000007 -0.000057 1.993148 -0.000229 0 0 0 0 0 0 $DefineBone "Bip01 Spine1" "Bip01 Spine" 3.90662 -0.00329 0 0 2.664999 0 0 0 0 0 0 0 $DefineBone "Bip01 Spine2" "Bip01 Spine1" 4.136856 -0.008541 0 0 3.99747 0 0 0 0 0 0 0 $DefineBone "Bip01 Neck" "Bip01 Spine2" 10.751472 -0.002665 0 0 1.718873 0 0 0 0 0 0 0 $DefineBone "Bip01 Neck1" "Bip01 Neck" 3.346893 -0.003645 0 0 1.718873 0 0 0 0 0 0 0 $DefineBone "Bip01 Head" "Bip01 Neck1" 4.579819 0.000001 0 0.000057 -12.093423 0 0 0 0 0 0 0 $DefineBone "Bip01 L Clavicle" "Bip01 Neck" -3.078377 -1.591918 2.889396 -78.539048 179.247497 -1.032585 0 0 0 0 0 0 $DefineBone "Bip01 L UpperArm" "Bip01 L Clavicle" 6.038856 0.000001 0 47.595036 -23.394274 -10.58007 0 0 0 0 0 0 $DefineBone "Bip01 L Forearm" "Bip01 L UpperArm" 17.594563 -0.000002 0 0.000003 -12.039167 -0.000007 0 0 0 0 0 0 $DefineBone "Bip01 L Hand" "Bip01 L Forearm" 17.982992 -0.000002 -0.000004 -0.070411 2.925977 -134.358428 0 0 0 0 0 0 $DefineBone "Bip01 L Finger0" "Bip01 L Hand" 2.81369 0.799023 -0.493427 51.477558 67.103221 98.418041 0 0 0 0 0 0 $DefineBone "Bip01 L Finger01" "Bip01 L Finger0" 2.065372 0 -0.000001 -0.000002 8.0975 0.00001 0 0 0 0 0 0 $DefineBone "Bip01 L Finger02" "Bip01 L Finger01" 2.094709 0 -0.000003 -0.000001 -5.842505 0.000007 0 0 0 0 0 0 $DefineBone "Bip01 L Finger1" "Bip01 L Hand" 7.522003 -0.014963 -1.158104 10.271418 11.990583 1.403786 0 0 0 0 0 0 $DefineBone "Bip01 L Finger11" "Bip01 L Finger1" 3.20083 0 -0.000004 0 7.798824 -0.000015 0 0 0 0 0 0 $DefineBone "Bip01 L Finger12" "Bip01 L Finger11" 2.731237 -0.000002 0 -0.000002 -19.000015 -0.000015 0 0 0 0 0 0 $DefineBone "Bip01 L Finger2" "Bip01 L Hand" 7.599247 -0.144512 0.59198 -10.695399 1.497718 1.378522 0 0 0 0 0 0 $DefineBone "Bip01 L Finger21" "Bip01 L Finger2" 3.840996 0.000002 0.000002 0.000006 7.798817 -0.000019 0 0 0 0 0 0 $DefineBone "Bip01 L Finger22" "Bip01 L Finger21" 3.277483 0 0 0.000006 0.000003 -0.000019 0 0 0 0 0 0 $DefineBone "Bip01 L Finger3" "Bip01 L Hand" 7.447639 -0.525787 2.367264 -10.512337 16.793909 -1.264933 0 0 0 0 0 0 $DefineBone "Bip01 L Finger31" "Bip01 L Finger3" 1.595201 0 0.000002 0.000005 -0.000001 -0.000012 0 0 0 0 0 0 $DefineBone "Bip01 L Finger32" "Bip01 L Finger31" 1.772442 0.000002 -0.000002 0.000005 -0.000001 -0.000012 0 0 0 0 0 0 $DefineBone "LSleeve" "Bip01 L UpperArm" 2.842167 2.176878 -0.812283 2.277675 172.239696 -79.222695 0 0 0 0 0 0 $DefineBone "Bip01 R Clavicle" "Bip01 Neck" -3.078392 -1.591902 -2.889401 78.539048 179.245899 1.03098 0 0 0 0 0 0 $DefineBone "Bip01 R UpperArm" "Bip01 R Clavicle" 6.038855 0.000001 -0.000008 -47.595036 -23.394274 10.580066 0 0 0 0 0 0 $DefineBone "Bip01 R Forearm" "Bip01 R UpperArm" 17.594563 -0.000001 0.000008 -0.000005 -12.039163 0.000002 0 0 0 0 0 0 $DefineBone "Bip01 R Hand" "Bip01 R Forearm" 17.982986 0 -0.000004 -0.274853 2.563526 136.356846 0 0 0 0 0 0 $DefineBone "Bip01 R Finger0" "Bip01 R Hand" 2.813688 0.799023 0.493427 -51.477569 67.103221 -98.418048 0 0 0 0 0 0 $DefineBone "Bip01 R