Animations
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When useing misc_model_breakable or Lmd_terminal, sometimes I use a .glm model but all time it comes up with missing animation. How do I make it look like, for example. holding a weapon or some idle animation.
Use a bounding box (I recommend 5 5 100) and inside it place an NPC_spawner. Sticking anims to GLMs doesn't work yet.
you use a lmd_actor as well, tho work well for the job.
and they will continue to grow as well
Use a bounding box (I recommend 5 5 100) and inside it place an NPC_spawner. Sticking anims to GLMs doesn't work yet.
I prefer this kind of setup: (Pre-Actor; Still technically valid since LMD_actor isn't finished yet)
/place NPC_spawner 24 spawnflags,32,MiscKeys,Here
/place lmd_restrict 0 maxs,8 8 32,mins,-8 -8 0,spawnflags,3
/place hitbox* 0 maxs,16 16 72,mins,-16 -16 0,MiscKeys,Here
*Whatever suits your fancy, be it lmd_propertyterminal, lmd_terminal, or misc_model_breakable.
You are correct. It's been a while; I forgot to spawnflags 32 it and make it invincible.
/place lmd_terminal 0 maxs,5 5 100,mins,-5 -5 0,(all the other keys you want)
That will make an invisible lmd_terminal.
/place NPC_spawner * origin,(the same as the lmd_terminal. You'll have to nudge it a few times to make it fit perfectly.),NPC_type,whatever,spawnflags,32(all the other keys you need)
That will spawn the model you seek. .glms canot be given animations at this time.
/place lmd_restrict * origin,(same as NPC),maxs,5 5 5,mins,-5 -5 -5,(all the other keys you need)
That will make sure your NPC cannot be killed by splash weapons.
other thing you can replace the NPC_spawner with is a lmd_actor which will allow you to select any animation you like to make it have
ex
place lmd_actor 0 model,tusken,skin,blue,TorsoAnim,BOTH_FORCE_DRAIN_GRABBED,LegsAnim,BOTH_FORCE_DRAIN_GRABBED
that would give you smth like this

and you can change the TorsoAnim and LegsAnim keys with any anim you want, just find the number of the anim you want with /anims play # then find its name with anims list #, and enter it into those keys.
need help with lmd_actors just do /entityinfo lmd_actor, will give more details
and like kyron said
just place a terminal around the with maxs and mins (so its invisible) and it will look like your NPC/actor is the terminal.
that make it clear?
I haven't played with LMD_actor yet (bad internet connection this month), so you should try Siebe's version before you try mine.
just what ever you do don't killother it xD
crashes server
Yeah, that probably the second thing I learned about lmd_actors.
When modifying or deleting, use blowup on the actor, then delete/modify.
in 2.4.3 you could use lmd_actor_modify =P
it's now restricted in 2.4.4
Define "restricted". I don't recall changing lmd_actor_modify since I created it, and I never bothered testing it.
in 2.4.3 it just spawned but really had no functional interaction with the npc_targetname of lmd_actor
2.4.4 doesn't let you spawn it anymore by returning a message theres no entity by that classname
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Well I appreciate the responses, really, but it's not npc_spawner, it's lmd_terminal with a .glm model. So far it stands like it's doing a star jump. How do I...well...Make it so it doesn't. Like idle (just standing, holding weapon)
and how do I spawn the bounding box?