Quote from
Fracture on September 30, 2012, 5:06 pm
I am trying to use the welding arm model (welder_arm.mdl)
I thought that just like all other models it would comply to all basic prop_dynamic commands. However for some reason even though i got the property "hold animation" checked for "yes" It still repeats it's animation anyway.
Is this a bug or is there a way i can work around it?
I am trying to use the welding arm model (welder_arm.mdl)
I thought that just like all other models it would comply to all basic prop_dynamic commands. However for some reason even though i got the property "hold animation" checked for "yes" It still repeats it's animation anyway.
Is this a bug or is there a way i can work around it?
Just when I think I understand the system, it changes on me.
Quote from
Fracture on September 30, 2012, 7:54 pm
i actually tried that, no effect
i actually tried that, no effect
Just when I think I understand the system, it changes on me.
Quote from
Fracture on October 1, 2012, 3:16 pm
i actually wanted it to loop until the player hits a trigger. I settled for placing in a second disabled version with a bindpose and cross enabled/disable them when hitting the trigger
i actually wanted it to loop until the player hits a trigger. I settled for placing in a second disabled version with a bindpose and cross enabled/disable them when hitting the trigger
Just when I think I understand the system, it changes on me.
Quote from
Fracture on October 2, 2012, 12:07 am
actually i never tried the AddOutput in anything, i might as well attempt that
EDIT: and that did nothing either. I isolated the portion of the map i was having trouble with and placed it in its own .VMF
This was what i settled for doing, but if you placed the animation name into their default animation path and checked hold animation, it will loop regardless for no reason
actually i never tried the AddOutput in anything, i might as well attempt that
EDIT: and that did nothing either. I isolated the portion of the map i was having trouble with and placed it in its own .VMF
This was what i settled for doing, but if you placed the animation name into their default animation path and checked hold animation, it will loop regardless for no reason
Just when I think I understand the system, it changes on me.
Quote from
Fracture on October 6, 2012, 6:56 pm
dude, what? I did that already. Read the posts, man
dude, what? I did that already. Read the posts, man
Just when I think I understand the system, it changes on me.