Normally each animation in the .qc file, at least for monsters, MUST be appended with an "ACT_******" phrase., otherwise the model doesn't work in game. Yours work on animation events, not actions. If the source team plans to do anything with HL2 models, the action system becomes very important, as HL2 relies on it heavily.
Same with these... Just with this particular mon, all the ACT's are set to idle. MSC mons default to that type of action if they don't find one in the QC. The events are separate, for executing events within the script. Our monsters don't take advantage of the model-sound event system though, so those have to be integrated as well.
Gotta link for it yet? Orochi's given me quite a bit of model consolidation work - I don't think I'll have the consolidation itself done in time for Febuary release, but it's making me feel better about adding weapons meantime.
I hate the new hands, dude.
whenever I compile a .QC file it f*cks up when it gets to the sheath.smd animation. (even when i dont alter the model at all)
So I dont even bother anymore.
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