Finger01" "Bip01 R Finger0" 2.065373 -0.000004 0.000001 0.000005 8.097498 -0.000003 0 0 0 0 0 0 $DefineBone "Bip01 R Finger02" "Bip01 R Finger01" 2.094708 0.000004 -0.000002 0.000005 -5.842508 -0.000005 0 0 0 0 0 0 $DefineBone "Bip01 R Finger1" "Bip01 R Hand" 7.521996 -0.014967 1.158112 -10.271413 11.990576 -1.4038 0 0 0 0 0 0 $DefineBone "Bip01 R Finger11" "Bip01 R Finger1" 3.20083 -0.000002 -0.000004 0.000001 7.798815 0.000005 0 0 0 0 0 0 $DefineBone "Bip01 R Finger12" "Bip01 R Finger11" 2.731234 0.000004 0.000004 0 -19.000021 0.000005 0 0 0 0 0 0 $DefineBone "Bip01 R Finger2" "Bip01 R Hand" 7.599249 -0.144514 -0.591978 10.695405 1.497718 -1.378533 0 0 0 0 0 0 $DefineBone "Bip01 R Finger21" "Bip01 R Finger2" 3.840996 0.000002 0 0 7.798818 0.000005 0 0 0 0 0 0 $DefineBone "Bip01 R Finger22" "Bip01 R Finger21" 3.277483 0 -0.000002 0 0.000003 0.000005 0 0 0 0 0 0 $DefineBone "Bip01 R Finger3" "Bip01 R Hand" 7.447637 -0.525787 -2.367264 10.512343 16.793909 1.264921 0 0 0 0 0 0 $DefineBone "Bip01 R Finger31" "Bip01 R Finger3" 1.595198 0 -0.000002 0 0 0.000002 0 0 0 0 0 0 $DefineBone "Bip01 R Finger32" "Bip01 R Finger31" 1.772448 -0.000002 0.000004 0 0 0.000002 0 0 0 0 0 0 $DefineBone "RSleave" "Bip01 R UpperArm" 2.662819 2.0864 1.145596 0.249701 -172.063518 -100.987305 0 0 0 0 0 0 $DefineBone "Bip01 L Thigh" "Bip01 Spine" -5.128647 0.181573 6.425846 -0.030424 172.281701 171.391386 0 0 0 0 0 0 $DefineBone "Bip01 L Calf" "Bip01 L Thigh" 22.311964 0 0 0 -11.459385 -0.000001 0 0 0 0 0 0 $DefineBone "Bip01 L Foot" "Bip01 L Calf" 22.311962 0 0 0.82569 5.793807 -10.495842 0 0 0 0 0 0 $DefineBone "Bip01 L Toe0" "Bip01 L Foot" 5.131752 6.470465 0 0.000002 89.999983 0 0 0 0 0 0 0 $DefineBone "Bip01 R Thigh" "Bip01 Spine" -5.128639 0.181608 -6.425845 0.030367 172.281701 -171.391728 0 0 0 0 0 0 $DefineBone "Bip01 R Calf" "Bip01 R Thigh" 22.311962 0 0 0 -11.459384 0 0 0 0 0 0 0 $DefineBone "Bip01 R Foot" "Bip01 R Calf" 22.311962 0.000001 0 -0.82569 5.793807 10.495902 0 0 0 0 0 0 $DefineBone "Bip01 R Toe0" "Bip01 R Foot" 5.131753 6.470465 0.000001 -0.000002 89.999983 0 0 0 0 0 0 0 $DefineBone "LBack Flapa" "Bip01 Pelvis" -11.211914 -5.662893 9.248473 -75.946588 -4.663704 -85.629399 0 0 0 0 0 0 $DefineBone "LBack Flapb" "LBack Flapa" -0.444929 -22.402103 -1.024191 -0.508959 -1.780695 -0.423186 0 0 0 0 0 0 $DefineBone "RBack Flapa" "Bip01 Pelvis" -7.890469 -7.554842 -9.353369 -78.890619 -167.807367 81.839341 0 0 0 0 0 0 $DefineBone "RBack Flapb" "RBack Flapa" 1.283813 -15.381773 -4.479879 -0.048644 2.073764 13.73569 0 0 0 0 0 0 $DefineBone "RFront Flapa" "Bip01 Pelvis" -12.521675 11.793076 -9.009842 -78.890673 -167.807313 81.839232 0 0 0 0 0 0 $DefineBone "RFront Flapb" "RFront Flapa" 0.785917 -24.943197 -6.367157 -0.285906 3.191432 21.285556 0 0 0 0 0 0 $DefineBone "Flap3a Helper" "Bip01 Pelvis" -10.97987 8.818287 -8.086378 -78.890673 -167.807245 81.839232 0 0 0 0 0 0 $DefineBone "Flap3b Helper" "Flap3a Helper" -0.641309 -11.527765 1.210022 0 -0.000001 0.000001 0 0 0 0 