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Jb Feb 4 @ 12:54pm
Directional custom walk .qc help
Hello,

I'm encountering a problem with the .qc file. This results in an abrupt change of direction when the player changes direction, as you can see in the attached video at 00:10 seconds.

Here's the video that I uploaded to YT : https://youtu.be/bxjvRlJCC3Q

In fact, I've created an omnidirectional walking animation, i.e. a sequence made up of several animations (North East, North West, East, West, South, South East, South West).

Here's an extract from my .qc :

$animation "walk_lp_SW" "anims\C001A_FLD_Run01_02LP_SOUTHWEST.smd" {
fps 30
loop
}

$animation "walk_lp_S" "anims\C001A_FLD_Run01_02LP_SOUTH.smd" {
fps 30
loop
}

$animation "walk_lp_SE" "anims\C001A_FLD_Run01_02LP_SOUTHEAST.smd" {
fps 30
loop
}

// ... Rest of animations declaration

// Course Loop
$sequence "C001A_FLD_Walk01_01LP_Jb" {
"walk_lp_SW"
"walk_lp_S"
"walk_lp_SE"
"walk_lp_W"
"walk_st_C"
"walk_lp_E"
"walk_lp_NW"
"walk_lp_N"
"walk_lp_NE"
activity "ACT_WALK_LOOP" 1
blend "move_y" -1 1
blend "move_x" -1 1
fadein 0.3
fadeout 0.3
node "walking"
}

Thank you for your help !
Last edited by Jb; Feb 4 @ 2:04pm
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Showing 1-5 of 5 comments
xdshot Feb 4 @ 7:31pm 
What's look like in model editor?
Jb Feb 5 @ 3:15am 
Originally posted by xdshot:
What's look like in model editor?

I don't compile the PlayerModel with the animation. I use the Dynabase addon, so I create an .mdl animation extension, compile my animations in an .mdl and then in-game, thanks to dynabase, I can mount the extension on all the Playermodels to play the sequences.
Last edited by Jb; Feb 5 @ 3:16am
xdshot Feb 5 @ 3:25am 
Originally posted by Jb:
Originally posted by xdshot:
What's look like in model editor?

I don't compile the PlayerModel with the animation. I use the Dynabase addon, so I create an .mdl animation extension, compile my animations in an .mdl and then in-game, thanks to dynabase, I can mount the extension on all the Playermodels to play the sequences.
So, how does the animation look in model editor?
xdshot Feb 5 @ 3:30am 
The animation system in gmod expects a movement set where it moves forward, backward and sideways. For "run directly in pointed direction" you'll need to rewrite movement setup in lua
Jb Feb 5 @ 3:34am 
Originally posted by xdshot:
Originally posted by Jb:

I don't compile the PlayerModel with the animation. I use the Dynabase addon, so I create an .mdl animation extension, compile my animations in an .mdl and then in-game, thanks to dynabase, I can mount the extension on all the Playermodels to play the sequences.
So, how does the animation look in model editor?


Here's a WoS editor screen, where you can see the sequences applied to the model:

https://ibb.co/TBcbVMhB

On the editor, you can't see the sequence being played, you can only see the first keyframe, but when I apply the walk sequence, it gives the result of the video whose link is on the first message
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