Creating own headcrab

Creating own headcrab

Re: Creating own headcrab Posted by Reaktor86 on Sat Aug 8th 2015 at 7:47am
Reaktor86
2 posts
Posted 2015-08-08 7:47am
2 posts 0 snarkmarks Registered: Aug 8th 2015
Hello! I am experienced user of SDK, but working on the charatcers at first time.
I created own model of headcrab. It's correctly using an animations, but not moving. I mean that it's not attacking player and stands still. Where's a problem?
$modelname "headcrabclassic.mdl"
$cd "."
$cdmaterials "characters"

$model "studio" "headcrabclassic.smd"

$surfaceprop "alienflesh"
$eyeposition -0.000 0.000 16.000
$illumposition -0.163 -0.126 7.813
$sequence Idle01 "headcrabclassic_ANI_idle01" loop ACT_IDLE 2 fps 30.00
$sequence IdleB "headcrabclassic_ANI_idleb" loop ACT_IDLE 1 fps 30.00
$sequence Run1 "headcrabclassic_ANI_run1" loop ACT_RUN 1 fps 30.00
//{
//{ event AE_CL_PLAYSOUND 5 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 11 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 17 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 22 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 28 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 33 "NPC_Headcrab.Footstep" }
//}

$sequence TurnLeft "headcrabclassic_ANI_turnleft" loop ACT_TURN_LEFT 1 fps 30.00
//{
//{ event AE_CL_PLAYSOUND 7 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 8 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 12 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 16 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 23 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 25 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 30 "NPC_Headcrab.Footstep" }
//}

$sequence TurnRight "headcrabclassic_ANI_turnright" loop ACT_TURN_RIGHT 1 fps 30.00
//{
//{ event AE_CL_PLAYSOUND 7 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 8 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 12 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 16 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 23 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 24 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 28 "NPC_Headcrab.Footstep" }
//{ event AE_CL_PLAYSOUND 30 "NPC_Headcrab.Footstep" }
//}

$sequence jumpattack_broadcast "headcrabclassic_ANI_jumpattack_broadcast" ACT_RANGE_ATTACK1 1

fps 30.00
//{
//{ event AE_HEADCRAB_JUMP_TELEGRAPH 0 }
//{ event AE_HEADCRAB_JUMPATTACK 5 }
//}

$sequence Drown "headcrabclassic_ANI_drown" loop ACT_HEADCRAB_DROWN 1 fps 30.00
$sequence canal5b_sewer_jump "headcrabclassic_ANI_canal5b_sewer_jump" fps 30.00
$sequence headcrabbed "headcrabclassic_ANI_headcrabbed" fps 30.00
$sequence headcrabbedpost "headcrabclassic_ANI_headcrabbedpost" loop fps 30.00
$sequence BurrowIn "headcrabclassic_ANI_BurrowIn" ACT_HEADCRAB_BURROW_IN 1 fps 30.00
//{
//{ event AE_HEADCRAB_BURROW_IN 25 }
//{ event AE_HEADCRAB_BURROW_IN_FINISH 42 }
//}

$sequence BurrowOut "headcrabclassic_ANI_BurrowOut" ACT_HEADCRAB_BURROW_OUT 1 fps 30.00
//{
//{ event AE_HEADCRAB_BURROW_OUT 0 }
//}

$sequence BurrowIdle "headcrabclassic_ANI_BurrowIdle" loop ACT_HEADCRAB_BURROW_IDLE 1 fps

30.00
$sequence cannisterDeploy_A "headcrabclassic_ANI_cannisterDeploy_A"

ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT 1 fps 30.00
$sequence cannisterDeploy_B "headcrabclassic_ANI_cannisterDeploy_B"

ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER 1 fps 30.00
$sequence cannisterDeploy_C "headcrabclassic_ANI_cannisterDeploy_B"

ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT 1 fps 30.00
$sequence testDeploy_A "headcrabclassic_ANI_testDeploy_A" fps 30.00
$sequence testDeploy_b "headcrabclassic_ANI_testDeploy_A" fps 30.00
$sequence testDeploy_C "headcrabclassic_ANI_testDeploy_A" fps 30.00
$sequence ragdoll "headcrabclassic_ANI_ragdoll.SMD" ACT_DIERAGDOLL 1 fps 30.00

$collisionjoints "headcrabclassic.smd"
{
$mass 25
$rootbone "headtacle_base"
}
Re: Creating own headcrab Posted by Reaktor86 on Sat Aug 8th 2015 at 8:45am
Reaktor86
2 posts
Posted 2015-08-08 8:45am
2 posts 0 snarkmarks Registered: Aug 8th 2015
I've figured out, the problem was in {
But still not working. In game the headcrab jumps at player, but stands alone. The console shows message: npc_headcrab moving with speed <= 0 (Run1)
$sequence Run1 "headcrabclassic_ANI_run1.SMD" {
    fps 30
    "ACT_RUN" 1
    loop
    { event AE_CL_PLAYSOUND 5 "NPC_Headcrab.Footstep" }
    { event AE_CL_PLAYSOUND 11 "NPC_Headcrab.Footstep" }
    { event AE_CL_PLAYSOUND 17 "NPC_Headcrab.Footstep" }
    { event AE_CL_PLAYSOUND 22 "NPC_Headcrab.Footstep" }
    { event AE_CL_PLAYSOUND 28 "NPC_Headcrab.Footstep" }
    { event AE_CL_PLAYSOUND 33 "NPC_Headcrab.Footstep" }
}