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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.

instead use the command SetAnimationNoReset
when setting the animation



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

i actually tried that, no effect

Just when I think I understand the system, it changes on me.

OnAnimationDone !self SetPlaybackRate 0

The Aperture Alpha
A map pack coming soon. - click for more information
Image

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.

can you perhaps give us the vmf, or atleast the peices that aren't working

you could use the AddOutput command, and have the trigger add this

Brainstone wrote:
OnAnimationDone !self SetPlaybackRate 0


Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

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.

Add an output to the trigger the player triggers that goes like this:

"welding arm name" setplaybackrate 0

dude, what? I did that already. Read the posts, man

Just when I think I understand the system, it changes on me.
Fracture wrote:
dude, what? I did that already. Read the posts, man

What's the problem using that command then? I had pretty much exactly same kind of a situation in my map and it worked perfectly.

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