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Fracture
797 Posts
Posted Sep 30, 2012
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?

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BenVlodgi
633 Posts
Posted Sep 30, 2012
Replied 2 hours later
instead use the command SetAnimationNoReset
when setting the animation
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Fracture
797 Posts
Posted Sep 30, 2012
Replied 1 minutes later
i actually tried that, no effect
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Brainstone
401 Posts
Posted Oct 01, 2012
Replied 13 hours later
OnAnimationDone !self SetPlaybackRate 0
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Fracture
797 Posts
Posted Oct 01, 2012
Replied 6 hours later
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
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BenVlodgi
633 Posts
Posted Oct 01, 2012
Replied 4 hours later

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

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Fracture
797 Posts
Posted Oct 02, 2012
Replied 4 hours later
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

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Villethemina
40 Posts
Posted Oct 06, 2012
Replied 4 days later
Add an output to the trigger the player triggers that goes like this:

"welding arm name" setplaybackrate 0

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Fracture
797 Posts
Posted Oct 06, 2012
Replied 4 hours later
dude, what? I did that already. Read the posts, man
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Villethemina
40 Posts
Posted Oct 11, 2012
Replied 4 days later

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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Fracture
797 Posts
Posted Oct 11, 2012
Replied 3 minutes later
i dont know why it didn't work, all i know is I just worked around it with new models. Do this topic is no longer needed