0 0 $DefineBone "Flap3c Helper" "Flap3b Helper" -0.227783 -19.832262 -4.903647 -0.120779 2.498784 16.583177 0 0 0 0 0 0 $DefineBone "LFront Flapa" "Bip01 Pelvis" -13.121265 11.56015 6.323208 -89.999983 -90.000037 0 0 0 0 0 0 0 $DefineBone "LFront Flapb" "LFront Flapa" -0.186435 -22.871983 -2.848152 0.004526 -2.330448 11.350638 0 0 0 0 0 0 $DefineBone "Object08" "Bip01 R Hand" 4.004553 6.04738 1.789421 6.986761 121.004616 -14.911855 0 0 0 0 0 0 $Weightlist Upper { "Bip01 L Thigh" 0.0 "Bip01 R Thigh" 0.0 "Bip01 Spine" 0.2 "Bip01 Spine1" 0.4 "Bip01 Spine2" 0.6 "Bip01 L Clavicle" 0.8 "Bip01 L Upperarm" 1.0 "Bip01 R Clavicle" 0.8 "Bip01 R Upperarm" 1.0 } $Weightlist Toefix { "Bip01 L Foot" 0.0 "Bip01 R Foot" 0.0 "Bip01 L Toe0" 0.8 "Bip01 R Toe0" 0.8 } $SectionFrames 30 154 $PoseParameter "aim_yaw" -45 45 0 $PoseParameter "aim_pitch" -30 30 0 $PoseParameter "move_yaw" -180 180 360 $animation delta "cremator_anims\delta.smd" fps 30 $sequence Toefix_standard "aim_neutral" loop fps 30.00 weightlist Toefix hidden $Sequence "ragdoll" { "cremator_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" -1 fadein 0.2 fadeout 0.2 fps 30 loop } $animation a_WalkS "a_WalkS" loop fps 24.000000 LX LY $animation a_WalkSE "a_WalkSE" loop fps 24.000000 LX LY $animation a_WalkE "a_WalkE" loop fps 24.000000 LX LY $animation a_WalkNE "a_WalkNE" loop fps 24.000000 LX LY $animation a_walk1 "a_walk1" loop fps 24.000000 LX LY $animation a_WalkNW "a_WalkNW" loop fps 24.000000 LX LY $animation a_WalkW "a_WalkW" loop fps 24.000000 LX LY $animation a_WalkSW "a_WalkSW" loop fps 24.000000 LX LY $sequence walk "a_WalkS" loop ACT_WALK 1 fps 24.00 { { event AE_CREMATOR_STEP_LEFT 0 } { event AE_CREMATOR_STEP_RIGHT 16 } addlayer "run_mod" blendwidth 9 blend move_yaw -180.000000 180.000000 a_WalkSE a_WalkE a_WalkNE a_walk1 a_WalkNW a_WalkW a_WalkSW a_WalkS } $animation aim_neutral "aim_neutral" subtract delta 0 fps 30 $animation aim_left "aim_left" subtract delta 0 fps 30 $animation aim_right "aim_right" subtract delta 0 fps 30 $IKChain "lfoot" "Bip01 R Foot" height 10 floor 5 $IKChain "rfoot" "Bip01 L Foot" height 10 floor 5 $sequence aim_x "aim_right" { blendwidth 3 iklock "lfoot" 1 0 iklock "rfoot" 1 0 fadein 0.2 fadeout 0.2 fps 30 blend aim_yaw -30.000 30.00 autoplay delta hidden aim_neutral aim_left } $animation aim_up "fireupleft" fps 30 subtract delta 0 $sequence aim_y "aim_up" fps 30 { blendwidth 2 blend aim_pitch -200.000 -50.00 delta hidden aim_neutral } $sequence run_mod "fastwalk01" fps 36.00 { addlayer "aim_x" fadein 0.2 fadeout 0.2 loop weightlist "Upper" hidden } $animation fastwalkback01 "fastwalkback01" loop fps 36.000000 LX $animation fastwalkrtback01 "fastwalkrtback01" loop fps 36.000000 LX LY $animation fastwalkrt01 "fastwalkrt01" loop fps 36.000000 LY $animation fastwalkrtfront01 "fastwalkrtfront01" loop fps 36.000000 LX LY $animation fastwalk01 "fastwalk01" loop fps 36.000000 LX $animation fastwalkltfront01 "fastwalkltfront01" loop fps 36.000000 LX LY $animation