bUENo mi problema es simple ... un model lo estoy modificando para que sea gonome pero cuando lo pruebo se queda paradote y no se mueve pero si realiza la animacion run
la QC del model es
// 13 animation sequence(s)
$sequence "idle1" fps 30 loop ACT_IDLE 4
$sequence "turnleft" "turnleft" fps 20 ACT_TURN_LEFT 1
$sequence "turnright" "turnright" fps 20 ACT_TURN_RIGHT 1
$sequence "bigflinch" "bigflinch" fps 22 ACT_BIG_FLINCH 1
$sequence "attack1" "attack1" fps 15 ACT_MELEE_ATTACK1 5 { event 1 4 } { event 2 9 }
$sequence "attack2" "attack2" fps 15 ACT_MELEE_ATTACK1 1 {
{ event 3 16 }
{ event 22 0 "{" }
{ event 3 27 }
}
$sequence "walk" "walk" LX fps 22 loop ACT_RUN 1 { event 1004 8 "common/npc_step1.wav" }
$sequence "dieheadshot" "dieheadshot" X fps 18 ACT_DIE_HEADSHOT 1 { event 2001 19 }
$sequence "dieheadshot2" "dieheadshot2" fps 22 ACT_DIE_GUTSHOT 1 { event 2001 18 }
$sequence "diesimple" "diesimple" X fps 20 ACT_DIESIMPLE 1 { event 2001 13 }
$sequence "diebackward" "diebackward" fps 18 ACT_DIEBACKWARD 1 { event 2001 10 }
$sequence "dieforward" "dieforward" X fps 18 ACT_DIEFORWARD 1 { event 2001 21 }
$sequence "pause" "pause" fps 15
y la del gonome es esta :
// 25 sequences
$sequence walk "walk" LX loop fps 30 ACT_WALK 1 { event 1004 4 "common/npc_step1.wav" } { event 1011 34 "common/npc_step3.wav" }
$sequence runlong "runlong" LX loop fps 40 ACT_RUN 2 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 28 "gonome/gonome_step2.wav" }
$sequence runshort "runshort" LX loop fps 40 ACT_RUN 1 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 28 "gonome/gonome_step2.wav" }
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 1 { event 1008 1 "gonome/gonome_idle1.wav" }
$sequence idle2 "idle2" loop fps 30 ACT_IDLE 1
$sequence victoryeat1 "victoryeat1" loop fps 20 ACT_VICTORY_DANCE 1 { event 1004 20 "gonome/gonome_eat.wav" }
$sequence eat_loop "eat_loop" loop fps 25 { event 1004 0 "gonome/gonome_eat.wav" }
$sequence attack1 "attack1" fps 37 ACT_MELEE_ATTACK1 100 { event 1 19 } { event 2 35 } { event 1011 1 "gonome/gonome_melee1.wav" }
$sequence attack2 "attack2" fps 45 ACT_MELEE_ATTACK1 2 { event 1011 1 "gonome/gonome_melee2.wav" } { event 19 31 } { event 20 41 } { event 21 51 } { event 22 59 }
$sequence attack3 "attack3" fps 40 ACT_RANGE_ATTACK1 1 { event 3 40 } { event 4 62 }
$sequence jump1 "jump1" fps 42 ACT_MELEE_ATTACK1 4 { event 1011 1 "gonome/gonome_jumpattack.wav" } { event 10 5 } { event 11 10 } { event 12 15 } { event 13 20 } { event 14 25 } { event 15 30 } { event 16 35 } { event 17 40 } { event 18 44 }
$sequence diebackward "diebackward" fps 30 ACT_DIEBACKWARD 1 { event 2001 20 } { event 1004 20 "common/npc_step1.wav" } { event 1004 26 "common/npc_step3.wav" } { event 1011 1 "gonome/gonome_death2.wav" }
$sequence dieforward "dieforward" fps 25 ACT_DIEFORWARD 1 { event 2001 35 } { event 1011 1 "gonome/gonome_death3.wav" }
$sequence dieheadshot_1 "dieheadshot_1" fps 29 ACT_DIE_HEADSHOT 1 { event 2001 49 } { event 1011 1 "gonome/gonome_death4.wav" }
$sequence dieheadshot_2 "dieheadshot_2" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 29 } { event 2001 55 } { event 1011 1 "gonome/gonome_death2.wav" }
$sequence diesimple "diesimple" fps 25 ACT_DIESIMPLE 1 { event 2001 35 } { event 1011 1 "gonome/gonome_death3.wav" }
$sequence big_flinch "big_flinch" fps 30 ACT_BIG_FLINCH 1 { event 1004 1 "gonome/gonome_pain4.wav" }
$sequence small_flinch "small_flinch" fps 30 ACT_SMALL_FLINCH 1 { event 1004 1 "gonome/gonome_pain1.wav" }
$sequence flinch "flinch" fps 30 ACT_SMALL_FLINCH 5 { event 1004 1 "gonome/gonome_pain4.wav" }
$sequence dead_on_stomach1_1 "dead_on_stomach1_1" fps 10
$sequence dead_on_back "dead_on_back" fps 10
$sequence dead_on_stomach1_2 "dead_on_stomach1_2" fps 10
$sequence dead_on_side "dead_on_side" fps 10
$sequence sohappy "sohappy" loop fps 35
$sequence reference_pose "reference_pose" loop fps 30
Se me ocurrio una idea y junte las dos ( bueno no fucione too) y salio asi
// 16 sequences
$sequence walk "walk" LX loop fps 30 ACT_WALK 1 { event 1004 4 "common/npc_step1.wav" } { event 1011 15 "common/npc_step3.wav" }
$sequence runlong "runlong" LX loop fps 40 ACT_RUN 2 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 15 "gonome/gonome_step2.wav" }
$sequence runshort "runshort" LX loop fps 40 ACT_RUN 1 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 15 "gonome/gonome_step2.wav" }
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 1 { event 1008 1 "gonome/gonome_idle1.wav" }
$sequence idle2 "idle2" loop fps 30 ACT_IDLE 1
$sequence victoryeat1 "victoryeat1" loop fps 20 ACT_VICTORY_DANCE 1 { event 1004 20 "gonome/gonome_eat.wav" }
$sequence eat_loop "eat_loop" loop fps 25 { event 1004 0 "gonome/gonome_eat.wav" }
$sequence attack1 "attack1" fps 15 ACT_MELEE_ATTACK1 100 { event 1 15 } { event 2 15 } { event 1011 1 "gonome/gonome_melee1.wav" }
$sequence attack2 "attack2" fps 15 ACT_MELEE_ATTACK1 2 { event 1011 1 "gonome/gonome_melee2.wav" } { event 19 15 } { event 20 15 } { event 21 15 } { event 22 15 }
$sequence jump1 "jump1" fps 15 ACT_MELEE_ATTACK1 1 { event 3 16 } { event 22 0 "{" } { event 3 27 }
$sequence diebackward "diebackward" fps 30 ACT_DIEBACKWARD 1 { event 2001 10 }
$sequence dieforward "dieforward" fps 30 ACT_DIEFORWARD 1 { event 2001 21 }
$sequence dieheadshot "dieheadshot" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 19 }
$sequence dieheadshot2 "dieheadshot2" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 18 }
$sequence diesimple "diesimple" fps 30 ACT_DIESIMPLE 1 { event 2001 13 }
$sequence pause "pause" fps 15
PERO IGUAL NO CAMINA !
xfas ayudeeeeeeeeen



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