fastwalkleft01 "fastwalkleft01" loop fps 36.000000 LY $animation fastwalkleftback01 "fastwalkleftback01" loop fps 36.000000 LX LY $sequence run_aim "fastwalkback01" loop ACT_RUN_AIM 1 fps 36.00 { { event AE_CREMATOR_STEP_LEFT 0 } { event AE_CREMATOR_STEP_RIGHT 16 } blendlayer "run_mod" 0 0 0 0 local blendwidth 9 blend move_yaw -180.000000 180.000000 fastwalkrtback01 fastwalkrt01 fastwalkrtfront01 fastwalk01 fastwalkltfront01 fastwalkleft01 fastwalkleftback01 fastwalkback01 } $Sequence "walk_hurt" { "cremator_anims\walk_hurt.smd" activity "ACT_WALK_HURT" -1 { event 1100 0 "event_emit Foot" } { event 1100 20 "event_emit Foot" } fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "flich01" { "cremator_anims\flich01.smd" activity "ACT_BIG_FLINCH" -1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "firein" { "cremator_anims\firein.smd" { event 1100 0 "event_play Attack" } { event 1100 38 "event_rattack loop" } fadein 0.2 fadeout 0.2 fps 30 } $Sequence "fireloop" { "cremator_anims\fireloop.smd" activity "ACT_RANGE_ATTACK1" -1 addlayer aim_x fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "fireout" { "cremator_anims\fireout.smd" activity "ACT_RANGE_ATTACK1_LOW" -1 fadein 0.2 fadeout 0.2 fps 30 } $Sequence "fireupleft" { "cremator_anims\fireupleft.smd" activity "ACT_RANGE_ATTACK2" -1 fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "fireupright" { "cremator_anims\fireupright.smd" fadein 0.2 fadeout 0.2 fps 30 loop } $Sequence "fireinoutsw" { "cremator_anims\fireinoutsw.smd" fadein 0.2 fadeout 0.2 fps 30 loop } $sequence idle_mod "cremator_anims\idle01.smd" fps 30.00 { weightlist upper hidden addlayer aim_x addlayer aim_y } $Sequence "idle01" { "cremator_anims\idle01.smd" activity "ACT_IDLE" 1 addlayer Toefix_standard fps 30 loop } $Sequence "firebreathing1" { "cremator_anims\firebreathing1.smd" activity "ACT_IDLE_ANGRY" 1 fadein 0.2 fadeout 0.2 addlayer aim_x fps 30 loop } $Sequence "firebreathing2" { "cremator_anims\firebreathing2.smd" activity "ACT_GESTURE_RANGE_ATTACK1" 1 fadein 0.2 fadeout 0.2 addlayer aim_x delta subtract delta 0 fps 30 } [/QUOTE]
it could be that the cremator has no A.I to do anyting other than walk around ref:- [url]http://combineoverwiki.net/wiki/Cremator[/url] [QUOTE]Although the Cremator's NPC has no AI (no coding related to it can be found in the leaked source code), no clear fight animations and was mostly intended to clean the streets, sound files indicate that it was to notice the player,[/QUOTE]
[QUOTE=taz0;51183968]it could be that the cremator has no A.I to do anyting other than walk around ref:- [url]http://combineoverwiki.net/wiki/Cremator[/url][/QUOTE] I'm also coding the ai. There is no npc_cremator otherwise. Honestly kind of a weird assumption to think I'd be trying to make a model for an npc only present in the most barebones form in the leak without also having some hand in it having AI. As I said, pretty sure it's still a model issue.
have you checked in the model viewer if there is a turning animation ?
[QUOTE=taz0;51184152]have you checked in the model viewer if there is a turning animation ?[/QUOTE] That's most likely what I'm missing when I look at other model's decompiled although I'm not sure how to set it up. For instance the vortigaunt has [QUOTE]$Sequence "turnleft" { "vortigaunt_anims_anims\turnleft.smd" activity "ACT_GESTURE_TURN_LEFT" 1 fadein 0.2 fadeout 0.2 fps 15 weightlist "weights_turnleft" }[/QUOTE] Since I don't actually see anything beyond him standing still in the model viewer I assume most of the info comes from how its written in the qc file. Tried copying this but no luck so far, only guess I could make is I need to make a weight list as well. Or does the turn smd need something as well? Tbh not even sure why its saved as a separate smd when it seems like it's just a still reference pose.
you could try $includemodel to include animations from another model i.e [QUOTE] $includemodel "Police_animations.mdl" $includemodel "Police_ss.mdl" $includemodel "humans/male_shared.mdl"[/QUOTE] then your cremator will have there turning animation
[QUOTE=taz0;51184325]you could try $includemodel to include animations from another model i.e then your cremator will have there turning animation[/QUOTE] You realize these are models with entirely different skeletons and if any activities conflict it's gonna be janky as hell right? $include is not going to work here at all. Edit-Gonna try adding that weight list I mentioned and see if that fixes it. [editline]10th October 2016[/editline] After adding a weightlist: [QUOTE] $Weightlist turn_weight { "Bip01 Pelvis" 0.0 "Bip01 Spine" 0.0 "Bip01 Spine1" 0.0 "Bip01 Spine2" 0.0 "Bip01 Neck" 0 "Bip01 Neck1" 0 "Bip01 Head" 0 "Bip01 L Clavicle" 0 "Bip01 L Upperarm" 0 "Bip01 L Forearm" 0 "Bip01 L Hand" 0 "Bip01 L Finger0" 0 "Bip01 L Finger01" 0 "Bip01 L Finger02" 0 "Bip01 L Finger1" 0 "Bip01 L Finger11" 0 "Bip01 L Finger2" 0 "Bip01 L Finger21" 0 "Bip01 L Finger22" 0 "Bip01 L Finger3" 0 "Bip01 L Finger31" 0 "Bip01 L Finger32" 0 "LSleeve" 0 "Bip01 R Calf" 0.0 "Bip01 R Foot" 0.0 "Bip01 R Clavicle" 0 "Bip01 R Upperarm" 0 "Bip01 R Hand" 0 "Bip01 R Finger0" 0 "Bip01 R Finger01" 0 "Bip01 R Finger02" 0 "Bip01 R Finger1" 0 "Bip01 R Finger11" 0 "Bip01 R Finger2" 0 "Bip01 R Finger21" 0 "Bip01 R Finger22" 0 "Bip01 R Finger3" 0 "Bip01 R Finger31" 0 "Bip01 R Finger32" 0 "RSleave" 0 "Bip01 L Thigh" 0.0 "Bip01 L Calf" 0.0 "Bip01 L Foot" 0.0 "Bip01 L Toe0" 0 "Bip01 R Thigh" 0.0 "Bip01 R Calf" 0.0 "Bip01 R Foot" 0.0 "Bip01 R Toe0" 0 "LBack Flapa" 0 "LBack Flapb" 0 "RBack Flapa" 0 "RBack Flapb" 0 "Flap3a Helper" 0 "Flap3b Helper" 0 "Flap3c Helper" 0 "LFront Flapa" 0 "LFront Flapb" 0 "Object08" 0 }[/QUOTE] and adding turn gestures he actually did turn around while moving but only once. Not totally sure if that's a coding error or something else is needed in the .qc file to make it more consistent. Either way thanks for confirming that a turn animation was needed. Edit-Last step was getting a bit in the code to override where he's facing when moving. Totally done now. :)
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